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  #41  
Old March 14th, 2007, 07:59 PM
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Default Re: Attempting to improve the AI for Proportions 3.05

Count me in as an interested player. Can't do the PBW version, though, but I can wait for the 3.07 version.
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  #42  
Old March 16th, 2007, 03:28 AM
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Default Re: Attempting to improve the AI for Proportions 3

Thanks Greg!
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  #43  
Old June 13th, 2007, 03:20 PM
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Default Re: Attempting to improve the AI for Proportions 3

Is 3.07 ready?
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  #44  
Old July 4th, 2007, 02:48 PM
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Default Re: Attempting to improve the AI for Proportions 3

No it's not. I completed the mega project that had been monopolizing my time, and found all kinds of other stuff I wanted to do. I think I'm about ready to go get 3.07 ready for release, though.
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  #45  
Old July 4th, 2007, 03:21 PM
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Default Re: Attempting to improve the AI for Proportions 3

ah the wife got ya butt off the computer and doing suff around the house.
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  #46  
Old July 5th, 2007, 03:27 PM
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Default Re: Attempting to improve the AI for Proportions 3

LOL! Thankfully not!
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  #47  
Old April 22nd, 2008, 01:50 AM
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Default Re: Attempting to improve the AI for Proportions 3

Dear PvK,
I'm a big fan of your Proportions mod in all formats (including AICampaign and Proportions for SE5 for which I'm waiting for the upgrade for 1.71). Just wondering if your going to add any new techs like single shot missiles, fighter missiles, zero-G troops (micro-fighters), missile PD and seeking PD. Also I'd really like to see FQM mod patched in. Is there any way of doing this without changing the mod significantly?

Regardless in my current game the (no warp points) the drushocka have been doing well, whereas the piundon seem to be stalled in colonization.

big fan keep up the good work.

ggm
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  #48  
Old April 22nd, 2008, 11:06 AM
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Default Re: Attempting to improve the AI for Proportions 3

PvK is not the person that is making the SE5 ver. of Proportions (we ARE waiting for ver. 3.07+ from him through)

we can keep BUGGING him for an update for 3.07+ and SOMEDAY he will give it to us
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  #49  
Old April 22nd, 2008, 06:42 PM
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Default Re: Attempting to improve the AI for Proportions 3

What Mac said is accurate. Also, gosho, thanks very much for the feedback and interest. I do have _plans_ to add new techs to Proportions for SE IV, but which and when any of those plans will materialize in tested form remains the unforeseen future.

Ideas to add stuff did include single-shot missiles, fighter missiles and more seeker and PD variations. They didn't include zero-G troops though that's an interesting idea. Next plans include rebalancing the mounts and weapon platforms and fighters, reworking the sensor/cloaking techs, making smaller ships more viable and less expensive by applying scale mounts to more components (especially bridge/life support/crew), and more interesting mine warfare developments. Oh, and redoing the whole espionage system so it's much more useful and balanced but about actual espionage rather than sabotage and subversion. Heaps of ideas... but whether I'll do them or not and when, I don't know.

FQM can be combined with SE4 Proportions mod though there are effects. For example, Fyron combined them for a Proportions 2.x PBEM game, with the result of creating nearly-unlimited resources from mining. I don't have specific steps for combining them but it's not too tricky. The Proportions quadrant elements do get lost, of course, but they aren't essential.

PvK
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  #50  
Old April 24th, 2008, 07:28 AM
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Default Re: Attempting to improve the AI for Proportions 3

You just replace 2 or 3 txt files:

quadrants.txt
systems.txt
planets.txt(?)

In my setup, I have taken those files from the AICampaign mod which includes FQM.
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