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March 16th, 2002, 05:15 AM
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Join Date: Jan 2002
Location: Kansas
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Re: Colony ships, for sale cheap!
quote: Originally posted by PvK:
I like your suggestion to add "shield" values to facilities, although I don't think it should be impossible to bLast planets with the right weapons. However I don't understand what you mean by:
Not impossible, just difficult. I made all planetary weapons (bombs) skip shields. I could tone it down more but I hate the AI just coming in and glassing planet with no attempt at conquest.
"One other thing I found it the "damage to kill one pop" in settings. You had it set to 1000. all That does is make all weapons do minimum 1000 damage."
What do you mean?
damage to kill 1 pop= 100
escort, 1 depleeted uranium cannon= 100 damage against unshielded planet. Oddly enough the anti-planet drone warheads seem to work correctly.
I find that supplies are very important in Proportions. A ship with ion engines mark I and no extra supply storage only has a one-way range of 19 sectors! In 1.5 the situation is even more interesting, with some of the suggestions from Dogscoff and others worked in, so that there are two grades of all marks of engines with different output and efficiency - with capital ships you have to trade off range against speed, and the difference in speed between small and large ships is greater.
Oh it works great at higher tech but low tech-low thrust engines give at least one move supplied or not.
PvK
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March 16th, 2002, 05:17 AM
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Re: Colony ships, for sale cheap!
sorry for that mess, still tryin to figure out the quotes thing on here.
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March 16th, 2002, 05:56 AM
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National Security Advisor
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Re: Colony ships, for sale cheap!
""One other thing I found it the "damage to kill one pop" in settings. You had it set to 1000. all That does is make all weapons do minimum 1000 damage."
What do you mean?"
It means that weapons will always kill at least one population per hit. Setting it to 1000 will prevent any weapon (except mounted napalm) from killing more than ONE pop per hit, but won't prevent them from doing damage.
I think.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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March 16th, 2002, 07:19 AM
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National Security Advisor
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Re: Colony ships, for sale cheap!
Oh, thanks Phoenix... that's... interesting. 
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March 16th, 2002, 01:08 PM
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Re: Colony ships, for sale cheap!
Hey PvK. I think I may have found a glitch in proportions. Check the happiness.txt file and make sure that the modifiers that are supposed to make people happy have a - in front of them. I'm expanding and building cities and people are just gettin more and more pisssed. LOL Looked at the happiness file and all are set to cause negative responses.
nevermind, My mistake. lookin at the wrong mod file.
[ 16 March 2002: Message edited by: Rlaney ]
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March 17th, 2002, 02:49 AM
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Re: Colony ships, for sale cheap!
Very odd. City happines modifiers set to 5 creates unhappiness. Set to -5 creates happiness. I thought someone tried and negative modifiers didn't work for that. The question is in gold the urban pacification center is set to 1. Will that cause unhappiness or not? They use the same ability so... Maybe we better tell MM about this one.
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March 16th, 2002, 03:46 PM
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Brigadier General
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Re: Colony ships, for sale cheap!
They work just fine. 
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