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Proportions 2.3 released
At long Last, Proportions 2.3 is now available at The Proportions web page. I spent a lot of time on it this weekend and I think the AI is really shaping up. I think I could spend a month full-time tweaking and testing etc. I think most of the AI's are generally doing reasonable things now... or at least, are usually doing better with Proportions than the default AI's do in the default set. I'm sure there are exceptions - let me know what didn't work out. http://forum.shrapnelgames.com/images/icons/icon12.gif
Changes in Version 2.3: ---------------------- Gameplay - Facilities: ---------------------- * Added new large-scale intensive Versions of standard facilities (mineral miners, radioactives extractors, and research centers). There are two stages - complexes produce twice as much as a standard facility, and megaplexes produce three times as much as standard, but they cost considerably more than that to build, or even to upgrade to, so there is a major trade-off between intensive development and rapid development. This allows more advanced development in a specific type of production, without necessarily using massive amounts of colony world space. These require research in Industry (and Computers, for research facs). * Similarly, added a new tech area and facilities for Agrarian Colonization. These are cultural facilities that are like the existing settlement through cultural center, but are much less industrialized and so mainly produce a lot of organic resources. These provide a way to specialize in organic production on an intensive scale, without necessarily having a massive planet. * Increased ability of Psychic Intelligence Centers somewhat. * Building Distribution Centers and Resupply Bases (instead of the smaller Space Ports and Resupply Depots) was slowing down the AI more than helping it, so I removed the AI hints to build these. * Changed family of Organic Generation Facilities to separate them from Organics Farms for upgrade and visibility purposes. * Added new tech area "Colonial Development" which is extremely cheap but allows more control of urban colony development for the AI and players like Oleg who actually use the automatic "Upgrade Facilities" command. * 2.2 had accidentally started creating new games' homeworlds with an extra Cultural Center in place of the Resupply Depot. Added a new Resupply Base facility, just to add some variety while solving this problem. * Extended Massive Planetary Shielding to tech level 5, with nine varieties of Massive Planetary Shield Generator, available with different levels of research in M.P.S., Shields, Construction, and Physics. * Also added twelve varieties of Planetary Shield Network facilities to the non-ancient tech tree (they require research in Shields and Construction). * Added facilities that combine Space Ports with Resupply Depots, and with cities. ----------------- Gameplay - Other: ----------------- * Changed engine limits of medium and large drones so they can keep up with small drones. * Replaced previous drone launchers with new Versions that include enough cargo space to carry one drone of their tech level, but are larger. * Added new basic Defense Cannon available before Point Defense is researched. * Removed the actual storage from Space Yard components, but the ability remains, so they can still be used on transport hulls, but space yard bases will not automatically have cargo room. * Added new Secondary Fire Control component, which allows multiplex tracking 2 without Combat Support, but costs 50% more. This replaces the 2.1 ECM IIIc component, which probably no one ever used. The main purpose of this, however, is to ensure that the electronic warfare components are separated into maximized and miniaturized Versions for purposes of "show latest" and upgrades - before this, if an empire had not researched any intervening sensor component types, then sensors would still upgrade to miniaturized Versions. * Removed possibility of empires starting in trinary systems, and removed complete planets from trinary systems. * Added Formations file from TDM mod pack. Thanks very much to Daynarr Master Belisarius for their work and permission to include it with this mod. * Added short-ranged Versions of the Allegiance Subverters and Massive ancient weapons, because their low rate-of-fire meant the tactical AI would often waste their few shots at long range where they would often miss. * Removed optionality of "Starliner Modules" tech area, in order to have it appear in pre-existing games upgrading to 2.3. * Increased cost of unmothballing ships from 20% to 80%. * Added new default system type "Low-Gravity Tri-Polar", like Tri-Polar but without system types that move ships. In games with AI empires, they will be helped by this. --------- Cosmetic: --------- * When upgrading a design, supply niches and compartments were changing to other minelayers and fighter bays - fixed. * Corrected abbreviation for Large weapon platform and base mounts. * Added durability to description of cultural facility abilities. * Changed weapon family of Self-Defense Cannons to distinguish them from Point-Defense Cannons. --- AI: --- * Got the AI to use PD Cannon instead of using PD Beams (the trick was to list their tech requirements, so the design minister thinks they are the most advanced ones, though the actual requirement remains the same). * Gave the AI a hint to build racial Organic Generators instead of farm facilities. * Added a bogus ability tag "Component Destroyed On Use" to Cultural facilities smaller that Cultural Centers, for AI hints. * Added a bogus ability tag "Planet - Change Ground Defense" to some ECM components so AI can design ships that use efficient ECM and not load illegal extra engines. * Added a bogus ability tag "Ancient Ruins" to some combat sensor components so AI can be told not to use Fire Control Centers on all bases and weapon platforms. * Increased threshold values for Mega Evil Empire status. * Rebuilt Xi'Chung AI. * Tweaked Terran AI. * Adjusted Norak AI. * Overhauled default AI's. * Added Abbidon AI made for Proportions by John Sullivan. * Added AI's made for Proportions by Oleg Fedorov for the 3rd party ship sets Pequeninos, Nostropholo, and Soul Hunters. (These are available in separate downloads, since the graphics files are large.) * Adapted John's Abbidon AI for use by Cue Cappa. * Adapted Oleg's Nostropholo AI for use by Chryslonites. * Adapted Oleg's Pequeninos AI for use by Drushocka. * Added hints for AI to use small ECM and Combat Sensors instead of adding extra engines to try to improve combat modifiers. * Changed Small Meson BLaster weapon family number to avoid mixing up the AI (was same as Light Missile System - thanks, Oleg). * Changed AI back to building small fast space ports and resupply depots, instead of deluxe Versions that take longer to build. This involved adding a new tech area for large support facilities. * Re-worked all of the remaining standard and neutral AI's, more or less. They now work much better. |
Re: Proportions 2.3 released
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Re: Proportions 2.3 released
Thanks a lot ,PvK.
How about this: "* Increased cost of unmothballing ships from 20% to 80%." dusting off the captains chair is almost as costly as building a complete new ship http://forum.shrapnelgames.com/images/icons/icon12.gif . Rollo |
Re: Proportions 2.3 released
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Re: Proportions 2.3 released
Nifty. http://forum.shrapnelgames.com/images/icons/icon7.gif
BTW: How did you create those designcreation.txt file entries for desired/maximum speed? Do you have a conVersion program, or did you do it the hard way and type each entry in one by one? (Wondering since I've been thinking of ways to include a system similar to what you have in my games. Modding all the race's designcreation.txt files is the only thing stopping me right now.) http://forum.shrapnelgames.com/images/icons/shock.gif [ July 08, 2002, 13:44: Message edited by: Sinapus ] |
Re: Proportions 2.3 released
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But overall - Thanks, PvK! |
Re: Proportions 2.3 released
No, the problem is that you start with very high income (your homeworld) but it does not increase for awhile (untill you develop several colonies).
At the same time, you can build hundreds of ships. Very soon the maintance cost will eat up all your income. Obvious solution is of course to mothball fleets till the war. Raising the shipcost alone will not help - it will make early game very slow and tedious and will only delay the moment when mothballing becomes a must. |
Re: Proportions 2.3 released
My mistake - I saw 'unmothball' and read 'refit' for some reason http://forum.shrapnelgames.com/images/icons/icon7.gif
I see exactly what you mean - and I'm doing just that in my current game. Steve. |
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Re: Proportions 2.3 released
"* Removed the actual storage from Space Yard components, but the
ability remains, so they can still be used on transport hulls, but space yard bases will not automatically have cargo room." What happens if you upgrade to 2.3 if the bases have cargo in them? |
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