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  #51  
Old February 13th, 2003, 07:06 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

OK, in next Version I'll reduce number of OA and increase number of internal armour. Or should I put a second SSD on big ships ? Hmmm, let's see what would you do then !
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  #52  
Old February 13th, 2003, 09:48 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Aloofim, there is a link in the first message in this thread. I also posted it in the Mods List sticky topic. Adding it to my sig is a good idea though.

Oleg, at least if he's gutting your ships down to the armor before capturing them, he's not gaining any tech - just resources.

I've been fighting the Drushocka too, in Fryon's PBW game Adamant 0006, which uses his Quadrant Mod too, so even though the AI is given a bonus, they need it because the AI doesn't do remote mining, and there are asteroids everywhere, so human players get nearly unlimited resources. They were doing pretty well, and had captured several planets and built some major cities and fancy organic facilities. They had some strong fleets with a good mix of troop transports, carriers, warships and minesweepers, and their ships were quite effective (I won't spoil the surprise of the weapons mix here, for those who haven't fought them before). We had some really enormous battles where I lost scores of ships and fighters but eventually wore them back, mainly by throwing heaps of ships at them. They're still kicking, though, and are now capturing and smashing the colonies of one of my human allies.

I managed to capture one of their colony ships - I don't think those have SDD's.

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  #53  
Old February 14th, 2003, 11:37 AM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Yeah, colony ships are completely undefended. They don't even try to ram.

As for the Druk warships... internal armour would make a difference, although to be honest it's only ppl with weapons that skip armour AND shields fighting in tactical that can capture Druk ships in this way. Anyone with regular weapons or using simultaneous is going to get their arse handed to them. Some internal armour might be good, but I don't think a second SDD would make much difference.

Something wierd I did notice though: They've just started using battleships, and some of them have 2 master computers. Is that normal?

Anyway, just got my first temporal spaceyard IIIs Online, I can now throw out anti-druk battlecruisers in 3 turns=-) Now we'll see some real action...

[ February 14, 2003, 09:41: Message edited by: dogscoff ]
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  #54  
Old February 14th, 2003, 07:12 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by dogscoff:
Yeah, colony ships are completely undefended. They don't even try to ram.

As for the Druk warships... internal armour would make a difference, although to be honest it's only ppl with weapons that skip armour AND shields fighting in tactical that can capture Druk ships in this way. Anyone with regular weapons or using simultaneous is going to get their arse handed to them. Some internal armour might be good, but I don't think a second SDD would make much difference.

Something wierd I did notice though: They've just started using battleships, and some of them have 2 master computers. Is that normal?

It is an artefact from pre 1.84 SE - Large ships have a backup MC as a protection against AS. Now AI uses MC as a primary ship control and I will release a new Version over weekend that address this issue.
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  #55  
Old February 14th, 2003, 07:17 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

There is still a problem with Jraenar AI - it uses DUC 1 as a primary weapon on Attack Light Cruisers. I think I mentioned this before and was under impression that PvK fixed it.

Jraenar' major weapon is MB, it never research APB or high level DUC, but attack light cruiser design has weapon selection "1" (APB) and "25" (DUC). It _must_ be changed to "3". I think there are few more AIs with this bug.
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  #56  
Old February 14th, 2003, 10:22 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

I thought I'd fixed that too - evidently not. Ok, thanks Oleg.

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  #57  
Old February 15th, 2003, 03:43 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Update for several Proportions 2.5.3 AIs. AI uses new carrier classes. It may cause problems with pre- 2.5.3 It also contains 5 new ship pictures for Pequeninos race. Please let me know how good is this modified AI. I especially interested if new specialised anti-fighter AI ship design works.
1045316333.zip
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  #58  
Old February 16th, 2003, 02:52 AM

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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by dogscoff:

Something wierd I did notice though: They've just started using battleships, and some of them have 2 master computers. Is that normal?

Anyway, just got my first temporal spaceyard IIIs Online, I can now throw out anti-druk battlecruisers in 3 turns=-) Now we'll see some real action...
Aiiiieee! I hadn't realized that this would be added to the mix of problems caused by the new 'default' MC usage. The way the AI designs ships is very mechanical. It goes through the required features one by one and adds whatever is needed to meet each requirement without checking if the ship already has the ability. So even if you make an integrated Combat Sensor/Multiplex-tracking component for example, the AI will add TWO of them to each design unless you remove the call to one or the other of those abilities.

Granted, this might be caused by some special feature of the proportions mod (using non-standard ablities) but it seems equally likely that the AI is grabbing the MC twice in the basic design process. Where are they located in the design? Right at the beginning? Or are they mixed in with the other components? I haven't seen it do this yet, but I've not been playing very much. I hope it's an artifact of Proportions. One MC is expensive enough. Two would make ships outrageously expensive.

[ February 16, 2003, 00:57: Message edited by: Baron Munchausen ]
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  #59  
Old February 16th, 2003, 04:42 AM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by Baron Munchausen:
...Granted, this might be caused by some special feature of the proportions mod (using non-standard ablities) but it seems equally likely that the AI is grabbing the MC twice in the basic design process. Where are they located in the design? Right at the beginning? Or are they mixed in with the other components? I haven't seen it do this yet, but I've not been playing very much. I hope it's an artifact of Proportions. One MC is expensive enough. Two would make ships outrageously expensive.
It is not Proportion' feature. Several TDM races have "master computer" as a call in design_creation file. It is of course redundant now. I did not check the latest TDM but I'm pretty sure this problem will be taken care soon if not yet. My latest AI files (see below) are purged of "master computer" calls.
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  #60  
Old February 17th, 2003, 10:56 AM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Update for several Proportions 2.5.3 AIs. AI uses new carrier classes. It may cause problems with pre- 2.5.3 It also contains 5 new ship pictures for Pequeninos race. Please let me know how good is this modified AI. I especially interested if new specialised anti-fighter AI ship design works.
1045316333.zip
Cooooooll... thanks.

The second MC was one of the Last components on the design, if I remember correctly. perhaps 5 or 6 spaces from the end.
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