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April 2nd, 2002, 08:31 PM
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Corporal
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Join Date: Jul 2001
Location: Wiesbaden, Germany
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Re: Proportions Version 2.0 available
This is what Mephisto posted at the time:
Version 1.64:
1. Fixed - Resource modifiers were going into negative percents.
2. Fixed - Integer overflow with large numbers of units in combat.
3. Changed - Increased the "maximum number of ships per player" and the
"maximum number of units per player" selection to have an
upper limit of 20,000 each on the Game Setup screen.
4. Fixed - Maintenance cost displayed for designs was not taking into
account abilities of that design.
5. Added - You can now use an AI_Construction_Units.txt file with your
AI. The file will only be used if it exists. This supplements
the AI_Construction_Vehicles.txt file with specific units to
purchase. See the AI_Construction_Units.txt file included for
more details.
Version 1.63:
1. Fixed - The AI was not matching class names correctly from the Vehicle
Construction file.
Version 1.62:
1. Fixed - The AI was not purchasing colonizing ships.
2. Changed - Put in opening screen from release Version.
3. Added - More details to AI Fleet order debug output.
4. Fixed - AI was not creating multiple designs which were of the same AI
Design Type (even if they had different names).
5. Fixed - Troops were not using their shields in ground combat.
Version 1.61:
1. Changed - The Default_Ai_Construction_Vehicles.txt file will now allow
for the design name or the design type. The term "Colonizer" is
till hard-coded to be evaluated to the needed type of colonizer.
When looking for the design to build, the game will look for the
latest design which matches the design name. If no match is found,
then the latest design which matches the design type will be located.
If neither is found, this purchase item will be skipped.
2. Added - Added an optional file called "DebugSettings.txt". This filed should
be placed in the SE4 directory and controls whether certain debug
setting are used in the game (if the file is not present all of the
debug settings are turned off). See the file for complete details.
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April 2nd, 2002, 08:52 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Proportions Version 2.0 available
Okay, here is an update.
_________________________________________
Version 1.66:
1. Fixed - The wrong System Physical Type was set on some of the nebulae
systems in the SystemTypes.txt file.
2. Fixed - Problem in the SE4 Map Editor which would cause Access
Violations when you edited abilities.
3. Fixed - Cloaked minesweepers will decloak their entire group if they
encounter a minefield (regardless of their minister settings).
4. Fixed - Improved the AI's calculation of resources available for purchases
of ships and units.
5. Fixed - The Construction_Units.txt file can now have a list of comma separated
colony types.
6. Fixed - Multiple items from the Construction_Units.txt file were being added
each turn to the same construction queue.
7. Added - Added "Percentage of Resources To Reserve For Unit Construction" field
to the Construction_Units.txt file.
8. Fixed - "Lucky" racial trait was not always working.
9. Fixed - Abilities "Change Bad Event Chance - System" and "Change Bad Intelligence
Chance - System" were not always working.
Version 1.65:
1. Fixed - Range check error when AI was processing its turn and
was trying to launch drones from a planet.
2. Fixed - Display error where the Fighter report would display
in the upper left-hand of the Main window.
3. Fixed - QuadrantTypes.txt had a misspelling which caused spatial
ruptures to not show up.
4. Fixed - Fleet name generator was incorrect for fleet numbers over
100.
5. Fixed - Combat Simulator would remove a fleet when you tried to add
the first ship to it.
6. Changed - Fighters with zero supplies only get one movement per turn.
7. Changed - Ships and fighters with zero supplies get zero shields.
8. Changed - Ships and fighters with zero supplies will not be able to fire
any of their weapons.
9. Changed - Drones can only target planets, ships, and satellites. Fighters,
mines, and other drones are too small to target.
10. Added - TCP/IP Host dialog will display all valid IP Addresses for the
host's machine.
11. Added - TCP/IP Player dialog now allows the player to select which source
IP Address they wish to use for play (the selection defaults to
the first available).
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April 2nd, 2002, 09:22 PM
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Corporal
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Join Date: Oct 2000
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Re: Proportions Version 2.0 available
Thanks guys.
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April 2nd, 2002, 11:56 PM
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Private
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Join Date: Jan 2002
Posts: 14
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Re: Proportions Version 2.0 available
Great Mod! However, here is the odd thing that I am finding. I make a population transport with engines, cargo bays, and supply storage. When I try and use it to move population, it gives me an error saying that "it can not contain any more cargo". However, when I look at the cargo screen it shows 0/910k available.
Also, I can load satelites into the ship. It just appears that population does not work. Any thoughts?
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April 2nd, 2002, 11:59 PM
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Private
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Join Date: Jan 2002
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Re: Proportions Version 2.0 available
Ok, further notes... it seems that if you place supply cargo bays and standard cargo bays onto a ship, then the ship will not pick up population... when I drop the additional supply containers then I can make a population transport.
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April 2nd, 2002, 11:59 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Proportions Version 2.0 available
Each unit of population (1 Million people) takes up 1000 KT of cargo. Have you noticed that the colony ships have 1000+ kilotons of cargo space, and yet can only load 1M people?
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April 3rd, 2002, 12:34 AM
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National Security Advisor
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Join Date: Jan 2001
Location: Ohio
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Re: Proportions Version 2.0 available
quote: Originally posted by Imperator Fyron:
Each unit of population (1 Million people) takes up 1000 KT of cargo. Have you noticed that the colony ships have 1000+ kilotons of cargo space, and yet can only load 1M people?
That is correct from what you have said. If each 1 mill of pop takes up 1000 Kt, you would need 2000+ Kt to hold 2 mil of pop. Cargo can only be stored in whole units.
Geo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
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April 3rd, 2002, 01:16 AM
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Private
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Join Date: Feb 2001
Location: Mass, USA
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Re: Proportions Version 2.0 available
It seems that MOD is getting considerable attention that must mean that it is good.
However I have a question...I am solo player only is this mod suitable for single player against the AI? If so, how would rate the AI?
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April 3rd, 2002, 01:52 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: Proportions Version 2.0 available
Yes, 1000 cargo spaces are needed for each population unit. Less than that, and your transport will only be good for units.
Devin, the AI is doing all right now, with some areas of foolishness that I will eventually patch. It depends on your level of skill with SE IV, and the level you play on. If you are a beginner, then the AI in Proportions is probably fine. If you're skilled, it may still be a challenge if you turn up the AI bonus and/or take the "reduced planetary exploitation" trait without using the points it gives for other abilities, then it will probably still be interesting and challenging. I recently looked at a game one player was in who was giving the AI an advantage, and he had a major challenge ahead of him.
However, I will say that once I take the time to tweak the AI's and take advantage of the new features coming in Gold patch 1, the AI in Proportions should get very tough. <evil grin>
PvK
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April 3rd, 2002, 05:27 AM
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Private
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Join Date: Nov 2000
Posts: 27
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Re: Proportions Version 2.0 available
Just a note, PvK has checked out my Integer Overflow issue with my saved game and it is fixed in the upcoming patch that has been said to be coming real soon.
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