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  #1  
Old February 9th, 2005, 10:02 PM
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Default Re: Proportions Mod version 3.0.3 in the works...

Yep.
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Old February 9th, 2005, 10:28 PM

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Default Re: Proportions Mod version 3.0.3 in the works...

Thanks, just wanted to make sure.
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  #3  
Old February 14th, 2005, 10:23 PM
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Default Re: Proportions Mod version 3.0.3 in the works...

Two frustrating things:
1. The AI starts building cultural centers around turn twenty on newly colonized worlds with only 4 slots out of 15 or 20 used.

2. The AI builds tons of Orbital Ship Yards but when I go check them out they just sit dormant while their cargo holds are maxed out full.

How can this be corrected so that a pleasent and hopefully challenging solo game can be played. I know that the AI has not been fully developed for this mod, but to at least correct the cultural center problem would be a boon.

Thanks
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  #4  
Old February 15th, 2005, 01:21 AM
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Default Re: Proportions Mod version 3.0.3 in the works...

I tried fiddling with it myself when 3.0.1 came out, but it's difficult to script a good AI when you arn't too good at the game yourself. *g*
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  #5  
Old February 15th, 2005, 11:33 AM
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Default Re: Proportions Mod version 3.0.3 in the works...

1. It looks like several of the AI(s) are missing colonial development in their research tree. Hence when they get to a stage that the planets are supposed to build a mineral/organic/research/etc modifier such as minor city, the only thing to build is a Cultural Center.

One AI with this problem for example is:
XiChung_AI_Research.txt
XiChung_AI_Construction_Facilities.txt

I'll test this later to see if it fixes the problem.
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  #6  
Old February 17th, 2005, 09:56 PM
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Default Re: Proportions Mod version 3.0.3 in the works...

anyone got any bright ideas to force the AI not to build colony ships till it has colony tech?

*EDIT*

The various advanced Radioactives extraction buildings do not have the "Drop Troops" ability. On purpose or bug?
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  #7  
Old February 17th, 2005, 09:59 PM
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Default Re: Proportions Mod version 3.0.3 in the works...

Is the AI set up to play well in the mod? I have never checked and was wondering.
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  #8  
Old February 17th, 2005, 10:20 PM
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Default Re: Proportions Mod version 3.0.3 in the works...

Quote:
TheDeadlyShoe said:
anyone got any bright ideas to force the AI not to build colony ships till it has colony tech?
You could do what I did to solve this problem in Adamant. Add a new set of 0 kT, 1 hit point components, one for each colony type. Give them each a unique AI tag (NOT the colony ability). Make these AI tags "Must Have" abilities for each colony ship design, as appropriate. Now, the AI can not design a colony ship until it has these components available, which incidentally require exactly the same technology as the colony modules.
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  #9  
Old February 17th, 2005, 10:55 PM
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Default Re: Proportions Mod version 3.0.3 in the works...

Fyron: That sure would help, although I'm not sure there's any ability tags left in Proportions!

Atrocities: No, the AI is Craptacular at least in 3.0+; I never tried the previous versions, though.

*EDIT*

The AI I'm working on uses Crystal tech. I required Shield Generation From Damage, and that did the trick. (The way it's layed out, Crystalline Technology researches directly after the tenth level of Rock Planet Colonizers, which finishes at about turn 15-16.) Obviously not universal, but it works for now.
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  #10  
Old March 2nd, 2005, 04:41 PM
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Default Re: Proportions Mod version 3.0.3 in the works...

pvk, the porportions site (or at least the DNS for it, on g2.latibulum.com) is down. any alternate download mirrors?
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