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February 9th, 2005, 12:47 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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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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February 9th, 2005, 08:21 PM
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Private
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Join Date: Jan 2005
Posts: 26
Thanks: 0
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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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February 9th, 2005, 10:02 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: Proportions Mod version 3.0.3 in the works...
Yep.
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February 9th, 2005, 10:28 PM
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Private
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Join Date: Jan 2005
Posts: 26
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Re: Proportions Mod version 3.0.3 in the works...
Thanks, just wanted to make sure.
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February 14th, 2005, 10:23 PM
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Sergeant
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Join Date: Mar 2002
Location: Milwaukie-Home of the Norwegian World Domination Party
Posts: 279
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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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February 15th, 2005, 01:21 AM
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Corporal
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Join Date: Aug 2004
Posts: 88
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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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February 15th, 2005, 11:33 AM
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Private
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Join Date: Aug 2002
Posts: 11
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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.
__________________
I drank what? - Socrates
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February 17th, 2005, 09:56 PM
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Corporal
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Join Date: Aug 2004
Posts: 88
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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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March 2nd, 2005, 04:41 PM
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Lieutenant General
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Join Date: Dec 2000
Location: california
Posts: 2,961
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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?
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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March 2nd, 2005, 04:43 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
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Re: Proportions Mod version 3.0.3 in the works...
I only seem to have 3.0.2 on SE.net... Guess that doesn't help much if you want 3.0.3.
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