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  #31  
Old October 4th, 2002, 07:31 AM
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Default Re: Proportions mod Version 2.5 available

Oh yeah... this problem applies to Carriers being in their own tech tree as well.
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  #32  
Old October 4th, 2002, 08:30 AM
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Default Re: Proportions mod Version 2.5 available

Hmm, but doesn't it let you complete any ships in progress? At Armor TL 4+, you could surely come up with an interim design that doesn't involve stealth armor, if you need to start new warships while you research Stealth Armor or Fighter Carriers. Since you will have the other prerequisites already, it won't take all that long to get the new tech area.

But ya, it's imperfect for old games upgrading. If people are unconvinced by my above suggestion and interested in a variant patch, I could make a 2.4.3 that has the other changes but not the new tech areas.

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  #33  
Old October 4th, 2002, 08:36 AM
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Default Re: Proportions mod Version 2.5 available

I am against having my empires artificially damaged as a result of upgrades. Any lost RP is bad.

I would be in favor of the variant mod idea.
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  #34  
Old October 4th, 2002, 09:13 PM
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Default Re: Proportions mod Version 2.5 available

Another observation how AI build ships:

For example, I want to build 10 attack fire destroyers and 10 attack missile destroyers.
If insert two entries, first for AFD with "must have 10" and then AMD with "must have 10", AI will build only 10 AFD and stops. But when I make "must have 20" for AMD, AI builds 10 AFD and then 10 AMD !!

It seems like SE still check numbers for ships types (like "attack ship") even though entries in the file use design names !
It obviuosly have big implications for most Proportions AI which build bunch of escorts and then will NOT build bigger ships even though separate calls for bigger ships are present.
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  #35  
Old October 5th, 2002, 08:49 PM

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Default Re: Proportions mod Version 2.5 available

Hmm.

Would taking 2.5, and setting the new tech areas to "start level: 1: and no pre-req for ONE TURN do the trick? I'm thinking we might be able to trick SE4 into thinking the players have already researched the field when we change it back..

EDIT: answer: No. Same approach could make it free to research though..just set the players back a single turn on *new* construction.

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[ October 05, 2002, 19:54: Message edited by: Phoenix-D ]
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  #36  
Old October 5th, 2002, 10:35 PM
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Default Re: Proportions mod Version 2.5 available

Actually, how about we just run 2.4.2 for say 2-3 more turns, and anyone who has tech for carriers or stealth or scattering armor who want to keep that tech, can just build some engineless escorts as examples during this time, and then analyze them when we upgrade to 2.5.1.

This is a cheap way to get what is about to be something the other players will need to research, which I would say more than makes up for the inconvenience of building yourself some cheap examples.

And, it's a lot less headache for me than having to fork the Version, and less headache for PBW administrators, who have a general policy of trying to limit mods to one Version on PBW at a time.

Would that be ok with you, Imperator Fryon?

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  #37  
Old October 5th, 2002, 11:15 PM
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Default Re: Proportions mod Version 2.5 available

Not really, since the game that sparked this is already upgraded to 2.5.
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  #38  
Old October 5th, 2002, 11:15 PM

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Default Re: Proportions mod Version 2.5 available

"And, it's a lot less headache for me than having to fork the Version, and less headache for PBW administrators, who have a general policy of trying to limit mods to one Version on PBW at a time."

Actually I was refering to the indivdual game owners doing this. It wouldn't be difficult for me to run a turn or two offline to accomplish this, for example.

EDIT: besides, the original idea wouldn't work anyway. Though I think reducing the cost of the new areas to 0 briefly would..

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[ October 05, 2002, 22:21: Message edited by: Phoenix-D ]
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  #39  
Old October 5th, 2002, 11:31 PM
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Default Re: Proportions mod Version 2.5 available

Ok, well for the purposes of the PBW game I'm administering (PvK Proportions 1), would it be all right if I just send a warning and run the game 2-3 turns, so people can build themselves examples if they want to?

(BTW, I notice that actually self-analysis won't work except for fighter carriers until I make 2.5.1, which I'll probably post tomorrow.)

I guess I'd like to suggest that people follow Pheonix-D's suggestion and bug their game admin to run a quick turn with modded files to make up for any problems they have with existing games, for instance by lowering the cost of the new tech areas to a low number for a turn. However, personally, it seems to me that (once I make it work in 2.5.1), the self-analysis technique actually will be more of an advantage than an inconvenience for players who were able to reach the techs that have new prerequisites. Although, in the case Fryon describes, where the game upgraded to 2.5 before the issue was noticed, I can see how that could be a problem.

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  #40  
Old October 6th, 2002, 06:40 AM
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Default Re: Proportions mod Version 2.5 available

Just installed 2.5 and started a game.

I played out the first turn, clicked end turn, and got an error:

"Invalid Filename"

Any ideas?
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