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  #1  
Old April 2nd, 2002, 08:52 PM
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Rollo Rollo is offline
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Default 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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Version 0.53e
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  #2  
Old April 2nd, 2002, 09:22 PM

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Default Re: Proportions Version 2.0 available

Thanks guys.
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Old April 2nd, 2002, 11:56 PM

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Default 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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Old April 2nd, 2002, 11:59 PM

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Default 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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  #5  
Old April 2nd, 2002, 11:59 PM
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Default 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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Old April 3rd, 2002, 12:34 AM
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Default 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.

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  #7  
Old April 3rd, 2002, 01:16 AM

Devin D.Bass Devin D.Bass is offline
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Default 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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