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-   -   Proportions Version 2.4 released (http://forum.shrapnelgames.com/showthread.php?t=6642)

PvK July 21st, 2002 12:39 AM

Re: Proportions Version 2.4 released
 
Ya, people may do it just to be able to try out those items. I'm not sure if that's a good or a bad thing. http://forum.shrapnelgames.com/images/icons/icon12.gif I think it's a good idea, although I have a lot of good ideas from my original Foundations mod project that I'm restraining myself from including, to keep Proportions mainly about proportions, rather than about re-doing the tech tree and adding new stuff. But ya it's a good idea, as long as the crossovers are not overly powerful.

PvK

PvK July 21st, 2002 12:45 AM

Re: Proportions Version 2.4 released
 
Yes that's a good idea too, Baron. It might also be good to make the discovered Ancient tech items analyzable if captured, by splitting their tree. I could also add some neat techs that simply have a very high research cost to break into their tree. Though again, these seem to me more like a tech mod, which to me means going back and trying to complete my Foundations mod, rather than slowly morphing Proportions into something like it.

The two main things I think would be best to concentrate on adding to Proportions next would be support for the new mount abilities in the next Gold patch, and some wicked AI advantages to make up for inherent AI disadvantages and make the single-player game quite challenging. I've also been tempted by the idea of adding a monster race...

PvK

oleg July 21st, 2002 03:47 AM

Re: Proportions Version 2.4 released
 
Well then, PvK, you better bring Foundation mod Online and stop us drooling about hidden treasures. If Proportions is just a small fragment of your grandiouse project I can't even imagine what you have in your hard drive !

PvK July 21st, 2002 03:56 AM

Re: Proportions Version 2.4 released
 
Hehe, ya. It's a lot of work though. Foundations reworks the tech tree, traits, and components in major ways, but it will be a major effort just to finish all the data entry. Maybe if someone wants to volunteer to convert a lot of Excel notes into SE IV data files... http://forum.shrapnelgames.com/images/icons/icon12.gif

PvK

PvK July 21st, 2002 09:44 AM

Re: Proportions Version 2.4 released
 
By the way, I was just playing a game and got the population of my #1 colony up to 183 million after 5.3 years when a core instability is discovered... on that planet! http://forum.shrapnelgames.com/images/icons/shock.gif Evacuation time!

PvK

Fyron July 21st, 2002 09:59 AM

Re: Proportions Version 2.4 released
 
Hehe! Good luck! http://forum.shrapnelgames.com/images/icons/icon7.gif

I'd be willing to help you with that excel to text file thing.

PvK July 21st, 2002 08:15 PM

Re: Proportions Version 2.4 released
 
Thanks Fyron. I'll start reviewing the Foundations materials with the idea of making a set of easy-to-understand Excel files so we could split up the large (immense?) task of doing all the data file creation. Having developed Proportions so far, it would probably make sense to revise most of Foundations. I do still want to do a Proportions 2.5 and then a 3.0 (and maybe a 2.6), though, and there's a bunch of work to do to get ready to start typing in Foundations 1.0, so it will probably still be a while, day job considered, etc. http://forum.shrapnelgames.com/images/icons/icon12.gif

PvK

edit: pronoun->noun clarification

[ July 21, 2002, 19:16: Message edited by: PvK ]

Fyron July 21st, 2002 08:22 PM

Re: Proportions Version 2.4 released
 
No problem. With what Proportions is, I am sure Foundations will be awe-inspiring. http://forum.shrapnelgames.com/images/icons/icon7.gif

Baron Munchausen July 21st, 2002 08:41 PM

Re: Proportions Version 2.4 released
 
Here again we see the need for automating the process of creating SE IV data files. Someone needs to build an editor with functions to write out entire classes of components or facilities based on formulas.

dogscoff July 21st, 2002 10:25 PM

Re: Proportions Version 2.4 released
 
thinking about "exportable" racial techs for trade, here's another idea:

how about a set of components that *aren't* exportable. For example, you have shields V, which is ahead of your enemy and you so don't want him to capture your ship and analyse it. How cool would it be to have the option of an "Unanalysable" Version of the same tech. There would be a penalty (greater tonnage, or or more expensive or something) and probably would require you to research "Unanalysable technology" or something. This would be a really cool trade off, since the ship would be great at first, but as your opponent's tech progresses the Unanalysable components would start to get more and more pointless and you'd have to retrofit.

It could probably be modded (don't ask me how) and might add a cute twist. Opinions?


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