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December 3rd, 2003, 08:23 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Post 1.84 beta history
Quote:
Lastly, the PM should recognize the "magic numbers" for population as defined in settings.txt. He should try to the max extent to maintain populations of 100, 500, 1000, 2000, 3000, etc. on each planet so as to maximize population bonuses.
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You can ameliorate this by adding in 1% bonus levels as opposed to just the 10% that are there now. I made a "Smoothed Pop Settings" minimod that did this quite some time ago and emailed it to MM, but I guess he didn't like it. 
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December 4th, 2003, 03:56 AM
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Shrapnel Fanatic
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Re: Post 1.84 beta history
or maybe MM is going for a sort of minimum approach to the files to minimize confusion for new players. if people want something more complicated, they can mod it in.
or at least, that's my guess.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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December 4th, 2003, 04:04 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Post 1.84 beta history
Bah. 
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December 4th, 2003, 05:58 AM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Post 1.84 beta history
*bump
and some news:
Version 1.86:
1. Added - "AI Tag ##" abilities for use in getting AIs to use specific components.
2. Fixed - Improved Empire placement using the "Evenly distributed through the quadrant" option.
3. Fixed - AI would purchase ships even if it had no resources available.
4. Fixed - Cloaked unit Groups would not show a dotted circle around them.
5. Added - Empire style directory label to the Empire setup window.
6. Fixed - AI would still try to launch units when its maximum units in space had been reached.
7. Fixed - The name of the current item under construction should show how many as well.
8. Fixed - Drones were not inflicting special damage types.
9. Fixed - Decreased seeker damage factor required to move to next target.
10. Fixed - You could build designs which had mounts of higher technology than your empire.
11. Fixed - AI would build all of the same colonizer type in a given turn.
12. Added - Mousewheel support to lists.
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December 4th, 2003, 06:01 AM
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Major
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Re: Post 1.84 beta history
mousey wheels
wheeeeeeee
oh ya, us betas get this info. Usually richard goes ahead and does it. So I guess its ok
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When a cat is dropped, it always lands on its feet, and when toast is dropped, it always lands with the buttered side facing down. I propose to strap buttered toast to the back of a cat. The two will hover, spinning inches above the ground. With a giant buttered cat array, a high-speed monorail could easily link New York with Chicago.
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December 4th, 2003, 06:11 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Post 1.84 beta history
Quote:
1. Added - "AI Tag ##" abilities for use in getting AIs to use specific components.
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*drools*
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5. Added - Empire style directory label to the Empire setup window.
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Yay! My suggestion made it in! Mac will like this one.
Now we just need the vehicle size and target type fields to accept comma separated lists, and Adamant will be ready to rock and roll! 
[ December 04, 2003, 04:13: Message edited by: Imperator Fyron ]
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December 4th, 2003, 06:11 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
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Re: Post 1.84 beta history
Quote:
9. Fixed - Decreased seeker damage factor required to move to next target.
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huh?
Fyron: humbug.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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