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  #11  
Old February 9th, 2005, 08:36 AM

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

...restarted with 3.0.3 now, thanks for this.

another one:
I recall a bug with the events.txt, something about the severities (low/med/high/catastrophic) and they should better be listed in the right order (low events first, catastrophic last), otherwise some events would never appear. Isn't this still an issue? Probably not, because proportions events.txt is in mixed-order.

regards, PTF
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  #12  
Old February 9th, 2005, 10:17 AM
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Default Re: Proportions Mod version 3.0.3 in the works...

This thread seems to have overshadowed the Proportions Mod 3.03 Released thread. Oh well...

Still, great work. Just wish the AI wasn't utterly confused...
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  #13  
Old February 9th, 2005, 12:47 PM
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Default Re: Proportions Mod version 3.0.3 in the works...

Thanks Shoe!

Ya, I probably should have just renamed this thread.

And yes, it's too bad about the AI, but it's too much work for me to spend the time it would require to educate it, with my other more pressing projects.

PvK
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  #14  
Old February 9th, 2005, 08:21 PM

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

PvK

My homeworld has a cultural center that says it provides a spaceport with unlimited supplies. Does that mean that I can get rid of the resupply depot and space port on my home world?
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  #15  
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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  #16  
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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  #17  
Old February 10th, 2005, 10:48 PM
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Default Proportions Mod version 3.0.3 posted

Glad to help!
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  #18  
Old February 10th, 2005, 10:51 PM
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Default Re: Proportions Mod version 3.0.3 posted

Ok, I decided to rename the thread and put the release announcement here.

Version 3.0.3 of Proportions Mod has been posted to the Proportions mod web page. (Was posted on Saturday and announced to PBW players already, but I couldn't reach the forum on Saturday.)

Code:

Changes Log:
============


Version 3.0.3:

--------------
New Additions:
--------------
* Added Anti-Matter Warheads, a powerful branch of Anti-Matter Technology
which after much research can multiply the effect of explosive warheads.
* Re-added Anti-Matter Torpedoes, now as an advanced weapon requiring both
torpedo technology and anti-matter warheads.
* Re-added Quantum Torpedoes, now as a very advanced weapon.
* Added Quantum Beam weapons.
* Added religious zealot and holy infantry types.
* Added three levels of AFV Emissive Armor.
* Added Minefield Scanner Jammers.
* Added Single Satellite Launchers.
* Added laser fighter weapons.
* Added charged particle blaster fighter weapons.
* Added laser AFV weapons.
-----------------
Gameplay Changes:
-----------------
* Renamed Small Anti-Matter Torpedoes to Small Explosive Torpedoes and
changed the tech requirements for levels II and III to make them
available in the 3.x research tree. They now come with various
combinations of research in Small Weapons, Torpedo Weapons, Advanced
Explosive Torpedoes and Explosive Warheads.
* Changed damage and cost of AFV Phased Polaron Beams to counter-balance
lack of support for shield penetration by the game engine.
* Rebalanced troops' High Explosive Missiles, increasing firepower but
decreasing accuracy.
* Added a small to-hit bonus to Surface Electric Discharges for balance.
* Changed non-working AFV Time Distortion Burst quad shield effect into a
to-hit bonus.
* Re-set crew quarter requirement for Scouts back from 0 to 1, since
building Scouts without crew quarters halved their speed in practice,
though not on the design screen.
------
Fixes:
------
* Corrected supply ability of Anti-Matter Reactors IV and V.
* Corrected (added) radioactives cost of Small Arms IV.
* Corrected number of tech areas required for Elite Infantry.
* Removed supply use requirements from ring & sphere world generators,
because a bug was causing them to fail even with enough supplies. (4)(5)
* Corrected supply use of Small Ion Engine II x 2. (4)
* Corrected actual mine laying rate of Mine Layer III. (4)
* Removed scale mount trick for Minefield Signature Suppressors. (2)
* Multiple elite Weapons Platform Command Centers no longer stack. (2)
* Emissive armor effects for AFV's removed and added to structure, because
I believe they did not have any effect. (2)
* Balanced (increased) costs of AFV shields, because they had been balanced
for shield depleters, which were removed from ground units in Proportions
version 3 for strong suspicion of not working right. (2)
* Changed damage from Cargo Maintenance Problems from 1 to 250. (2)

---------
Cosmetic:
---------
* Added Advanced Explosive Torpedoes to the changes log for version 3.0.2,
where they were added.
* Corrected Sphere World Placement Generator requirement description to
read GT instead of MT. (5)

((2) Thanks to Alneyan for reporting these!)
((4) Thanks to MishimaYukio for reporting these!)
((5) Thanks to Mylon for reporting these!)



PvK
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  #19  
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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  #20  
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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