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  #21  
Old April 1st, 2002, 08:57 AM
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Default Re: Proportions Version 2.0 available

Yep. Just copy it into the Proportions Races folder, and you'll be good to go! Just make sure not to let it ever be under AI control, as that could cause problems.
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  #22  
Old April 1st, 2002, 08:59 AM
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Default Re: Proportions Version 2.0 available

quote:
Originally posted by tnarg:
What exactly are these AI general files download going to do, and will they automatically be introduced to the Proportions 2.0 file, or will I have to do a little trickery.


I haven't studied them yet, but I assume they will alter the AI races slightly, but mainly will get them to choose characteristics and traits more effectively. Since I changed the values of these without tweaking the AI setup, in some cases some of the AI's may not spend enough points or not take any traits (spending all their points on characteristics).

You would just want to extract these files on top of the Proportions AI files. They aren't in 2.0 but I will add something like this when I get around to doing 2.1.

PvK
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  #23  
Old April 1st, 2002, 09:08 AM
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Default Re: Proportions Version 2.0 available

quote:
Originally posted by tnarg:
Is it possible to use a ship set from the Universal Ship Yards in the Prop 2.0 mod for my self to play?


Fyron is right, but if you just want to use the ship sets and not the AI (which will be designed for another mod), you can put them in your SE4/Pictures/Races folder. You'll still be able to select the ship set when creating an empire running Proportions. Just don't set it to use the minister style of the race - choose aggressive, defensive, or neutral.

I think though that if you do include the AI files for the ship set, and you DON'T choose some of those empires, and then generate random AI empires for a game, it might choose one of those AI's, and try to use the ship set's non-Proportions AI, in which case, it would be best to either remove the AI files from those ship sets, or add renamed copies of some Proportions AI to a Proportions/Pictures/Races/[nameofshipset] folder.

I hope that made sense...

PvK
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  #24  
Old April 1st, 2002, 09:16 AM
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Default Re: Proportions Version 2.0 available

I think that all he wanted to do was use one of the races for his empire, so I didn't go and make a long-winded post like yours. You answered an unasked question. Of course, the question was bound to come up sooner or later anyways, so it's probably best that you answered it now.
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  #25  
Old April 1st, 2002, 09:20 AM
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Default Re: Proportions Version 2.0 available

Ya, I'm getting sleepy, so I shouldn't be trying to answer questions. Your answer to Dogscoff on the other thread points out too that I should have said that if the pictures are in the main se4/pictures/races/my_race directory, then there needs to be a blank folder called Proportions/pictures/races/my_race.

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  #26  
Old April 1st, 2002, 09:38 AM
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Default Re: Proportions Version 2.0 available

Yeah, sleep-deprivation makes fools of us all. I should probably be getting to bed soon too, so I don't start acting like you. (j/k)
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  #27  
Old April 2nd, 2002, 01:39 AM

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Default Re: Proportions Version 2.0 available

Just out of curiousity, how does that "Check Population Growth" setting in Settings.txt work? The default is 1 (which I guess is once every turn) and proportions mod is set at 10 (which is apparently every ten turns...)

Does it apply the full growth rate every ten turns at that setting, or does it now take 100 turns for a population to grow as much as it does when set to 1?
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  #28  
Old April 2nd, 2002, 02:32 AM
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Default Re: Proportions Version 2.0 available

Tnarg, do as Pvk said:

Extract files from my zip and sort them into
appropriate folders, for example
terran_ai_general.txt should go to
proportions/pictures/races/terran

I fixed points for 2000 start only, if
you want 3K and 5K, you will have to it yourself
and we all will appreciate very much if you
posted it here.

I have 2K .emp files for all standard races, if anybody want, I can post them

PvK' saurok .emp is not a new race but a test file to make sure everything is OK with directories structure.
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  #29  
Old April 2nd, 2002, 04:21 AM
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Default Re: Proportions Version 2.0 available

It slows population down by a factor of ten, in Proportions.

The way it works is, the game increases population the same way it used to, but it only does it every tenth turn (once per year). The number can be set to whatever you like, but setting it to ten seems to put the average more or less on par with industrialized humans, it seemed to me.

However, this makes a massive difference in the population growth of low-population planets! This is because SE4 rounds UP any population growth to a minimum of one million people. With the pop growth check set to 1, that means you get AT LEAST one million people per planet per turn, even if you only had one million there to begin with - that is, for a planet with one million colonists, a reproduction rate of 1000% per year (or more, considering there is no mortality rate)! In Proportions, this is still a fairly obscene 100% per year for the first year, but then it quickly tapers down in later years to 50%, 30%, 25%, 20%, 17%, etc. until it reaches the actual reproduction rate, which by the way is only 1/10th of what the game shows it as, because the display does not factor in the growth check rate from settings.txt. That is, in Proportions, if it says 10% growth per year, it's actually 1% growth per year (minimum 1 million per year).

I figure that the minimum 1 million per year is ok, and abstractly represents either civillians arriving by their own transport, or simply the initial development of a new world and infrastructure, and not necessarily actual reproduction.

PvK

Edit: corrected verb form, and removed mathematically dubious parenthetical comment about rate.

[ 02 April 2002: Message edited by: PvK ]

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  #30  
Old April 2nd, 2002, 04:45 AM
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Default Re: Proportions Version 2.0 available

quote:
Originally posted by PvK:
I figure that the minimum 1 million per year is ok, and abstractly represents either civillians arriving by their own transport, or simply the initial development of a new world and infrastructure, and not necessarily actual reproduction.

PvK



Well, population growth is a difference between birth rate and mortality. When people settle a new world, it is mostly young, healthy people with all normal human instincts. Not surprisingly, population jumps in first years.
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