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-   -   Proportions mod Version 2.5.1 available (http://forum.shrapnelgames.com/showthread.php?t=7573)

Phoenix-D October 10th, 2002 01:14 AM

Re: Proportions mod Version 2.5.1 available
 
Hrmp. OK, my players will still be annoyed. Wonderful, but I think I can handle it.

Phoenix-D

Puke October 10th, 2002 02:26 AM

Re: Proportions mod Version 2.5.1 available
 
so, when are you going to release a new 3.x Version that cleans alot of the old artifacts out of the files, is incompatable with older saves, and such?

Fyron October 10th, 2002 03:03 AM

Re: Proportions mod Version 2.5.1 available
 
Quote:

Originally posted by Phoenix-D:
Hrmp. OK, my players will still be annoyed. Wonderful, but I think I can handle it.

Phoenix-D

<font size="2" face="Verdana, Helvetica, sans-serif">Yes they will be.

Phoenix-D October 10th, 2002 06:55 AM

Re: Proportions mod Version 2.5.1 available
 
"Yes they will be."

Yes, but you haven't read what I'm going to do yet, have ya. http://forum.shrapnelgames.com/images/icons/icon7.gif

Phoenix-D

Fyron October 10th, 2002 07:09 AM

Re: Proportions mod Version 2.5.1 available
 
No I have not.

Fyron October 10th, 2002 07:38 AM

Re: Proportions mod Version 2.5.1 available
 
Tech requirement changes should have been left to Version 3.0, not any Version 2.x. That would have avoided this problem entirely.

mottlee October 12th, 2002 03:11 PM

Re: Proportions mod Version 2.5.1 available
 
PVK, Will you be making a "Patch" for the latest? or will we have to D/L the BIG PIC?

PvK October 12th, 2002 08:30 PM

Re: Proportions mod Version 2.5.1 available
 
I wasn't planning to make a patch Version, because the Last time I tried, people had issues playing with each other on PBW, and I was never sure what exactly was causing the problem.

If there are people waiting and hoping, I guess I will...

Ah! Actually, I think I'll probably do one that just skips all of the older graphics files, since text data compresses well and is smaller anyway, this will probably make a pretty small file, and shouldn't have any problems with the gameplay data.

PvK

PvK October 12th, 2002 08:39 PM

Re: Proportions mod Version 2.5.1 available
 
Quote:

Originally posted by Imperator Fyron:
Tech requirement changes should have been left to Version 3.0, not any Version 2.x. That would have avoided this problem entirely.
<font size="2" face="Verdana, Helvetica, sans-serif">Yes, it would've avoided your objection, but I didn't realize you'd object, before you did.

It seemed like the right thing to do at the time. All of the armor changes in 2.5 mean that all designs with specialized armor are going to be unbuildable and their specialized armor will need to be replaced during a retrofit, even without a tech area change. Also, with the new types of armor introduced in 2.5, researching Armor to tech level 4 gives a really large number of different types of armor, unless I break it out. That didn't seem right, and also seemed a bit distracting if you don't actually want some of them, but just want better armor. I also haven't heard any common situation described where splitting the tech convincingly disadvantages anyone in an existing game (it's irritated you, of course, and I'm sorry for that), especially if allowed a couple of turns to build cheap examples to self-analyze (in which case, it actually seems like an advantage).

PvK

PvK October 12th, 2002 08:46 PM

Re: Proportions mod Version 2.5.1 available
 
Quote:

Originally posted by Suicide Junkie:
Say, since you have some AIs made, have you thought of starting a TurnBlitz - style PBW game of Proportions?

Blitzing turns should allow you to actually develop planets in a multiplayer setting...

<font size="2" face="Verdana, Helvetica, sans-serif">This sounds like a really good idea, SJ, and I had thought of it, but not all that much. But ya, with more thought, it does sound quite interesting.

What I had thought about more was using advanced saved games, perhaps from leaving the AI for a long period, or from taking existing games that were played for a long time, and using those.

Examples:

* Use the auto-turn generator to let the AI play say 100-500 turns, or whatever (probably with high or medium research costs, not low, unless you want a high-tech game), and then give empires out to players.

* Take someone's game where they got into a position where the AI's didn't seem like a challenge, and then give all the AI empires to players, and give the human empire to an AI.

But ya, turn blitz sounds cool and a good test of late game situations in Proportions, which I think would be quite interesting.

Another option, for those who like slower turn rates, but want to play in a more developed quadrant, would be to turn blitz for some weeks, and then slow down the turn rate to a normal rate after the AI has developed things.

PvK


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