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Re: Proportions Mod 3.0.1 available
Thanks! I'll fix that...
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Re: Proportions Mod 3.0.1 available
By the way, I nearly finished patch 3.02 this Last weekend, but not quite. Here's the current change list - maybe people can start quibbling if there is anything they might not like about the changes. http://forum.shrapnelgames.com/images/smilies/wink.gif
<font class="small">Code:</font><hr /><pre> Version 3.0.2: -------------- New Additions: -------------- * Added 50 kT Micro Ship and Transport hulls. * Added High Explosive Missiles, a new AFV weapon using Missile and Explosive Warhead tech. * Added small mounts for satellites. * Added External Fighter Pads. Thanks to Attrocities (William Christopher) for the component graphic! ----------------- Gameplay Changes: ----------------- * Removed Crew Quarters requirement from 100 kT Scouts. * Changed High-Performance Quantum Engines into two models, one more efficient, and the other, faster than before. * Replaced AFV Anti - Matter Torpedoes with High Explosive Missiles. (AFV AMT's might return in a later patch, with some changes.) * Added increasing supply use to higher-powered Graviton Hellbores. * Restricted various mount types to specific weapon types, for various reasons of balance and variety. In general, most weapons that can't target fighters, can't be PD mounted. Physical torpedoes can't be given larger mounts. Some special weapons that are very effective in their standard size cannot be given larger or smaller mounts. * Changed carrier component requirements so only part of their old tonnage quota needs to be actual fighter launch components - now part of the old requirement can be met with other cargo-class components. ------ Fixes: ------ * Fixed error-causing typo in Terran AI research file. (1) * Added an Elite Traditions tech area, to get around a bug in SE4 which was causing Elite techs to show up as expected results for non-elite empires. * Added org and rad costs to Resupply Base, to match Resupply Depot. (3) * Added "WP" label to Standard Weapon Platform Mount. (3) * Stopped stacking of high-performance engine defence modifiers with standard engines. (3) * Corrected effect display of Energy Transmission Lenses IV through VI. (2) * Corrected a typo in description of Small Mount II accuracy modifier. --------- Cosmetic: --------- * Corrected "optain" typos. * Adjusted tech group of warp manipulation techs. (2) * Added damage amount to descriptions of anti-planet warheads since SE4 doesn't display damages over 1000 accurately. (2) * Adjusted Fate Shrine II and III ability descriptions. (2) * Removed long-range damage stats from AFV weapons. (They were misleading since the program never uses them.) ((1) Thanks to TheDeadlyShoe for reporting these!) ((2) Thanks to Alneyan for reporting these!) ((3) Thanks to Ed Kolis for reporting these!) </pre><hr /> PvK |
Re: Proportions Mod 3.0.1 available
When will you expand the torpedo tech tree ? As it looks now, only explosive torpedos (5 levels) are available. Thats pretty bad because i decided to use them as a primary weapon in proportions pbw http://forum.shrapnelgames.com/images/smilies/frown.gif(
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Re: Proportions Mod 3.0.1 available
I was under the impression that torpedoes are supposed to be a "weak" weapon in Proportions. They cost little to research, are pretty cheap to build (much cheaper than any other weapon), but do not deal much damage compared to other weapons, especially the ones requiring a lot more research. However, I may be wrong on this one.
PvK, may I nitpick a bit? Atrocities is spelt with a single "t", and not "Attrocities" as in your change list. *Ducks for cover* |
Re: Proportions Mod 3.0.1 available
Getting a name right in a credit is important to me, so thanks very much.
Low level torpedoes in both 2.x and 3.x Proportions are cheap, but not very space-efficient. They can make very cheap torpedo boats on hulls say up to 300 kT, which in numbers can be efficient. Level 5 torpedoes in either Version are fairly good. Their damage per kT is still not great, but it combines it all into one shot, which can be good. They're better than unmodded torpedoes. In 2.x, Quantum torpedoes (Torp level 6-10) are pretty powerful even per kT, but get to be more expensive, and aren't all that easy to research, so it moves towards a different niche. In 3.01, Torp 5 is all you get, and it's as above. In 3.02, however, you get the new heavy explosive torpedoes, which are a new beast. They require explosive warhead research in parallel, but even the first level of those is interesting in that it does a lot of damage, but is less accurate. The higher level ones are pretty fearsome. Also note that the other early weapons in Proportions are divided down against shields, while torpedoes are not. A counter-point though, is that in 3.02 you can no longer apply large-scale mounts to torpedo weapons. You don't need a bigger hull to launch bigger torpedoes - you need bigger torpedoes. This will also add some slant to choices of ship size, since the larger torpedoes can be mounted on small ships, but have accuracy penalties that may make them harder to be used against small ships. In later Versions, I am planning three more models of torpedoes, but they have higher and different research requirements, and will be more powerful. I expect most won't be unhappy with what you can do with torpedoes in 3.02, though, except maybe players who unexpectedly eat their first incoming salvo. PvK |
Re: Proportions Mod 3.0.1 available
Quote:
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Re: Proportions Mod 3.0.1 available
Great mod PvK,
But maybe I'm missing something...... but the AI isn't researching the 10 colony-techs so he isn't able to colonize a planet at all !!! Please help me out ? Inti, |
Re: Proportions Mod 3.0.1 available
So did you get my new cargo/supply bay pics? Are you going to use them? http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: Proportions Mod 3.0.1 available
Which AI is it? The AI for the included nations should eventually get to colonizers in 3.01... they might not start until about turn 20, though. If the AI is using a shipset other than one of the stock races, though, then it might not find the right AI (depends on how you set it up during game setup - to use the shipset's AI or a default AI) - stock AI's will have even worse problems than not colonizing.
PvK Quote:
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Re: Proportions Mod 3.0.1 available
Ed, I want very much to use your pics, but they didn't show up in my mail box, as far as I've seen.
PvK |
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