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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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Is it there any way to have combat in simultaneous?</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I agree, tactical combat may be fun. Then I suggest to take AIs to your control every other 10 turns. Switch all ministers ON and let SE process one turn. Turn the race back to computer like it was before. It will temporaly clear this bug and greatly help AI ! |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Thanks Klaus!
It depends on how much time and interest I have in future. Sometimes it helps to take a break for a while... then the enthusiasm to mod SE4 slowly re-accumulates. http://forum.shrapnelgames.com/images/icons/icon12.gif I have some ideas about what to do about the ever-frustrating AI, too, but like all modding AI in SE4, it'd be very time-consuming to actually implement. PvK Quote:
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Not sure if it was mentioned before, but ALL colony ships use colonyshipLarge as a primary bitmap. Hence, once I added this extra shup picture, it replaced all colony ships ! I think the idea is to use colonyshipLarge for "fast colony ships" only. Regular colony should still use colonyship as a primary picture !
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
My idea was all colony ships in Proportions should use "colony ship large", because there are no small colony ships in Proportions. Many shipsets offer colony ships that look like they may really be 300kT. At 1800kT, standard Proportions colony ships should most likely use the biggest-looking image available. If I or someone else added a really high-tech colony ship that was a lot smaller, it might use the ordinary colony ship image.
PvK |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
My latest change to Proportions:
Missile speed to 30! http://forum.shrapnelgames.com/images/icons/icon10.gif Now the Capital Ship Missiles go straight for the target in one turn, as far as their range can go. I ran a test with the Phong's Missile Destroyers. I saw several improvements. With CSM III, range of 12, my PDC were able of destroy only half the number of missiles than with the original spped of 5. The problem is that the missile took 3 turns to fly the distance of 12, and allowed my PDCs to fire at least twice on every missile volley. With maximus fly speed the missile goes straight for the target in one turn, effectively cutting by half the chances of being shot down by PDCs. |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
But it may be TOO good ! Now everybody will use CSM instead of beams. I agree missiles need some boost, but keep it reasonable. Actually, I think it would be better to increase "seaker damage resistance" instead of speed. Make it two PDC shots per missile instead of one.
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Missiles seem quite effective to me when heavies are combined with light missile systems, not to mention when combined with drones and fighters.
No? PvK |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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