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  #21  
Old August 28th, 2004, 05:12 AM
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Default Re: Proportions Mod 3.0 available

Ok, I got the dang AI to use the right colony modules, without causing evil side effects. I had to use bogus AI tags, though. Grr. Anyway, the Amon Krie AI will now research and build working colonizers, but I need to go edit all the others' dang AI design files... grumble.

PvK
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  #22  
Old August 28th, 2004, 05:25 AM
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Default Re: Proportions Mod 3.0 available

Ok, done. Time for sleeeeep...
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  #23  
Old August 28th, 2004, 10:57 AM
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Default Re: Proportions Mod 3.0 available

Cool.

It was mildly difficult, but I did manage to get the AI to research colonizers in 1.2 years. But I completely scrapped that plan when I decided to get the AI to build Large Stations w/ Orbital SYs first. (Problem being that I can't seem to get the AI to design both 500kt and 1000kt SY stations at the same time... at least with the SY I).
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  #24  
Old August 28th, 2004, 03:28 PM
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Default Re: Proportions Mod 3.0 available

Quote:
TheDeadlyShoe said:
Problem being that I can't seem to get the AI to design both 500kt and 1000kt SY stations at the same time... at least with the SY I.
Name := Base Space Yard
Design Type := Base Space Yard
Vehicle Type := Base
Default Strategy := Don't Get Hurt
Size Minimum Tonnage := 500
Size Maximum Tonnage := 500

Name := Large Base Space Yard
Design Type := Base Space Yard
Vehicle Type := Base
Default Strategy := Don't Get Hurt
Size Minimum Tonnage := 1000
Size Maximum Tonnage := 1000

Entry M Type := Base Space Yard
Entry M Planet Per Item := ?? (your choice)
Entry M Must Have At Least := ??
Entry N Type := Large Base Space Yard
Entry N Planet Per Item := ??
Entry N Must Have At Least := ??
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  #25  
Old August 28th, 2004, 03:28 PM
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Default Re: Proportions Mod 3.0 available

Mmm, yes, getting them to build two kinds of orbital base will be a minor chore. It should be possible, but will need to use a named type of base with a specific size in the design file, matched with a request for the smaller one by name in the construction file.

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  #26  
Old August 28th, 2004, 03:32 PM
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Default Re: Proportions Mod 3.0 available

(Wow, simultaneous post!) Yes, Aiken gave a good example of what I was saying. Be sure that later entries will need to have a greater number than earlier entries of the same basic type, so if you want X small bases and Y large bases, it would read:

Entry M Type := Base Space Yard
Entry M Planet Per Item := ?? (your choice)
Entry M Must Have At Least := X
Entry N Type := Large Base Space Yard
Entry N Planet Per Item := ?? (your choice)
Entry N Must Have At Least := X+Y

(Where you do the addition and put the resulting number in place of X or X+Y.)

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  #27  
Old August 28th, 2004, 04:48 PM
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Default Re: Proportions Mod 3.0 available

That's exactly what I tried...

You guys are looking at it from the wrong angle. WHen you get the Orbital Space Yard, the AI stops putting SYs in the smaller BSY. O_o
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  #28  
Old August 28th, 2004, 05:37 PM
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Default Re: Proportions Mod 3.0 available

Ew... what an annoying AI... I see what you mean now.

Hmm. Ok, in that case, I'll need to add a bogus ability to allow the AI to use both types.

Meanwhile, I would just have the AI use the 1000 kT utility base but fill the extra space with something cheap, so it won't be wasting very many resources compared to a 500 kT utility base.

3.0.1 is ready now btw, at the old address except ending in Proportions3.0.1.zip. I will go update the web page so it's easy to get to.

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  #29  
Old August 28th, 2004, 05:52 PM
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Default Re: Proportions Mod 3.0.1 available

Ok, Version 3.0.1 is now available from the Proportions web page.
Code:
 
Changes Log:
============

Version 3.0.1:

-----------------
Gameplay Changes:
-----------------
* Lowered tech requirements and research cost of Charged Particle BLasters,
and extended them to level 10.
* Made small supply components Cargo-class for design purposes.
------
Fixes:
------
* Fixed typos in "Resource Gen Modifier Planet - Minerals" values. (1)
* Updated AI research a bit.
* Corrected Warp Closure tech to be researchable to level 4. (2)
* Corrected the weapon family of Basic Pulse Lasers. (1)
* Now the Upgrade button with upgrade Superior Crew Quarters or higher to
the highest available type of Crew Quarters, and these will no longer
stack (which was unintentional). Note that all Crew Quarters combat mods
have gone down by 2%, and lesser Crew Quarters do NOT upgrade, and
having any Basic Crew Quarters will subtract its effect from the
advantage of any superior or higher crew quarters. (2)
* Added bogus AI tags for the usable colony modules, so the AI would use
them without causing unwanted side effects. (1)
* Fixed display of Charged Particle BLasters' to-hit penalty.
---------
Cosmetic:
---------
* Corrected appearance of Explosive Torpedoes (they were looknig like old
AM Torpedoes).

((1) Thanks to TheDeadlyShoe for reporting these!)
((2) Thanks to Alneyan for reporting these!)


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  #30  
Old August 30th, 2004, 11:46 AM
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Default Re: Proportions Mod 3.0.1 available

Terrain_AI_Research has a missing percent for the Point-Defense Cannon level 3 research, causes an error. Was hard to find , heh.
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