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Re: Proportions Version 2.4 released
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Re: Proportions Version 2.4 released
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PvK |
Re: Proportions Version 2.4 released
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And, there are more powerful troop weapons out there... <g>. PvK |
Re: Proportions Version 2.4 released
2.3 introduced exactly this sort of thing, but for cities, only for City + Port + Depot, with all of the city sizes from minor on up. There is also a Port + Depot without a city.
I didn't do spaceyard combos yet, mainly because it seems like a pain because it will also need more than you have listed, because space yards have multiple tech levels, and I was thinking of adding even more spaceyard tech levels. I.e., there would be: Minor City with SY 1 Minor City with SY 2 Minor City with SY 3 Minor City with SY 1 + Port + Depot Minor City with SY 2 + Port + Depot ... City with ... ... Major City with ... ... Metropolis with ... ... ... ... And I can already see John telling me it's not fair unless I also include City + Temporal SY 1 + Port + Depot... ... ... There are other things I might rather do with my time. Meanwhile I think it's ok to have people building SY's as separate facilities. http://forum.shrapnelgames.com/images/icons/icon12.gif PvK Quote:
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Re: Proportions Version 2.4 released
The link is HERE .
Most of the changes in Proportions are changes of the proportions of everything (if you accept a broad meaning of the term) from population size (proportion of a million civilians' cargo requirements to other items) to reproduction rate (proportion of increase to base population) to effects of ship sizes (effects of proportions of scale on combat, maintenance, speed, supply use, etc) to ground combat times (proportions of time and logistics required to conquer a whole planet) to construction rates (proportions of construction rate on colonies compared to developed worlds is more proportional to their population [representing both workforce and equipment and infrastructure]) and economics (proportion of reserves to production), and proportions of research (lengthened to more realistic proportions relative to other events, and extreme changes to the relative proportional effects of colonizing planets on research rates), and unit design (many new worthwhile design choices of what proportion of a unit to devote to previously-deprecated components like armor, shield generation, supply storage, boarding defense, etc), fighters (are now viable even in late-game in proportionally appropriate ways, given proportionally appropriate combat mods and proportionally appropriate [low] damage output), and planetary capacities (the deployment area on breathable planets is now more proportionally appropriate), and of course homeworlds versus colony worlds (homeworlds have appropriate proportional advantages over new colonies) and game pace (more realistic time to accomplish events, resulting in hugely slower colonial development, but equally fast combat...), and the QNP movement system (proportions of ship size affect speed, supply use, etc). http://forum.shrapnelgames.com/images/icons/icon7.gif PvK Quote:
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Re: Proportions Version 2.4 released
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PvK |
Re: Proportions Version 2.4 released
Pvk, as a next step, may be you should make some cross-over race technology, like in P&N and Devnull mods ? It will not require AI changes - none is using 2+ racial traits and will make game more interesting.
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Re: Proportions Version 2.4 released
Sure, though I don't know how many empires will get to use them.
PvK |
Re: Proportions Version 2.4 released
If you add cross-over techs, more people will design empires with multiple racial tech traits. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Proportions Version 2.4 released
Even better than 'crossover' between racial techs would be 'exportable' Versions of some racial tech components. If you had less powerful organic armor or weapons that had some other tech requirement so it could be traded/sold to other races you'd be able to bargain with your special abilities.
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