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Re: Proportions Version 2.0 available
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by PvK:
Yes, 1000 cargo spaces are needed for each population unit. Less than that, and your transport will only be good for units.<hr></blockquote> Ok, that makes sense. It also makes a real need to research cargo tech early or you never get your colonies off the ground! One other question, my transport minister does not seem to work woth this mod. It never seems to want to drop population off on my colonies. However, after I make it drop population off, it will go back to my homeworld, reload, and sit there. Any ideas on what I am doing wrong? Also, one other comment in general. A population increase rate of 10 might be a bit long. I have found that the game I am playing is taking forever to get anywhere. Have you considered a rate of 3-5 to make the game a bit faster paced. Other than that, I really love how things play out. The cultural centers are great, and I like the homeworld centric theme. Also, the thrust system is cool http://forum.shrapnelgames.com/images/icons/icon7.gif Good work. |
Re: Proportions Version 2.0 available
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by PvK:
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<hr></blockquote> PvK, I finally loaded and played this mod this past weekend (1.5.3) and believe as Oleg mentioned in another post, that this is the way SE4 should be played. I imported the ST races (didn't modify the AI, I suppose I should) and enjoyed this game. One suggestion: the computer players were a bit too much on the amiable non-xenophibic side, it seemed to me (maybe I haven't pissed off the right one yet). Anywho, the idea that you can transport only 1 point of pop per 1000kt necessitates creating a "merchant marine" of at least 20 transports and use them to build up your colonies using he repeat order command. This alone completely chanegs the complexion of the game. Seeing how much work went in to revamp the necessary files, I'd like to say "thanks and great job" as well as "keep the tweaks coming". |
Re: Proportions Version 2.0 available
Like so many people have said, this is a great mod.
The AIs are a but on the friendly side, but don't piss them off, it is very hard to regain their trust. W8th: Once you have a large enough hull try putting one shield and one good gun on your transports. One time, after a dissasterous homeworld invasion I had like three enemies ready to invade, I held them all off with my transport fleet. |
Re: Proportions Version 2.0 available
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by ZeroAdunn:
W8th: Once you have a large enough hull try putting one shield and one good gun on your transports. One time, after a dissasterous homeworld invasion I had like three enemies ready to invade, I held them all off with my transport fleet.<hr></blockquote> I was thinking about that after I created a colonizing ship that had satellite launchers (just to have something, anything to defend that neo-natal colony). I had imported the Klingons and in roleplaying them figured they wouldn't build any ship without some form of warring device aboard. Q'plah! |
Re: Proportions Version 2.0 available
As a matter of interest, the mod be used for ver 1.49?
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Re: Proportions Version 2.0 available
Thanks for all the feedback, bstripp, ZeroAdunn, and everyone. I'm glad people are enjoying the mod so well. I knew I'd like these sorts of changes myself, but I wasn't sure how many other players would, particularly because it does slow down the speed of development so much.
bstripp, I think I do like to 10-turn population growth settings. You can easily change it for your own games by changing settings.txt, of course. The reasons I prefer 10 to 3-5 are that it's more or less on par with human growth rates, and because I think it's about right from the games I have played in terms of the very intentional goal of the mod to make it take an extremely long time, or an extreme amount of tech and resources, to do what happens way too easily in the standard game: mutliplying like ants and turning every colony into a fully-developed world in a few years' time. Also, by setting the repro rate to 1/10, it doesn't make it impossible to build up a planet quickly; it just makes it take a lot of effort. One thing Proportions makes a lot easier is being able to make cheaper ships with lesser capabilities (instead of it nearly always being best to build maxed-out warships, and auxiliary ships costing as much or more than a warship). In this case, if you build a large fleet of transports (like wr8th suggested, 20 or more) and set them to ferry population out to the colonies, you can get their populations up pretty quickly. By keeping the repro rate at 1/10th though, it means this effort is more or less required to build up an important colony. If you turn the rate back to 1/3 - 1/5, then colonies that you just visit once with a colony ship will develop a lot faster. If you prefer a faster rate of development with less effort required, though, please feel free (of course) to alter any of the settings anywhere in the mod. I do appreciate everyone's suggestions and reports of experiences and so on. You folks have given some terrific feedback. cascalonginus, no, I don't have a Version for SE4 1.49 (pre-Gold), because I developed this for the Gold edition. There are also a couple of things that would not work so well in pre-Gold, although it could be retrofitted to work in 1.49. For instance, 1.49 doesn't have either of the abilities to change population size or repro rate, so it would be a lot harder to get the same effect on limiting colonies in 1.49. If I had the time to work on that, I'd probably re-do the population effect curves, and so on, to compensate for that weaknesses. Rather though, I really recommend getting the Gold edition of SE4 - I think it's a major improvement over 1.49 and well worth the price. PvK |
Re: Proportions Version 2.0 available
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>For instance, 1.49 doesn't have either of the abilities to change population size or repro rate, so it would be a lot harder to get the same effect on limiting colonies in 1.49.<hr></blockquote>Huh? What exactly are you talking about? Both of those were in 1.49. Organic tech facilities have those abilities.
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Re: Proportions Version 2.0 available
PvK, how easy is it for you to make changes to your mod? You have a great base and I am enjoying it a great deal. Seems very realistic. I have been toying with the idea of wanting to see a new type of tech area along with additional new facilities. See the thread on "How easy is it to add a Tech area to a Mod". Just for curiosity sake mostly, is this something that could be explored. There are a number of areas that need to be fine tuned of course. Especially in the areas of FTL communications. Suicide Junkie has been throwing in some great ideas. Hopefully something feasable can be made of all of this? Or should I stop daydreaming and just play the game.
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Re: Proportions Version 2.0 available
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Imperator Fyron:
Huh? What exactly are you talking about? Both of those were in 1.49. Organic tech facilities have those abilities.<hr></blockquote> I'm talking about the new (introduced in Gold) entries in Settings.txt, which are not found in 1.49, and which look like this: Population Mass := 5 Reproduction Check Frequency := 1 I think these were added by MM more or less because I'd been requesting them so I could do the kinds of changes to population found in Proportions. Before Gold, you couldn't really pull this off at all. PvK |
Re: Proportions Version 2.0 available
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by tnarg:
PvK, how easy is it for you to make changes to your mod? You have a great base and I am enjoying it a great deal. Seems very realistic. I have been toying with the idea of wanting to see a new type of tech area along with additional new facilities. See the thread on "How easy is it to add a Tech area to a Mod". Just for curiosity sake mostly, is this something that could be explored. There are a number of areas that need to be fine tuned of course. Especially in the areas of FTL communications. Suicide Junkie has been throwing in some great ideas. Hopefully something feasable can be made of all of this? Or should I stop daydreaming and just play the game.<hr></blockquote> It's relatively easy to add tech areas, and I agree that ideally, a lot could be done. In fact, Proportions is actually only part of my original larger mod project, called "Foundations", which has the same sorts of changes that are in Proportions, but also does a major overhaul of the tech tree, and adds a lot of different equipment and weapons and facilities. I didn't have time to add all of the weapon data before the Gold mod submission deadline, so I quickly made a Version that just included the scale changes but left most of the techs unchanged, which is Proportions 1.3. Since people liked that so much, I decided to add a bunch of tweaks to make Proportions a lot better (IMO), but still trying to avoid major alterations to the tech tree. One hard thing about adding or altering tech areas, though, is that it requires manual (or SJ AI modder assisted) changes to ALL of the AI files http://forum.shrapnelgames.com/images/icons/shock.gif if you want the AI to be able to research and use your new techs levels. For Proportions, I think the tech side should probably try not to change too much more, so it can keep its original purpose, which was to offer an alternative set of proportions using the same basic game as the original tech set. That will also let me call it more or less "done" at some point. http://forum.shrapnelgames.com/images/icons/icon12.gif The tech changes I have added so far to Proportions have been mostly for balance or realism improvements, or to adjust to other changes in the mod. Having said that, do keep letting me know of any suggestions. Anything easy and neat enough, I may not be able to resist adding. http://forum.shrapnelgames.com/images/icons/icon12.gif Also, I hope to get around to finishing Foundations some time, and neat new techs that don't seem to fit in Proportions may end up there. PvK |
Re: Proportions Version 2.0 available
As much as I like this mod, I wanted to include the ST races. A quick (sorta) and dirty method I used was to:
1) note the racial attributes from the unmodded Version of the races I wanted to copy. 2) create respective file folders under races in Prop 2.0 for the races I wanted to add. 3) copied the AI files from a similar race and renamed them (Jraenar = Klingon, Terran = Fed....). This allowed the shipset to be read. 4) "add new". Make the necessary racial attribute modifications. Save empire. Realize of course that any future modifications to Props by PvK will have to be taken into account in the respective AI files for each race. It's a workaround that may be useful for those who wish to add any non-Prop-vanilla races. |
Re: Proportions Version 2.0 available
PvK:
I like the light missile sytems with the quicker reload times you introduced with 2.0.... nice addition that was sorely needed in the missile tech area. Not sure if this was considered: unstable worm holes that can cause ship damage (possibly a percentage of compartments vs. a flat number) or extra supply expenditure (simulating being caught in a temporal vortex that would make subjective time pass more quickly for the affected ship(s)). |
Re: Proportions Version 2.0 available
I don't think the effects you describe for wormholes are currently possible, although I did recently (unreleased 2.1) add a lot of variety to wormhole and storm effects. The best I could do though was to make the damage unpredictable without experimentation, and to make some warp points do damage to ships that camp at them (making them harder to defend).
As for AI support, ideally I will try to see if SJ can add Proportions to his automatic AI adjuster, but I think it would be a complicated proposition, mainly because of the ship design creation files. PvK |
Re: Proportions Version 2.0 available
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by PvK:
I don't think the effects you describe for wormholes are currently possible, although I did recently (unreleased 2.1) add a lot of variety to wormhole and storm effects. The best I could do though was to make the damage unpredictable without experimentation, and to make some warp points do damage to ships that camp at them (making them harder to defend). As for AI support, ideally I will try to see if SJ can add Proportions to his automatic AI adjuster, but I think it would be a complicated proposition, mainly because of the ship design creation files. PvK<hr></blockquote> Thanks. I realize that the extent of mod-ability makes for some interesting but inconsistent variations from mod to mod. I haven't gone far enough into a Prop game yet to uncover all the wormhole changes... I did spot a greenie though.... gee, wonder what it does.... |
Re: Proportions Version 2.0 available
PvK:
I've been playing around with 2.0 (I had tried out earlier Versions as well) and have some questions, suggestions, etc. First, colonies. I like the premise of the mod in regard to colonies, emphasizing the importance of homeworlds while lessening the impact of quick expansion. It seems though that you have made too many tweaks to inhibit them, to the point of nullifying their importance altogether. I'll try to make comments and point out what seem to be problems (to me) in a manner that is at least somewhat coherent. Upping pop weight to 1000kt and increasing time to reproduce by x10 to keep colonies from quickly maxing out - nice, very effective. Severely lowering production/construction rates based upon pop - very nice, accurately reflects the reduced capabilities of a fledgling planet, or one recovering from war, plague, famine, etc. Also adds new visciousness to food contamination and neutron bombs. Severely lowering the capacity of all cargo components - ouch. I assume that this is another way to inhibit the development of new colonies by further restricting pop transports. I can see the logic behind it but it seems to have far reaching consequences that cause more harm than good. As for its effectiveness, lets see. A fully loaded large starliner (standard control components, engines, and the rest cargo III - 70kt capacity) will provide 4340kt of cargo space, enough for 4 pop. That same starliner filled with standard cargo III's (at 250kt each) has a capacity of 15,500kt, enough for 15 pop. Would increasing the payload by a little over 3.5 times be unbalancing? Nope. Even with a 15 pop capacity it would still take 267 trips (not turns)to populate a 4000 pop capacity planet. Even if a planet is within one turns worth of movement from your homeworld (2 sectors for ion engines, 4 sectors for quantum) it would take over 53 years for a single ship to fill it up. That is over 530 turns (!). Granted, you wouldn't have just one. Even with a fleet of 20 liners going to a planet one turn away it would still take 27 turns, not to mention the fact that you would depopulate your homeworld. This also brings to mind the dreaded possibility that your home star might become unstable and require the evacuation of your homeworld. If you were lucky enough to find a habitable world in another system that is only 10 moves away it would take a fleet of 89 starliners with standard cargo III's (and ion engines) 3 years to evacuate the planet, while if they were equipped with proportions cargo III's would require a fleet of 334 for the same job in the same time. In the first case you might be able to salvage some of your precious pop, in the second you can kiss your empire goodbye. Also, if you're looking at realism and balk at the concept of a 1450kt ship hauling cargo of over x10 its own weight, you might want to think again. Cargo haulers usually weigh only a fraction of the mass that they are designed to carry. Transport trucks are a good example, as are tug-boats and trains, and these are all without the benefit of micro-gravity. Lowering the effectiveness of virtually all facilities - double ouch. You've already ensured that colonies will develop at an extremely slow pace with the pop size (reducing the effectiveness of pop transports) and lowered reproduction/construction rate. Why do colonies have to work so hard and so long to produce something so worthless? A huge breathable planet with all 25 facility slots filled with research center I's (a herculean task in and of itself) only produces 2500 research points. That is virtually nothing compared to all of the work that went into it. This, more than anything else, seems to nullify the usefullness of colonies. I can understand the core concept of making colonies less important but this can easily be accomplished without completely marginalizing them. Lower the value of facilities, yes. But lowering them by over 80%? The problem that I'm trying to point out is that proportions seems to have been turned into a battle of the homeworlds, with colonies having no effect on even extremely long term games. I was playing a game with v1.53(I think) that got up to @ 360 turns and there was no appreciable change in score other than for the occasional capture/glassing of a homeworld. And that was with aggressive expansion using a race with replicant centers and turning entire asteroid belts into rings of breathable worlds. Even all that didn't much improve upon the capabilities of my single homeworld. While colonies shouldn't overshadow the homeworld they shouldn't be contemptible either. There was a reason the British were so powerful in the 19th century, they had many non-useless colonies that reaped actual benefits for their homeland. Also the loss of said colonies (the U.S. comes to mind, those damn anarcy Groups...) dealt a severe blow to the British empire, not as severe as losing Britain itself, but it was important nonetheless. The second problem is with units. It seems that fighters have been crippled. You have both lowered the damage that fighter weapons can inflict and lowered the number of fighters that can be put into combat at any given time (by lowering the capacity of cargo components). They might have survived one change but not both. Their only useful purpose now seems to be as planetary defense. Planets are now the only place that enough fighters can be stored to make them effective in combat. Granted, they are hard to hit, but that has always been the case (and is what PD and sensors are for). Troops are also problematic. Why on earth did you make them so tough? 1600 for troop shields?!? Ouch. The problem is that I can't see why you did this drastic revision. To prolong troop combat? Lowering troop combat to 5 or even 3 turns (as I think was in previous Versions) is far more balanced and effective. So that there are some troops left after planetary bombardment? Troops are the Last thing to go in Gold (cargo is destroyed in this order- mines, sats, WP, troops. IIRC) and so don't need special protection to Last till the landing. The real problem occurs when you just want to glass a world. The troop shielding provides more protection than the planetary shielding and armoured WP's combined. I recently assaulted an AI homeworld (in 2.0) and managed to bust through 17,000+ planetary shields and 60+ weapon platforms only to face 78 troops all equipped with 1600 shields apiece (that's a total of 124,800 shield points gents, and it all has to be chewed through). In the 3 turns that it took for my troop ships to get in place I only managed to take out 2 with most of my warships balzing. To add insult to injury, when I dropped the first 25 (of 150, I was expecting a long haul) large troops I took out all 76 defending troops an the militia in 3 rounds. Why you ask? Because shields are still unusable in troop combat, though I hear that this will be patched. The point that I'm trying to make here is that mobile shield generators (and armor for that matter) mounted on ground vehicles should not be a more effective defense against bombardment than the actual planetary defenses (ie. shields and WP's). This tends to cause an unrealitic imbalance that I don't think was intended. To end off I should mention some praise for this intriguing mod so that this doesn't sound like a rant or somesuch (which, I assure you, it is not meant to be). I like a lot of the changes you have made to the components. Turning solar sails into engines that give you supplies is beautiful and makes for an interesting alternative for those cross-galaxy hikes before warp point creation. Making quantum reactors supply storages of unholy capacity before granting unlimited fuel was quite sweet. Adding boarding defense to crew quarters is a nice idea but I thought that crew quarters already had a BD of 16. Does the additional 5 stack? The inclusion of combat bridges and incompetent master computers was a nice touch too. For the game overall I do enjoy the leveling effect that the homeworlds have on play. Even neutrals are now worthy of long term alliances and such which is definitely a change of pace. It does make it a very different game and that is never a bad thing. I hope that I didn't come off sounding like a disgruntled postal worker here. Please take anything I've said here with a grain of salt. I'm just trying to help a fellow modder and would hope for the same kind of feedback when I eventually get around to posting a mod or two. P.S. I haven't seen any one mention this and I don't know if you have spotted it yet but there's a typo in the CompEnhancement list. Under heavy ship mount it has damage as x3 (as normal) while tonnage is x4. This didn't seem intentional since that trend wasn't found with any other mounts, so I changed it and started a new game since the AI kept building ineffective battleships. P.P.S. You said that this was based on a bigger mod called foundations. Any connection to Asimov? |
Re: Proportions Version 2.0 available
Ack, don't change cargo storage! The most I would suggest is adding more levels.
Quarian: I think you are wrong about the colonies value. I know I relied on my homeworld for the longest time, but eventually it is just not enough. Also I think that another thing to consider about colonies is that they can eventually become similar to your homeworld (That is the point of the smaller city centers) it just takes a lot longer. And trust me, someone can put up a fight without their homeworld. I have seen the AI move around with fleets of 20+ ships long after their homeworld has been lost. Albiet they were not the best ships in the universe, but they still pose a threat. I've been using a facility in my games, I don't know if you would be interested in adding it to your game but here is the basic idea: Slave Mines: Like resource generators but can be built quicker and cause a negetive happiness rate (I believe I heard that you could now use negative values in the mod. happiness perc.) |
Re: Proportions Version 2.0 available
ZA:
Slave mines are a very interesting idea. would give incentive to blow off the points to get emotionless as well. As far as the cargo - you haven't found it to be problematic? Do you use fighters/drones/etc. much? Ever had an unstable star go boom? Even with 50 ships hauling @$$ I barely put a dent into it before it went boom. As far as the urban facilities go, I agree that they are quite sweet but don't you think that 70+ years for the construction of a *single* cultural center is somewhat harsh? Even trying to put enough simple cities on a world to warrant changing the colony type to "Developed World" takes longer than most other games Last. As a side thought, is there any way for a facility to increase a planets max population. I was thinking that that would be an interesting addition for the urban facilities. It would be interesting to try to represent the "hiveworld" where people are stacked on top of each other (sometimes literally) in their arcologies and such. Don't think it can be implemented yet but one can dream. |
Re: Proportions Version 2.0 available
Quarian, thanks very much for the very thoughtful feedback! I didn't take it as anything hostile (au contraire), and similarly, this reply isn't meant to retaliate or argue, but to respond with how I see things, and why Proportions is as it is in 2.0.
I don't claim everything's perfect in Proportions, and really welcome all feedback from players. The feedback so far from everyone has been really super! In the games I've played, I've found that colonies are extremely important to gaining a decisive advantage in Proportions, but that they are not entirely essential and dominating, the way they are in the standard game. I haven't done huge amounts of testing or analysis, but so far I've liked the effects. By using population transports and a lot of patience, I find that the gains from developing colonies over a few years has a very marked effect on the strength of an empire, just in terms of research, intelligence and production. It is also essential to develop military strength, through defensive ground bases, no-maintenance shipyards, resupply depots, and places to put auxiliary colonies to assist the homeworld (since you wouldn't want to scrap cultural centers). For cargo capacity, yes I reduced them because I didn't want transports to be able to carry 15 million people per ship, but also to because I like the effect of needing to build a large number of ships in order to move a huge amount of stuff. I don't how in the standard game, a single transport can carry more troops and weapon platforms than you can even fit on a planet. In Proportions, a massive exodus or invasion fleet will hopefully require at least several transports, and not just one high tech one. To me, it increases the interestingness of the problem of moving vast amounts of stuff around, and of concealing and protecting those movements. It is a bit extreme when there is a crisis such as a core instability or even a plague, and maybe it should be tweaked, but so far I've mainly found it more interesting. <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> Lowering the effectiveness of virtually all facilities - double ouch. You've already ensured that colonies will develop at an extremely slow pace with the pop size (reducing the effectiveness of pop transports) and lowered reproduction/construction rate. Why do colonies have to work so hard and so long to produce something so worthless? A huge breathable planet with all 25 facility slots filled with research center I's (a herculean task in and of itself) only produces 2500 research points. That is virtually nothing compared to all of the work that went into it. <hr></blockquote> I disagree. 2500 research points isn't much in standard SE4, but in Proportions, it is a major advantage. A typical Proportions homeworld starts with about 16,000 research points. 2,500 more is a 15.6% increase, which is a huge advantage over an empire that sits at home. Also, it's not all that Herculean a task - it just takes patience. It doesn't cost much more than doing it in the standard game - it just takes longer, depending on the amount of population and construction facilities you manage to assemble on the colony. Two points about why this makes sense, outside of a balance concept: 1) In Proportions, not all facilities are considered to represent the same size. A Cultural Center represents something like several space-age nations. A research center represents a single major research complex, and whatever infrastructure is necessary to keep it operating on that other planet. Look at the difference in cost between the urban facilities and the quick & dirty standard facilities. A city costs a lot more than a facility, and takes a considerable time to build, but has the output of several facilities. The challenges of building a colony on an undeveloped alien planet, that will have a positive output rather than a massive net expense, are almost not represented in the game - I try to factor them in via the population curve. 2) The SE4 mechanic of research being additive (two labs research the same problem twice as fast as one) and also serial and flexible (players can concentrate an entire empire's research on one project, with no delay to switch projects), seem incorrect to me. The small research output of colony facilities is my abstract way of reducing this effect. It's imperfect, but in most cases I think it works rather well. <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> This, more than anything else, seems to nullify the usefullness of colonies. I can understand the core concept of making colonies less important but this can easily be accomplished without completely marginalizing them. Lower the value of facilities, yes. But lowering them by over 80%?<hr></blockquote> I don't think they're marginal at all. As you showed, a SINGLE colony can give your empire a 16% research advantage, without even bothering to build a single city. Given that Proportions empires start out quite strong, 16% is a lot, and of course, dominating players still probably won't hole up with only one planet - it would be a major disadvantage to do so. Not immediately, but with patience, they can still make themselves several times as strong as empires that don't colonize. It just takes a lot longer. <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> I was playing a game with v1.53(I think) that got up to @ 360 turns and there was no appreciable change in score other than for the occasional capture/glassing of a homeworld. <hr></blockquote> I'd really like to see your saved game, so I can see how it developed and what example you're commenting on. It's seemed to me in my test games that the colonies I developed were, after a few years anyway, making a very signifigant contribution to my production, research, and intelligence, not to mention my ship deployment range, territorial control, and so on. <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> There was a reason the British were so powerful in the 19th century, they had many non-useless colonies that reaped actual benefits for their homeland. Also the loss of said colonies (the U.S. comes to mind, those damn anarcy Groups...) dealt a severe blow to the British empire, not as severe as losing Britain itself, but it was important nonetheless.<hr></blockquote> Yes of course, but when were those colonies established? The 17th century. They didn't start to be a major advantage for quite a while. This sort of thinking went into the numbers in Proportions. I thought - how long should it take to replace the benefits to an enpire of an entire civilization - the combined resources and (physical, intellectual, cultural, etc) of say, a significant part of Europe. 100 years? Sounds quick, to me, but that's where the base rate for a cultural center comes from. Now how long would it take to duplicate that on another uninhabited alien planet, by means of ferrying space ships over there? Quite a while... <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> The second problem is with units. It seems that fighters have been crippled. You have both lowered the damage that fighter weapons can inflict and lowered the number of fighters that can be put into combat at any given time (by lowering the capacity of cargo components). They might have survived one change but not both. Their only useful purpose now seems to be as planetary defense. Planets are now the only place that enough fighters can be stored to make them effective in combat. Granted, they are hard to hit, but that has always been the case (and is what PD and sensors are for). <hr></blockquote> I can see how you might think so, but run more tests and give me examples if you still think so after running those tests. In my tests, I discovered the weapon strength changes were pretty much necessary to prevent fighters from being way too strong against ships, in human vs. human play. Fighters in Proportions 2.0 are a lot harder to hit with ships than they are in standard SE4. Most fighter weapons are quite weak, yes, but take a dozen or two fighters against a cruiser or two, and you will see that without some serious PD, the cruisers will have a hard time killing many fighters, and depending on the cruisers' defenses and other specifics, they will probably get hurt, and maybe really shot up or destroyed. There are also several fighter weapons that are specialized for anti-ship attack, and for these, their targets had better have good PD and/or fighter support. Most fighter weapons are good against light targets and other fighters. Fighters with anti-ship weapons will tend to be very vulnerable to fighters with lighter weapons. Anyway, in the tests I did, I was finally pretty happy with the results. I think fighters now can be very effective, even decisive. They can be countered and defended against, though, without the standard set's problem of getting totally shredded by PDC. The change to make most fighter weapons weak relatively weak against heavy ships is entirely intentional, though. Try a rocket pod or torpedo on your fighters, though, and they are a real threat to ships, but become vulnerable to enemy fighters. As for troops, there are two main reasons why I made them so tough: 1) To make ground invasion a very useful, and sometimes necessary, course of action to capture a planet. My understanding of the current mechanic is that actually, the weakest unit on a planet is the one that gets destroyed first. With weaker troops, they get shot off before weapon platforms. Also, the whole idea of being able to shoot all defenders off a planet from space in a month, may or may not be wrong depending on your science fiction, but in any case makes defensive troops relatively useless, as the tactical AI can and will shoot until there are no defenders left, and then land troops. That makes land warfare nearly obsolete. The only way I see to make it so that troops can survive a bombardment from space, is to make them tough (since to-hit mods have no effects on planet-based units). Precedent on Earth - artillery and air strikes never conquer ground, or eliminate ground forces completely. 2) Due to the way ground combat currently works, this was the only workingway I found to achieve my desired state where infantry is generally cheap and takes a lot of time/effort to eliminate, and yes, to prolong combat so that conquering an entire planet would often take more than one quick shoot-out, and could Last for several turns, with players potentially dropping in reinforcements. Precedent on Earth - no army has ever conquered the whole planet, and rarely an entire continent, and such wars generally have taken years. Besides, this is an interesting and different state of affairs, makes troops more interesting and useful, and is something that several players have asked for. You are right though that the side effect is undesired, that troops end up being a kind of very powerful planetary shield. I blame the current limitations of the SE3 engine, and hope for future patches to make a change possible that will allow me to still achieve my two design goals, above, and yet not have this side effect. Meanwhile, I think the side-effect does have work-arounds, besides invasion, for those genocidal maniacs who refuse to use troops and want to exterminate alien civilians without mercy, or whatever: Planetary weapons, or fighters, or prolonged bombardment. However, after all the planets that are routinely glassed every day by lazy players of the standard game, and all the planets that are "accidentally" glassed by the AI, I don't have a lot of sympathy for those wanting to be able to more easily glass planets. In defense of the ability of troops to absorb more than weapon platforms, there is a rationalization that weapon plats are large conspicuous installations, while troops aren't literally stronger, but are much better at hiding from bombardment. This frames the problem as more of an AI limitation than anything - the ships always try to soften up troops, rather than massacreing civillians. In sum, ideally, yes, troops would not have this ability to shield a planet from glassing, but achieving my goals 1 and 2 are worth it to me, and I don't know of another working mechanic to achieve these with the current game. Of course, players are free to mod these things down to suit their own (genocidal http://forum.shrapnelgames.com/images/icons/icon12.gif ) tastes. Agh! Thanks for finding the Heavy Ship Mount typo - that's a big one that I'm surprised I didn't notice before. Both the cost and the size are wrong, although actually, the way it was wouldn't be completely bad - it wasn't a good use of space, but it was efficient in price. But it WAS a typo, on both the cost and size lines. It should read: Long Name := Heavy Ship Mount Short Name := Heavy Mount Description := Heavy sized weapon mount which increases damage from the weapon by 3 times. Requires a vehicle size of at least 800kT. Can only be used on Direct Fire weapons. -10 to hit with. Code := H Cost Percent := 400 Tonnage Percent := 200 Tonnage Structure Percent := 300 Damage Percent := 300 Supply Percent := 400 Range Modifier := 0 Weapon To Hit Modifier := -10 Vehicle Size Minimum := 800 Weapon Type Requirement := Direct Fire Vehicle Type := Ship As for the title of Foundations mod, no, I wasn't thinking of Asimov, but rather of the mod's design goals, which are to make everything require a lot more development of foundations to achieve. You can see this in Proportions for the things it changes - many things require a lot more time and work and prerequisites to build up. Foundations applies that sort of thinking to the tech tree, with a lot of prereqs and multiple requirements and general sciences and basic low-tech equipment and stuff. PvK |
Re: Proportions Version 2.0 available
"One hard thing about adding or altering tech areas, though, is that it requires manual (or SJ AI modder assisted) changes to ALL of the AI files if you want the AI to be able to research and use your new techs levels."
Yes, this is a pain. Then again, so are multilayered components..UG. 500 torpedo variations, anyone? Phoenix-D |
Re: Proportions Version 2.0 available
PvK:
Just wondering, how long are your usual games anyway? You advise patience, and I do understand this, I tend to go for the long haul myself, but have you ever actually built a colony cultural center? Ye Gods man! If you have done so you must have the enlightened patience of the Buddha himself! As far as 100 years being a barely reasonable time frame for industrialization I must disagree. That may be somewhat accurate for a pre-industrial tech level but the more advanced things get, the faster they happen. It may have taken the states @100 years to reach viability and break away from its parent, but it only took Russia 40 years to go from a virtually fuedal state to a cold war superpower, and it has only taken India a little over a decade or so of foreign aid to get to the point of aquiring nuclear capability. That is a lot of development in an extrenely short period of time that just got shorter with the improvement of tech (among other things). Also, if you want to take the states/colony analogy a little further you would have to factor in the initial -90% construction rate for low population that gradually increased through reproduction and immigration (and there wasn't any fleet of large starliners shuttling people either). And to be fair you would have to include in that 100 years all the time spent as little more than an organics farming facility (perhaps with some minerals thrown in). Overall it would take far less than a century to construct an equivalent cultural center in an area with a more dense starting population or similarly advanced neighbors (ie. lower consruction penalties). What I'm trying to say here is that while development of a colony world should be difficult it would be nice if it were actually a realistic possibility. And I'm not talking about filling it up with cultural centers either. For a large breathable colony world with a pop of 500 (a somewhat reasonable goal with -17% to construction), level one shipyard, and no other racial or cultural SY bonuses to fill all 20 slots with cities it would take @480game turns. And that is just for basic cities. To do the same with metropoli (is that the plural?) would take over 1200 game turns. Which, by the way, is the time it would take to make a single cultural center(!). Checking my current game, using a race with severe SY bonuses it would take over 700 turns to replace a single cultural center on my homeworld! It seems as though you are thinking of colonies as space based extensions of the wild west with prospectors and uneducated settlers trying to eke out an existence and barely able to get ahead. This isn't the case with colonies. These are going to be populated by trained, driven individuals (slackers aren't likely to leave the soft comforts of their home planet) who arive with all the benefits (if not the resources) of the advanced technology of their homeworld. Even if the cost of cultural centers was dropped to 400k it would still not even come near to overshadowing a homeworld. On a colony with 1000 pop (no SY penalty) it would take 200 turns to produce just one. And even a couple out there spread among your best colonies would be a nice little trophy, letting the unwashed masses of alien rabble know that you are indeed bringing civilization to the galaxy http://forum.shrapnelgames.com/images/icons/icon12.gif .To fill a large world would take 4000 turns, and if you have the patience for that you are a far more dedicated gamer than I (or are perhaps in some form of coma that allows you to hit the end turn button over and over...). I'm not saying that anything should be made easy (that would be no fun) but as it is, the keenest of facilities, the cultural center, is just unattainable eye candy. By the way, why did you remove the ship yard bonuses from the cultural centers? I thought that that was a really interesting idea, further emphasizing the importance of a homeworld (and ensuring that the AI had a couple hundred defense satelites in orbit by turn 3 http://forum.shrapnelgames.com/images/icons/icon7.gif ). P.S. for the cargo thing, I do not consider a fleet of 89 massive starliners to be a single high tech ship, just a more realistic alternative for planetary evacuation/transport than the 300+ ship fleet that would otherwise be needed for the same job (and those were under some pretty optimal conditions). |
Re: Proportions Version 2.0 available
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by PvK:
My understanding of the current mechanic is that actually, the weakest unit on a planet is the one that gets destroyed first. With weaker troops, they get shot off before weapon platforms.<hr></blockquote> Is it ? This would not be consistent with ship components to be hit chances. The higher the resistance the more chance to get hit, that is what your changes to the standard and emissive armor is about, isn't it? I have tried to destroy the basic life supports (1kT) in a starliner, it was almost impossible because of the more resistant components which always have been destroyed first. |
Re: Proportions Version 2.0 available
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by PsychoTechFreak:
Is it ? This would not be consistent with ship components to be hit chances.<hr></blockquote> PvK is right, the smallest unit gets destroyed first. Always. |
Re: Proportions Version 2.0 available
Yes, but Damage Resistance is the important point regarding this issue:
Name := Basic Life Support Description := Mechanical means to generate a livable atmosphere on a starship. This system is not built for compactness, or to withstand battle damage, but is less difficult to manufacture. Pic Num := 5 Tonnage Space Taken := 15 Tonnage Structure := 1 This component is extremely hard to hit. And if I carry over this idea to the proportions troops, with an extremely higher damage resistance, they would be easier to hit than they have been before. |
Re: Proportions Version 2.0 available
QuarianRex has a point. Cultural facilities need some cost adjustments. To keep the spirit of this mod, namely the supreme importance of Homeworld, it would be nice to make some changes to decrease the cost of low level facilities but keep cultural center as it is. It takes only 3-4 turns to research Construction I and make Cities obsolete. At the same times it takes years and years to build even one city on any colony. I don't think it is right. Every unique and important steps in colony development needs some game time window to be useful and worthy to be build. I suggest to increase the research cost of megapolis (construction II ?) and decrease a bit the production cost of cities.
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Re: Proportions Version 2.0 available
The situation is different with planet cargo under bombardment than it is with ship system damage. Ship system damage is allocated in a far more varied fashion, which is why the armor components in Proportions work so well.
The smallest ship component is only rarely damaged first. A ship with a large proportion of structure in high-strength Proportions armor components (that lack the "always first hit 'Armor'" ability) will tend to get hit in the armor, and frequently absorb the blow until accumulated damage is enough to destroy the entire armor component hit. Sometimes a small ship component will be hit first, though, but it's rare, apparently in proportion to its structure compared to the rest of the components left on the ship. For planetary cargo, however, the weakest total-damage-capacity cargo items get bLasted first, which is why troops without boosted strength get shot off first. It also means that if you build a "shield base" weapon platform, it won't protect your weaker-damage-capacity, armed weapon platforms! (Small shield platforms combined with larger armed platforms may work out, though - compare their total strengths.) This is on the suggestion list to change, though. At which point, I would take another look at Proportion troop strengths. PvK <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by PsychoTechFreak: Yes, but Damage Resistance is the important point regarding this issue: Name := Basic Life Support Description := Mechanical means to generate a livable atmosphere on a starship. This system is not built for compactness, or to withstand battle damage, but is less difficult to manufacture. Pic Num := 5 Tonnage Space Taken := 15 Tonnage Structure := 1 This component is extremely hard to hit. And if I carry over this idea to the proportions troops, with an extremely higher damage resistance, they would be easier to hit than they have been before.<hr></blockquote> |
Re: Proportions Version 2.0 available
I had an idea recently to solve the long city build time and make it more realistic at the same time:
Why not create different levels of the city center? Each one could be about a year or two build time difference, with the first taking something like 5 years. Each one would get progressively more advanced, slowly adding the new areas and increasing the already existing abilities. |
Re: Proportions Version 2.0 available
QR has some good points, which I'll get to here, and I agree it would be good to add more big facilities. However I tend to disagree that the City is made obsolete by the Metropolis, or the Metropolis by the Megalopolis. Cities are better that Metropoli in the same sort of way that facilities are better than Cultural Centers - they take much less time to build, and so start producing much earlier, and tie up the planetary construction queue for much less time. This is why the AI was hopeless in 1.3 - it went straight for CC's on almost every colony. Generally, I think it makes sense to build several facilities on a planet, then build a city or two, then maybe build (or, in later patches, upgrade) to a Metropolis, etc.
BTW, the reason Metropolis and Megalopolis require any research is because of the technological difficulties of establishing space age ones, and everything needed to support them, on another planet that may not even be in the empire's home system. Existing technology for building large cities on the homeworld would be for the homeworld's familiar gravity, atmosphere, weather, and so on. It's not a massive research leap, but it does require some development of new technologies. However, I'm not completely against re-examining the city build costs. When I've built them in my games, though, I didn't think the time was way off what I'd wanted it to be. PvK <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by oleg: QuarianRex has a point. Cultural facilities need some cost adjustments. To keep the spirit of this mod, namely the supreme importance of Homeworld, it would be nice to make some changes to decrease the cost of low level facilities but keep cultural center as it is. It takes only 3-4 turns to research Construction I and make Cities obsolete. At the same times it takes years and years to build even one city on any colony. I don't think it is right. Every unique and important steps in colony development needs some game time window to be useful and worthy to be build. I suggest to increase the research cost of megapolis (construction II ?) and decrease a bit the production cost of cities.<hr></blockquote> |
Re: Proportions Version 2.0 available
Yes, I think this is a probably very good idea. Thanks!
PvK <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by ZeroAdunn: I had an idea recently to solve the long city build time and make it more realistic at the same time: Why not create different levels of the city center? Each one could be about a year or two build time difference, with the first taking something like 5 years. Each one would get progressively more advanced, slowly adding the new areas and increasing the already existing abilities.<hr></blockquote> |
Re: Proportions Version 2.0 available
QuarianRex, the Proportions test games I've played haven't gone much longer than 200 turns, but that's just for lack of time to spend playing. The game could keep playing probably for 1000 turns or more, and there would still be plenty to develop, plenty to fight over, and probably plenty left to research. Although perhaps not many players will manually play a game 1000 or more turns long, they could, without having the game system break down the way it does in the standard game due to exhaustion of planetary spaces, exhaustion of the tech tree, and/or domination of the empires with the largest number of colonies.
I've never finished building a Cultural Center in a Proportions, but the cost of those was supposed to be prohibitive, or nearly so, within the time of a typical game. With a time scale of ten turns to the year, a game of Proportions that might take 200-300 turns (20-30 years) would and should represent not the complete development and explotation of an entire star cluster, with empires toppling left and right, but simply a period of conflict and expansion between fledgeling alien spacefaring races to determine the future of the qudrant. That future might even be theoretically playable using this mod, to an extent, but yes, at 10 turns to the year, the play time required would be huge/prohibitive... but that seems appropriate to me, for the time scale. In 20 years in a standard SE4 game, frequently the whole quadrant is pretty much colonized, and more or less the whole tech tree can be learned. That's a better pace for doing everything the game has to offer in a reasonable amount of play time. It doesn't seem true at all to life or fiction, though. By the way, with the new auto-turn-running program, it could be quite interesting to let the AI (especially, if I tweak it some more) play Proportions for 1000 turns or so, and then start playing, to give a scenario with already established tech and colonies and so on. Now, before getting into details, I'd like to be clear that I do see what you're saying, and I don't mean to say Proportions' current values are all correct and shouldn't be changed. I think they could probably use a lot of adjustment and development. Mainly, I think players can and should adjust the game to suit their tastes, and in some ways the development pace in Proportions goes from SE4's extremely fast, to an extremely slow one. The game might be more fun for more players if the planetary development scale were accelerated, but I tend to think that going half-way would be a "Proportions (Faster)" variant. Anyway, back to cultural centers taking 70-100+ years to build new ones. You equated this to industrializing a planet, but that's not how I see a cultural center. If you take Earth in a few hundred, or a thousand, years, when it has hopefully got its act together and is ready to actually try to explore and maybe settle other planets in earnest, each single cultural center on Earth (in Proportions) would represent something like North America, Europe, South America, Japan, China, Russia, Africa, SE Asia, the Middle East, India (let's see that's ten), and maybe two for all of the other nations and cultures. Now imagine that a meteor strike, planetary napalm, or other massively destructive event completely annihilates one of these - only charred dirt is left (or worse, only irradiated blind refugees are left - hundreds of millions of them, pleading for help). What is the effect going to be on world trade, world culture, politics, goods, technology, culture, religion, psychological effects on the surivors, etc? It would be something never before seen in history. How long would it take to "replace" this? I'm not talking about just replacing factories, human bodies, roads and buildings, but about replacing the damage to world culture and the way everything is done. I haven't even mentioned environmental damage, but that's partly because I also mean just to consider what it would take to build a new civilization on an alien world. I need to interrupt myself at this point, but it suffices to say that I see "industrializing" a planet as filling it with facilities and adding a city or two and maybe a spaceport or other stuff. That doesn't take all that long, relatively speaking, in Proportions. To build a whole new culture on an alien world, I would equate this to building say, eight cities, two research complexes, a space port, and a distribution center. Especially with transport support to build up population, I expect this would be achievable during a typical game. Note that its abilities would more or less equal or exceed a homeworld colony center. This colony is just much less compact than a CC, and some of the bonuses are less, which to me reflect the difficulty of developing an entire planet, and of trying to duplicate a civilization on an alien world far from the homeland. To answer your PS, the reason I removed construction ability from CC's was because of SE4's hard-coded limit of one construction facility per planet (after initial placement). Without doing this, a homeworld was unable to build a higher-tech shipyard, or to build urban facilties that included construction, and no more than one of such could be built on a colony. I agree it was a neat effect, but I also didn't mind the reduction in ship building rate. PvK |
Re: Proportions Version 2.0 available
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by ZeroAdunn:
I had an idea recently to solve the long city build time and make it more realistic at the same time: Why not create different levels of the city center? Each one could be about a year or two build time difference, with the first taking something like 5 years. Each one would get progressively more advanced, slowly adding the new areas and increasing the already existing abilities.<hr></blockquote> If you do this make them upgradable. Say it takes five years to build a basic city or whatever you call it. At that point it would be producing resources at a certain rate. To build a more advanced city you shouldn't have to scrap the first one and start from scratch. You should be able to upgrade it over time. This should take a certain number of years, depending on population, race, etc. If you make a big enough cost differance between the two it should take a sufficently long time to upgrade. Geoschmo |
Re: Proportions Version 2.0 available
Yes, I am already making them upgradable for 2.1. I had tried before but the way I tried didn't work at the time, but since then I have found a way that is working.
They don't even need to have a higher cost, IIRC. The better/bigger ones would cost more though, of course. But as an academic point, even at the same cost, upgrades cost a bunch. So, there's no way I know of to avoid making this a trade-off between "time to best Version" and "time to immediate results"... which, depending on the numbers, may be realistic enough. PvK |
Re: Proportions Version 2.0 available
Just another note...
If i start up the TDM mod at the top right of my space empires screen I get "Using TDM-Modpack" directory. Reckon you could do this for proportions? Askan |
Re: Proportions Version 2.0 available
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by askan:
Just another note... If i start up the TDM mod at the top right of my space empires screen I get "Using TDM-Modpack" directory. Reckon you could do this for proportions? Askan<hr></blockquote> I created 2 intro screens for the different resolutions, the problem is, even zipped they take about 1.2 MegBytes, which is not worth to upload. The intro screen should better be personalized, with the information taken out of path.txt. |
Re: Proportions Version 2.0 available
Ya. I wouldn't mind, but the download would be a bit much. I guess I could make it an optional download... doesn't seem like a high-priority item, though.
PvK |
Re: Proportions Version 2.0 available
I didn't realise you had to create a whole new screen for it...just thought it was a setting somewhere http://forum.shrapnelgames.com/images/icons/tongue.gif
Askan |
Re: Proportions Version 2.0 available
When beggining a new game If I were to pick Player begins with three planets, do all of the other AI player begin with three planets? I have also noticed that playing with computer difficulty set at medium, I can easily become 1st in the score within twenty turns. What are some good settings for starting a new game that will be a bit challenging with the AI?
Oh, and I remember reading somewhere that PvK is working on the "Foundations" mod. Any one have an ETA on that? Just curious. |
Re: Proportions Version 2.0 available
Setting number of starting planets applies to all non-neutral players. In Proportions, this will have a massive effect on empire strength, and multiply the research rate more or less throughout the game. If you take more than one homeworld, I suggest at medium or slow research speed. More than three homeworlds should probably go with slow research speed, unless you want to get to high/max tech levels quickly.
Being number one in score is easy against the AI because the score system can't be modded, so it's still weighted the way it is in unmodded, and so, is not a valid measure of empire strength. You will probably colonize faster than the AI, and each colony, even if it is currently costing you more than it's worth, is increasing your score a lot. I would suggest High AI difficulty and Low or No AI bonus, if you are playing Proportions 1.5 or higher. Consider playing with no AI bonus, but after you have chosen your racial abilities, take "limited planetary exploitation trait" and don't use the points to buy other abilities. This, and/or low or medium bonus will put you at a distinct disadvantage. High AI bonus will be quite hard - unless you can conquer a couple AI's homeworlds earlyish in the game, you'll fall behind the AI in true strength (though maybe not in score, at first) quite quickly. I wouldn't really recommend AI bonus higher than "Low" unless you want to try to play agressively to overcome the huge AI advantage. The AI's I modded for Proportions aren't particularly aggressive, though, if you're peaceful towards them. Also they currently only make defensive ship designs, which means they don't make long-range strategic attacks, only ones in supply range of their short ranged designs. When I get time, I'll improve the AI, though... Edit: Note, these short-ranged designs are still capable of waging war, capturing your planets, and wiping out neighboring empires. They just tend to deploy more cautiously, because of the supply issue. The Foundations mod has been taking a back seat to Proportions tweaking and other tasks. I figure it makes sense now to get more play experience and tweaking done on Proportions until it seems about right, and only after that, try to finish Foundations. So, it might turn out to be vaporware or an SE 5 mod. PvK [ 06 April 2002: Message edited by: PvK ]</p> |
Re: Proportions Version 2.0 available
Tnarg:
Setting the game to a three planet start will begin everyone with three homeworlds (which, in proportions, is a pretty huge bonus). The only exceptions are neutral races who only start with one. As far as making the game more challenging, try putting the game on hard and give the AI a high bonus. Chances are that you won't be seeing 1st place for a long time. |
Re: Proportions Version 2.0 available
Which quadarant type is the best to use in Proportion mod for the AI. I'm trying to edit a generated map to customize my game a bit. Before I do any of this I just want to get find out the best quadarant type with out causing problems for the AI.
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Re: Proportions Version 2.0 available
The best type for the current AI is one without very many uncolonizable systems (at least one planet each). That's the main issue, I think. The Proportions 1.6 and 2.0 Sidereal (default) type is a good start.
PvK |
Re: Proportions Version 2.0 available
PvK,
First I need to tell you that I feel you have done an incredible job with your "Proportions" mod. It is clearly evident that a lot of thought and effort went into the making of this mod. I am truly impressed with the changes that you have made and it's almost like playing an entirely new game. The curtailing of rapid expansion adds an entirely new atmosphere and invokes a sense of awe as your fledgling empire struggles to expand in the vast expanse of space. I welcome the gradual population growth and the arduous task of populating newly found worlds. While standard SE IV already provides an epic scope. I truly feel that "Proportions" fortifies and expands the importance of each and every colony that you have acquired and thus the Quadrant becomes a very large place indeed. Each and every colony plays a more significant role and your role as Emperor has never been so important. You work very hard towards colonial development. You painstaking administer population transport routes and must consider military escorts in high player/AI traffic areas. Diabolical opponents can perform raids on your transportation routes and disrupt the progress of your colonies along with terminating the precious lives of your brave world settlers . I have always enjoyed to immerse myself in the ruling of my empire. "Proportions' allows you to be absorbed by the details and I find it very rewarding experience. Systems become more than mere circles on your intergalactic map. As your empire expands so does your intimate knowledge of all that goes on within. Super job PvK! When can we expect the next Version of "Proportions" to be released? I can't wait to see what you will add next. Nigel Wulf |
Re: Proportions Version 2.0 available
About AI settings:
I started a game with high AI difficulty and medium bonus. There are two warp points in my home system. One leads to a very nice system with several large and huge planets. There are another 3 warp points in that system. And behind each warp point lies AI home system: Cryslonite, Drushoka and Fazrah. Obviousy, each race claimed this system. I never saw so much bloodshed and destruction in any SE IV game before ! All AI players are far ahead of me in research and ships (3X bonus to home worlds). Huge fleets zip through that system back and forth, obliterating any attempted colonies. The remnants of those fleets occasionally warp to my system. I only allive because Proportions AI is not good with point defence. I think I'll post a story based on this game. |
Re: Proportions Version 2.0 available
Thanks for the feedback, Nigel Wulf! These were the sorts of effects I was trying to get, and it's very nice to see them happening for other players!
I'm about to release a small 2.1 patch which fixes and improves a few things, and 2.2 maybe for this weekend or next, which will adjust a few of the facilities' Ratings. I think I'm going to be waiting for more testing and feedback before adding much more except tweaks, so I expect to focus on AI improvements. The first Gold patch adds several powerful AI customization improvements that should be very helpful for making the Proportions AI much more effective. Oleg, your game sounds pretty neat - I hope you do write an account. It is fun and useful to see what the mod does in players' games. AI bonus is quite hard to overcome in this mod, as you can see. PvK |
Re: Proportions Version 2.0 available
Actually, I prefer the slower game and the slowed building up of infrastructure. Too often in the unmodded Version, I'd leave a colony to languish (who cared if it got gobbled up and it was not yet developed, I'll go back in in a couple turns and retake or glass it). No longer. Now it requires attention to develop and defend. My colonization fleet ships (Colony Ships and Pop transports) now carry mines/AFVs/fighters.
The effect of distance is now enhanced, as are the supply planets' ability to extend the reach of your empire. By far, the largest difference is the need for a dedicated migration fleet. Because of it's relative importance in developing colonies' population and production, it cannot be ignored to provide maintenance points for warships. A compromise is to mount some weapons and better engines on some of the Pop transports so that they can act as privateers in times of urgent need (not really meant to act as warships, but to augment the existing fleet). This past weekend I started 3 different games just to get a better feel for the opening moves of Proportions. Including the efficient engine models, small missile sytems and changed ground pounder rules, this mod should help me kill many hours I'd likely be spending doing something productive like remodeling the kitchen or bathroom or some such frivolity that wives like. |
Re: Proportions Version 2.0 available
When do you implement upgradable Cities/Metropolis, is it in 2.1 already ? At the moment I would have to scrap a City to build up a Metropole, right ?
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Re: Proportions Version 2.0 available
Yes, that's right. I have it in 2.1, but I remember why I didn't put it in originally. SE4 does not allow upgrades to intermediate levels - only to the highest level. This means that as soon as you develop Megalopolis, you won't be able to upgrade from City to Metropolis, only to Megalopolis (which will take a long long time). I'll send a request in case it's easy for MM to allow intermediate upgrades, but I wouldn't hold my breath. I'll still add upgrades to 2.1, but this is a kind of annoying limit. If anyone knows of a way around this, let me know.
PvK |
Re: Proportions Version 2.0 available
wr8th, I'm glad you're getting so much out of the mod. Yes, arming transports (and/or using convoy tactics) can be helpful, also because enemy raiders will have a harder time against them. The maintenance reduction means it's not prohibitively expensive to add some interesting abilities to transports.
PvK |
Re: Proportions Version 2.0 available
PvK,
Somewhat off-topic, but I checked your profile and you list yourself at wargamer.com. Co-incidentally, I remember a couple years back looking around for scenarios for some Talonsoft games and coming across that website. Are you a webmaster for that site? Jes' wunnerin' |
Re: Proportions Version 2.0 available
I was the executive editor at The Wargamer for some years - now I'm Editor Emeritus (meaning I contribute what time I can spare).
PvK |
Re: Proportions Version 2.0 available
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by PvK:
Yes, that's right. I have it in 2.1, but I remember why I didn't put it in originally. SE4 does not allow upgrades to intermediate levels - only to the highest level. This means that as soon as you develop Megalopolis, you won't be able to upgrade from City to Metropolis, only to Megalopolis (which will take a long long time). I'll send a request in case it's easy for MM to allow intermediate upgrades, but I wouldn't hold my breath. I'll still add upgrades to 2.1, but this is a kind of annoying limit. If anyone knows of a way around this, let me know. PvK<hr></blockquote> I don't think there is a workaround other than hardcode changes. I would say, intermediate upgrades are a must for Mods like this. Just with the unmodded 3 types of easily upgradable facilities it does not hurt much. But until we get intermediate upgrades (hopefully), I think non-intermediate upgrades are better than nothing. Another nice-to-have feature comes to my mind, I would like to switch on/off facilities, why? In limited resources games it is sometimes necessary to lay fellow (not sure about the term) a planet, until it regains resources with value improvement plants. Scrapping all of the mineral miners and rebuild them later is not a very economic way. |
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