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  #1  
Old August 28th, 2004, 03:32 PM
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Default Re: Proportions Mod 3.0 available

(Wow, simultaneous post!) Yes, Aiken gave a good example of what I was saying. Be sure that later entries will need to have a greater number than earlier entries of the same basic type, so if you want X small bases and Y large bases, it would read:

Entry M Type := Base Space Yard
Entry M Planet Per Item := ?? (your choice)
Entry M Must Have At Least := X
Entry N Type := Large Base Space Yard
Entry N Planet Per Item := ?? (your choice)
Entry N Must Have At Least := X+Y

(Where you do the addition and put the resulting number in place of X or X+Y.)

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  #2  
Old August 28th, 2004, 04:48 PM
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Default Re: Proportions Mod 3.0 available

That's exactly what I tried...

You guys are looking at it from the wrong angle. WHen you get the Orbital Space Yard, the AI stops putting SYs in the smaller BSY. O_o
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  #3  
Old August 28th, 2004, 05:37 PM
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Default Re: Proportions Mod 3.0 available

Ew... what an annoying AI... I see what you mean now.

Hmm. Ok, in that case, I'll need to add a bogus ability to allow the AI to use both types.

Meanwhile, I would just have the AI use the 1000 kT utility base but fill the extra space with something cheap, so it won't be wasting very many resources compared to a 500 kT utility base.

3.0.1 is ready now btw, at the old address except ending in Proportions3.0.1.zip. I will go update the web page so it's easy to get to.

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Old August 28th, 2004, 05:52 PM
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Default Re: Proportions Mod 3.0.1 available

Ok, Version 3.0.1 is now available from the Proportions web page.
Code:
 
Changes Log:
============

Version 3.0.1:

-----------------
Gameplay Changes:
-----------------
* Lowered tech requirements and research cost of Charged Particle BLasters,
and extended them to level 10.
* Made small supply components Cargo-class for design purposes.
------
Fixes:
------
* Fixed typos in "Resource Gen Modifier Planet - Minerals" values. (1)
* Updated AI research a bit.
* Corrected Warp Closure tech to be researchable to level 4. (2)
* Corrected the weapon family of Basic Pulse Lasers. (1)
* Now the Upgrade button with upgrade Superior Crew Quarters or higher to
the highest available type of Crew Quarters, and these will no longer
stack (which was unintentional). Note that all Crew Quarters combat mods
have gone down by 2%, and lesser Crew Quarters do NOT upgrade, and
having any Basic Crew Quarters will subtract its effect from the
advantage of any superior or higher crew quarters. (2)
* Added bogus AI tags for the usable colony modules, so the AI would use
them without causing unwanted side effects. (1)
* Fixed display of Charged Particle BLasters' to-hit penalty.
---------
Cosmetic:
---------
* Corrected appearance of Explosive Torpedoes (they were looknig like old
AM Torpedoes).

((1) Thanks to TheDeadlyShoe for reporting these!)
((2) Thanks to Alneyan for reporting these!)


PvK
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  #5  
Old August 30th, 2004, 11:46 AM
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Default Re: Proportions Mod 3.0.1 available

Terrain_AI_Research has a missing percent for the Point-Defense Cannon level 3 research, causes an error. Was hard to find , heh.
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  #6  
Old August 30th, 2004, 05:19 PM
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Default Re: Proportions Mod 3.0.1 available

Thanks! I'll fix that...
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  #7  
Old September 16th, 2004, 12:13 PM
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Default Re: Proportions Mod 3.0.1 available

By the way, I nearly finished patch 3.02 this Last weekend, but not quite. Here's the current change list - maybe people can start quibbling if there is anything they might not like about the changes.

Code:

Version 3.0.2:

--------------
New Additions:
--------------
* Added 50 kT Micro Ship and Transport hulls.
* Added High Explosive Missiles, a new AFV weapon using Missile and
Explosive Warhead tech.
* Added small mounts for satellites.
* Added External Fighter Pads. Thanks to Attrocities (William Christopher)
for the component graphic!
-----------------
Gameplay Changes:
-----------------
* Removed Crew Quarters requirement from 100 kT Scouts.
* Changed High-Performance Quantum Engines into two models, one more
efficient, and the other, faster than before.
* Replaced AFV Anti - Matter Torpedoes with High Explosive Missiles.
(AFV AMT's might return in a later patch, with some changes.)
* Added increasing supply use to higher-powered Graviton Hellbores.
* Restricted various mount types to specific weapon types, for various
reasons of balance and variety. In general, most weapons that can't
target fighters, can't be PD mounted. Physical torpedoes can't be
given larger mounts. Some special weapons that are very effective in
their standard size cannot be given larger or smaller mounts.
* Changed carrier component requirements so only part of their old
tonnage quota needs to be actual fighter launch components - now
part of the old requirement can be met with other cargo-class
components.
------
Fixes:
------
* Fixed error-causing typo in Terran AI research file. (1)
* Added an Elite Traditions tech area, to get around a bug in SE4 which
was causing Elite techs to show up as expected results for non-elite
empires.
* Added org and rad costs to Resupply Base, to match Resupply Depot. (3)
* Added "WP" label to Standard Weapon Platform Mount. (3)
* Stopped stacking of high-performance engine defence modifiers with
standard engines. (3)
* Corrected effect display of Energy Transmission Lenses IV through VI. (2)
* Corrected a typo in description of Small Mount II accuracy modifier.
---------
Cosmetic:
---------
* Corrected "optain" typos.
* Adjusted tech group of warp manipulation techs. (2)
* Added damage amount to descriptions of anti-planet warheads since SE4
doesn't display damages over 1000 accurately. (2)
* Adjusted Fate Shrine II and III ability descriptions. (2)
* Removed long-range damage stats from AFV weapons. (They were
misleading since the program never uses them.)

((1) Thanks to TheDeadlyShoe for reporting these!)
((2) Thanks to Alneyan for reporting these!)
((3) Thanks to Ed Kolis for reporting these!)



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