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-   -   Proportions Mod Versions 2.5.2 and 2.5.3 available (http://forum.shrapnelgames.com/showthread.php?t=8534)

PvK March 6th, 2003 11:23 PM

Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
 
Quote:

Originally posted by JLS:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">...
Agreed on the AI’s use of the SYS, remember PvK we spent weeks Last year, trying to get the AI to build on them other then hanging out at the home world, we came so close, just to find the AI also would build Colony Ships away from a habituated planet then sending the ship off to colonize with no POP http://forum.shrapnelgames.com/images/icons/icon9.gif

<font size="2" face="Verdana, Helvetica, sans-serif">Yep. That would actually work out ok, IF the AI were better at using population transports, but there's no way for us to help that. So, better for the AI to just not build them.

[quote]...
Quote:

Perhaps there should be a set of optional patches which players can choose from to get the changes they want to deal with it. Yeech. http://forum.shrapnelgames.com/images/icons/icon9.gif
PvK
<font size="2" face="Verdana, Helvetica, sans-serif">In regards to separate “patches” what would that do to Multiplayer?
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">It would be up to players to decide which patches they wanted to use, if any. No perfect solution. A few semi-solutions with different side effects. Choose some or none.

PvK

[ March 06, 2003, 21:24: Message edited by: PvK ]

PvK March 6th, 2003 11:36 PM

Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
 
Regarding the ECM upgrade choice, I had reasons for the way it behaves, but I don't remember the specifics well enough and can't look it up at the moment. The (b)(c) etc variations are not just smaller but also cheaper. At the earlier levels they are mainly good for smaller ships/units and such, but the later ones can be quite tempting. You always get a better bonus with the full Version, but it begins to get quite expensive, for not that much difference.

Quote:

Originally posted by Aloofi:
...
By the way, one of the most wonderful things of Proportions is how small hulls remain usefull way after they become obsolete in the unmodded game. Its almost impossible for my little Empire to afford more than one of those Dreadnaughts! http://forum.shrapnelgames.com/images/icons/icon10.gif
I used to play with 2 designs at most in the unmodded game because pound by pound a Dreadnaught was more cost efficient that any smaller ship, something I find completely unrealistic in a military vessel.

<font size="2" face="Verdana, Helvetica, sans-serif">Thanks Aloofi. http://forum.shrapnelgames.com/images/icons/icon7.gif

PvK

Cornelius Scarecrow March 7th, 2003 08:29 AM

Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
 
I've read this entire thread and I can't locate this tidbit of info anywhere:

It appears that, I can't upgrade my colony to a minor city?

So...
Could someone clarify the "city type" upgrade path?

Thanks to you. http://forum.shrapnelgames.com/images/icons/icon7.gif

- Cornelius Scarecrow

PsychoTechFreak March 7th, 2003 08:58 AM

Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
 
You can take a look into facility.txt under the folder "data". At the beginning of this file you find the families listed. It is only possible to upgrade an old Version of a facility with a newer Version of the same family:

Example: Build a minor city and (later on if you have researched metropolis or megalopolis) upgrade it to a better Version.

Facility Family:
A unique identifier for all facilities of the same family.
1 - Mineral Mine
2 - Organics Farm
6 - Intel Centers
7 - Distribution Centers
11 - Rads extraction
41 - Massive Planetary Shield Generators
51 - Solar Generator
52 - Crystal restructuring plant
53 - Energy Transmission Lens
54 - Cultural Centers
59 - Solar Power Plant
61 - City through Megalopolis
62 - Arcology
70 - Cities including Space Ports and Resupply Depots
160 - Settlement/Community (Rock)
161 - Settlement/Community (Ice)
162 - Settlement/Community (Gas)
170 - Agrarian Settlement through Ecosystem
171 - Agrarian Cultural Center
202 - Organics Generation
341 - Planetary Shield Generators (non-massive)
342 - Phased Planetary Shield Generators (non-massive)

Aloofi March 10th, 2003 06:07 PM

Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
 
How do you guys feel about an orbital fighter?
Several pages down PvK talked about doing something like this with a 10 Kt hull, so I got inspired to do a little test. http://forum.shrapnelgames.com/images/icons/icon10.gif
I made a 10 Kt fighter, no tech requierment, with 2 orbital engines with only Combat Movement, with Cockpit, Life Support and small depleted Uranium changed to No tech.
Basicly, its a fighter that can only have 2 small DUC, but the small size makes it kind of valuable, since you can have in 120 of them in a Carrier that can only hold 80 of the small fighters.
I feel like it is somewhat unbalancing.
Do you think this extra unit is necesary?
I did it having in mind that a civilization that builds Frigates surely have to know how to build little tiny fighters....right?

PsychoTechFreak March 10th, 2003 07:33 PM

Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
 
Aloofi,
Are you talking about something similar to this:
Quote:

AI Campaign~ Incorporates-> TACTICAL FIGHTER MOD 12-26-2002 by John Sullivan. Fighters now move in Tactical combat only. On the Strategic map, when launched over a planet or any sector, they remain on combat patrol for that sector until recovered by a Carrier or your planet. This makes for some interesting strategies and designs.
<font size="2" face="Verdana, Helvetica, sans-serif">Or would it be completely different?

[ March 10, 2003, 17:34: Message edited by: PsychoTechFreak ]

Aloofi March 10th, 2003 07:43 PM

Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
 
Quote:

Originally posted by PsychoTechFreak:
Aloofi,
Are you talking about something similar to this:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">
AI Campaign~ Incorporates-> TACTICAL FIGHTER MOD 12-26-2002 by John Sullivan. Fighters now move in Tactical combat only. On the Strategic map, when launched over a planet or any sector, they remain on combat patrol for that sector until recovered by a Carrier or your planet. This makes for some interesting strategies and designs.

<font size="2" face="Verdana, Helvetica, sans-serif">Or would it be completely different?</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">No no, mine its just an extra fighter hull.
I have the 3 regular fighters in Proportions that move normally and then this tiny fighter that only moves in Tactical Combat.

The Orbital Fighter is just like the Infantry Troop, a unit that can be built from the very begining without researching any tech.

.

JLS March 10th, 2003 09:13 PM

Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
 
Quote:

Originally posted by Aloofi:
How do you guys feel about an orbital fighter?
Several pages down PvK talked about doing something like this

<font size="2" face="Verdana, Helvetica, sans-serif">Aloofi, I wanted to read PvKs Post...
This may be of help to me in my Tactical Fighter MOD. http://forum.shrapnelgames.com/images/icons/icon12.gif

But with a global search (orbital fighter) in the forom, it had no PvK hits? http://forum.shrapnelgames.com/images/icons/icon9.gif

If you could lasso (quote) this post to bring it to the top, I would appreciate this!

Thanks! http://forum.shrapnelgames.com/images/icons/icon7.gif

[ March 10, 2003, 19:15: Message edited by: JLS ]

Aloofi March 11th, 2003 03:32 PM

Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
 
Quote:

Originally posted by JLS:
Aloofi, I wanted to read PvKs Post...
This may be of help to me in my Tactical Fighter MOD. http://forum.shrapnelgames.com/images/icons/icon12.gif

But with a global search (orbital fighter) in the forom, it had no PvK hits? http://forum.shrapnelgames.com/images/icons/icon9.gif

If you could lasso (quote) this post to bring it to the top, I would appreciate this!

Thanks! http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="Verdana, Helvetica, sans-serif">I couldn't find it. I know is in this thread. I remember he said that he might try to experiment with a 10Kt fighter with only Tactical Combat movement to make it avaliable from the start. I don't think he gave any other technical details.

JLS March 11th, 2003 05:24 PM

Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
 
Quote:

Originally posted by Aloofi:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by JLS:
Aloofi, I wanted to read PvKs Post...
This may be of help to me in my Tactical Fighter MOD. http://forum.shrapnelgames.com/images/icons/icon12.gif

But with a global search (orbital fighter) in the forom, it had no PvK hits? http://forum.shrapnelgames.com/images/icons/icon9.gif

If you could lasso (quote) this post to bring it to the top, I would appreciate this!

Thanks! http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="Verdana, Helvetica, sans-serif">I couldn't find it. I know is in this thread.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Thanks Aloofi for your help, I also checked the thread here and could not find those references; either. http://forum.shrapnelgames.com/images/icons/icon9.gif

[ March 11, 2003, 18:18: Message edited by: JLS ]


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