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Proportions Mod 3.0.1 available
Proportions mod verision 3.0 is available for download from:
www.latibulum.com/pvk/proportions/Proportions3.0.zip (That address is case-sensitive.) I'm about to go on a trip and will be back Friday. Unless my plane goes down, there will be a 3.1 which will do some more with higher-tech stuff, especially weapons. <font class="small">Code:</font><hr /><pre> Version 3.0 design notes: ========================= Version 3.0 is a new reworking of the mod and the AI HAS NOT BEEN REVISED very much, AND WILL BE HANDICAPPED RESEARCH pretty critically. If you want to play with the AI, I suggest using races with racial technology such as the Xi'Chung, Cryslonites, and Abbidon. But they too may be messed up. In a later patch the AI will try to get revenge. Version 3.0 is NOT backwards-compatible with games created with earlier Versions of Proportions. I have again re-shuffled many components so they appear in a more logical order. This would completely mix up any games that attempt to upgrade. Similarly, only games numbered 1.x can upgrade to each other, and only games numbered 2.x can upgrade to each other. Changes Log: ============ Version 3.0: -------------- New Additions: -------------- * Added a 250 kT warship hull, called Frigate. Old Frigate renamed Corvette. * Added a 350 kT Heavy Destroyer. * Added a 600 kT Heavy Cruiser. * Added a 1300 kT Juggernaut. * Added three sizes of Utility Station (uses Resource Base graphic). * Added an Express Transport (uses Tiny Transport graphic). * Added a Bomber (uses Huge Fighter graphic). * Added a Heavy Bomber (uses Massive Fighter graphic). * Added a Huge Troop. * Added a Large Space Station (1000 kT). * Added a 2500 kT Large Battle Station (uses War Station graphic). * Added a Large Starbase (3000 kT). * Added a Massive Starbase (5000 kT). * Added some random events (mostly minor). ----------------- Gameplay Changes: ----------------- * Reduced costs of armored plating. * Added boarding defense strength to bridge components. * Fleshed out Crew Quarters components with levels and abilities. * Reduced combat penalties of computer control components. * Extended Master Computers to tech level 10. * Branched and extended Organic Armor technology into two types. * Increased costs of higher-tech Gestation Vats, Medical Labs, Climate Control Facilities, Events Predictors, Temporal Vacation Services, Training Facilities, Crystalline Restructuring Plants, Energy Transmission Lenses, Resource Storage, Cargo Facilities, Mineral Scanners, Eco - Farms, Radioactives Colliders, Robotoid Factories, Computer Complexes, Citizen Databanks, Shrines, Resource Converters, and Ultra - Recyclers. * Increased unhappiness from Citizen Databanks. * Reduced effect and massively increased costs of Replicant Centers. * Added an unhappiness effect to Replicant Centers. * Added five more levels of Planetary Gravitational Shield Facilities and four more levels of System Gravitational Shield Facilities and a new tech area for them, making them available much earlier but at a steep price. * Split technologies previously under "Shields" into "Shields", "Phased Shields", and "Shield Regeneration" (and the new "Gravitational Shields" tech area mentioned above). The various branches require research in basic "Shields" to level 3. * Shields generators and regenerators extended to higher levels. * Increased research cost of Starliner Modules. * Increased research cost of Massive Base Ship Construction. * Added Stealth Armor tech requirement to Stealth Structure. * Added Reflective Alloys tech requirement to Scattering Structure. * Added Emissive Armor tech requirement to Emissive Armored Structure. * Removed Fighter technology from carrier hulls - reworked carrier tech level requirements. * Split Mines technology into mine and sweeper trees, and made major changes to minefield statistics. * Renamed Medical Labs to Organic Medical Labs and added a Medical Lab facility that is like Organic Medical Lab I, but does not require the Organic Manipulation racial trait to produce. * Made Replicant Gravitational Shield, and Psychic Scanner facilities NOT upgrade to higher tech levels, because higher tech levels only offer reduced construction costs, so this would be counter-productive (and the AI would probably not notice and do it anyway). * Extended Temporal Vacation Service facilities to level 6. * Extended Energy Transmission Lens facilities to level 6. * Extended drone warheads to use higher explosives tech levels. * Added tech areas for smaller and larger weapon mounts. * Reduced costs of smaller (non-PD) weapon mounts. * Added a Robotics tech area which is required for robot factories and drones. * Added Computer Defense tech area, which provides countermeasures against Computer Combat. * Added additional mundane tech requirements to research some unique ancient technologies. * Removed AFV Shield Depleters, due to bug in combat resolution. * Changed colonization tech so it is ten times harder to trade or capture, since it will be colony techniques for aliens from an alien environment. This also makes it a less obvious and easy strategic decision to share them or rob them from the AI. I would have made it even harder, but sadly this has the side-effect of delaying deployment of colonizers for ten turns. * Completely reworked tech requirements for Stellar Manipulation, also changing some others, such as Quantum Engines and Warp Weapons. * Imported laser and charged particle weapons from Foundations mod. ---------------- Fighter Changes: ---------------- * Rate of fire of all fighter weapons halved. * Added Fighter Propulsion tech area, starting with Chemical Thrusters. * Removed supply storage from most fighter engines. * Added Fighter Power Plant (supply) components. * Increased fighter supply use per turn from 5 to 50. * Increased fighter engine supply use per sector. * Due to the above two, fighter range in-system is now severely limited. * Increased fighter weapons' supply use. * Stretched some fighter weapon tech requirements, adding some levels. * Changed fighter propulsion to a one-component-per-fighter system, to allow combat modifiers to be more firmly based on maneuverability. -------------------------- Construction Yard Changes: -------------------------- * Reduced organic construction rate of ship/base spaceyards by 9/10. * Reduced radioactives construction rate of ship/base spaceyards by half. * Added base spaceyards (Orbital Space Yard Facilities) with higher organic construction rates, but these have high organics costs. * Added Organic Space Yard under Organic Manipulation tech tree, with higher organic build rate than is available under ordinary tech tree. * Increased organics costs of colony modules from 2000 to 6000. This doesn't change their construction rate much except on the new ship-based spaceyards. This makes it impractical to use space-yard ships to build colony ships at or near their destinations, instead of having to send colony ships long distances under their own power. * Extended Space Yard facilities and components to 15 levels each. -------------------- Empire Cost Changes: -------------------- * Lowered value of "Advanced Power Conservation" to 900 points. * Lowered value of "Supply Guzzlers" to -700 points. * Lowered value of "Natural Merchants" to 1100 points, as it will no longer give an extra cultural center. * Renamed "Propulsion Experts" to "Transcendental Navigation" with a new description, since it has a bizarre disproportionate effect. * Added a new "Propulsion Experts" trait, which is a new racial tech area that provides better propulsion components. * Renamed "Mechanoids" to "Plague Immune" and dropped cost to 400 points. * Physical Strength values lowered. * Intelligence costs tweaked. "Dumb" races get more points back. * Cunning adjusted per PvK Balance Mod. * Happiness and Environmental Resistance values slashed, but Happiness ranges increased, in light of research into lack of effect of racial Happiness. * Reproduction maximum increased. Now limited only by cost. * Aggressiveness and Defensiveness adjusted per PvK Balance Mod. * Political Savvy adjusted per PvK Balance Mod. * Resource extraction aptitudes left as in Proportions 2.5.3.1. * Construction Aptitude adjusted per PvK Balance Mod, except positive threshold. Also extended allowed minimum range to 25. * Repair Aptitude adjusted per PvK Balance Mod, with increased min and max values. * Maintenance Aptitude left as is, because it uses SJ's base-100 system. ----------------- Economic Changes: ----------------- * Raised infantry and crewed unit organics costs from 0-10 to ~25-35. * Added 1 rad cost per kT tonnage to mechanical ground units. * Added org costs to crew quarters. * Added rad costs to bridge components. * Added rad and increased other costs to Weapon Platform Command Centers. * Increased capacity of Resource Storage facilities. * Added org costs to training facilities. * Increased Base maintenance reduction from 50% to 73%. * Lowered Maximum Trade Percentage to 10%. * Changed Cultural Centers to one-per-homeworld facilities which multiply production of facilities there by many times. This allows players to develop and customize their homeworlds to focus and embelish production, etc. * Gave multipliers to many cultural facilities. * Adjusted various other facility values in various other ways. * Added some organics and radioactives costs to some facilities. * Increased research costs of Industry, complexes and megacomplexes. * Massively increased costs of Value Improvement Plants and Atmospheric Modification Plants. * Less massively increased costs of Nature Shrines, and reduced their maximum effect to 1%/year. * Added planet and system happiness effects to Nature Shrines. * Slowed the effect of Atmospheric Modification Plants. * Per Dogscoff's suggestion, made Resource Converters require Physics and Biology as well as Chemistry. Also made it a deeper tree that starts out less efficiently. * Also per Dogscoff's suggestion, added Construction as a requirement for Ultra - Recyclers. * Adjusted Planetary Mineral Scanners and Hybrid Eco Farms to fit in and provide a role now that cultural facilities provide more production modifiers. * Increased technology requirements of robotoid factories. They now require robotics and industry, so they are not just a side-effect of computer research. * Urban facilities sized city and higher reduced in cost somewhat to reduce effect of lower organic construction rates. * Removed ability to upgrade to complexes and megacomplexes. * Reduced organics costs of lower-tech starliner modules. --- UI: --- * Moved efficient scanners and ECM before most powerful models, so that the design screen's Upgrade function (and the AI) will choose the more powerful models over the efficient ones. --------- Cosmetic: --------- * Added some new system names. * Removed all the now-unneeded Inaccessible Technology leftovers. * Corrected MM typo in Planet Utilization description. * Rearranged positions of various components to group them together in the design interface. * Added some images from Dogscoff's Neo-Standard page. * Stellar Manipulation renamed Universe Manipulation. * Added new tech categories to organize tech areas.[\code] |
Re: Proportions Mod 3.0 available
*dogscoff jumps out of his seat and gyrates happily
Oh yeah... new proportions... oh yeah... new proportions... oh yeah... Quote:
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Re: Proportions Mod 3.0 available
Thanks man. I am playing a game with Intimidator right now using this mod. Will it effect our saved games?
Also Inimitdor if you read this, I will try and be available for gaming at our normal time by the end of the week. Been very busy. |
Re: Proportions Mod 3.0 available
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Re: Proportions Mod 3.0 available
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Re: Proportions Mod 3.0 available
Thanks, I just read that. http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: Proportions Mod 3.0 available
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Sigh That means Xenology will have to stay with proportion v2. |
Re: Proportions Mod 3.0 available
Sweet...
I just started playing SEIV again after a long hiatus. I do wish I had discovered this thread before starting a SP game with the Version of Proportions available on its website.... then again... the AI is reportedly messed up... Is that something that can be rectified manually (ie; "cheating" and setting the AI's research priorities yourself)? |
Re: Proportions Mod 3.0 available
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Re: Proportions Mod 3.0 available
Nice avatar, Shoe.
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Re: Proportions Mod 3.0 available
narf: Thanks, and thanks for your help. I actually took the movie/converted to a GIF almost exactly 11 months ago, but i only found them again when I was hunting for an avatar to use. Had to clip them some. http://forum.shrapnelgames.com/images/smilies/happy.gif
@ Dogscoff, I meant like, switching the player off computer control, and playing a turn to set their research priorities. I don't have a firm grasp of proportions tech tree, let alone enough to mod the AI file... I did take a look at the research file just now, and it doesn't seem complicated at all, but, still... SIDE NOTE: Attempting to view the tech tree generates numerous access violations. This seems tied to the blank space below the "Fighter Power Plants" area, as no access violations are generated when that is not in view... Opening the tech tree or mousing over that entry will cause them. They are not fatal. Main thing being that it stops you from exporting the txt file. Excuse me if that is not new... I didn't check previously http://forum.shrapnelgames.com/images/smilies/happy.gif Possible bug: Several of the cultural structures appear to have numbers in their Description that are supposed to be in the value. For example.. arcology: Quote:
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Re: Proportions Mod 3.0 available
I've managed to browbeat one of the AIs into researching Rock Colonizers tech to level 10 by 2401.2, with minimal waste. However, the AI designs colony ships full of cargo before this. If I obsolete the colony ship, it will create a new, correct one.
Further investigation.... I think this is a game bug. I checked and the AI is creating ships that still have Warnings. Now the problems comes about that it has a colony ship built, it tries to retrofit to the latest design and fails, but since it has a Colony (Rock) (even if its filled with cargo modules) it doesnt seem to want to build any more colony vessels. Maybe it's seeing the "Prototype" module and thinking "I DO have a component that has the special ability "Colonize Planet - Rock". But when it goes to design it, it cant fit, so it dumps on a bunch of cargo modules and calls it a "budget colony ship". Possible solutions.... tie the Colony Ship hull to said researches...remove the prototype module. I am not a modding export so someone else may have to figure something out. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Proportions Mod 3.0 available
I'm no modder either (and I haven't had time to explore my precioussss new Version of proportions) but hopefully PvK is keeping an eye on thisd thread and will take your comments on board.
As for the colony techs... I wonder if it would be possible to duplicate each of the colony techs: Have a 'native' coloniser compoonent available at research lvl 1 that means you can build colonisers from turn 1, but make it dependent on some unresearchable tech so that non-natives can't ever research it. Then have a second set of 'non-native' colony techs with the ten-level tree for researching/ trading/ capture. This would have the advantage of allowing 'native' colonisers to have smaller, cheaper, more efficient components. The problem here would be preventing trading/ capture of the 'native' tech- does anyone know if there's any way of making a tech uncapturable and untradeable? (Apart from using racial traits) |
Re: Proportions Mod 3.0 available
Just a side note, it appears that if you take the colonization ability off the 'prototype', it, er, causes you to start games w/o a racial colonization tech.
Erm. So, that explains that. *EDIT* side note: basic pulse lasers are weapon family 1, while pulse lasers are weapon value 3, basic laser beams are wf1, and laser beams are wf1. seemed odd. |
Re: Proportions Mod 3.0 available
The only way to enable Colonisation techs to work from the very beginning of the game would indeed be a native trait, which would also have to be a racial tech trait. Sadly, it would have the side effect of breaking all the Empire files for the Proportions games that are to start, which may be a bigger problem for PvK.
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Re: Proportions Mod 3.0 available
I just got back from Colorado, and am catching up on all sorts of things, but some quick clarifications (although you guys are figuring it out well by yourselves):
* Games using any Version earlier that 3.0 (even the 3.0 preview Version) will be officially screwed up by updating to 3.0. Actually, it might not even run. (Only recommended for people who want things to be randomized to weird stuff, and perhaps for avid fans of Space 1999. http://forum.shrapnelgames.com/images/smilies/wink.gif ) * The main reason the AI is mixed up in 3.0 is just the new tech tree changes. The AI doesn't know how to research some things... such as... the new colonizers, or the new laser weapons, or DUC 6+, etc, Phased Shields, etc. I do have a somewhat improved Version of all the included AI's available though, which I'll try to post tonight. * As dogscoff says, yes you can mod working AI's by changing the AI research files to include smart research choices for the new mod Version. Any such files I would be thrilled to include in future patches, if anyone wants to contribute. It isn't complicated, but it is a lot of work. I don't think it's really necessary, except maybe to use the new lasers, but adjustments could be made to the ship design files too, for the new hull sizes and tweaked for other changes, but that would be even more work. * Shoe, what you could do is put them all on human control, and then turn on all the AI ministers EXCEPT the research minister, and do their research for them. That should work fine. If you write down the order you do the research as you do it, then you or I or anyone could turn that into an AI research file pretty easily, which could also be a neat thing to do. * I know the tech tree view has been generating access error dialogs, but I haven't figured out why, and it doesn't really seem to cause problems. Until further information, I am assuming it is a harmless but annoying SE4 bug which I can't or don't know how to mod away. * Shoe, yep you caught some typos in the cultural facilties' abilities. Thanks - I will fix those. * For the colonizers and the AI, thanks again Shoe. It is a bug that the AI builds units which are illegal, and this is annoying side-effect of it. Yes, one solution would be to put the ability in the hull, which would be good also for JLS' reasons he did it in AIC mod. However I'd rather not if I can get away with it. The prototype modules are required to trick the game. The only way to make something non-researchable is with racial traits, which is what I originally planned (then everyone has to take colonization of their home type as a racial trait), but I was trying to avoid that so that people in the new PBW games would not need to re-do their EMP files. I'll give it some more thought. Meanwhile, shoe, I'd check in to control your AI opponents, and scrap their cargo colonizers for them. * Shoe, thanks too for your note about the weapon families. The basic pulse lasers should be weapon family 3, and will be in the next Version. PvK |
Re: Proportions Mod 3.0 available
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About this new Version, as I understand it, we can not use it for our current game. See ya, Inti, |
Re: Proportions Mod 3.0 available
Say Inti and Attro, what Version are you two playing?
If you want to add some new stuff to an ongoing game, I might be able to make you a special brew with at least some stuff, after I get the two new PBW games started and 3.1 out. PvK |
Re: Proportions Mod 3.0 available
PvK, I have too much random information from the past 12 (!) hours of fiddling, to even post. But I just want to say, NP for my help and thanks for all this cool stuff you've given us http://forum.shrapnelgames.com/images/smilies/happy.gif
on the colonizers: Can you just get the hull to require (one of the) Colonizer techs? Is that possible? |
Re: Proportions Mod 3.0 available
The colony ship hulls _do_ require a colonizer module. The problem is, the AI can ignore requirements like that. I have a few ideas for how to get around this, though, one or more of which I think will probably work. I'll post results tomorrow.
PvK |
Re: Proportions Mod 3.0 available
Ok, I got the dang AI to use the right colony modules, without causing evil side effects. I had to use bogus AI tags, though. Grr. http://forum.shrapnelgames.com/images/smilies/mad.gif Anyway, the Amon Krie AI will now research and build working colonizers, but I need to go edit all the others' dang AI design files... grumble.
PvK |
Re: Proportions Mod 3.0 available
Ok, done. Time for sleeeeep... http://forum.shrapnelgames.com/images/smilies/yawn.gif
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Re: Proportions Mod 3.0 available
Cool.
It was mildly difficult, but I did manage to get the AI to research colonizers in 1.2 years. But I completely scrapped that plan when I decided to get the AI to build Large Stations w/ Orbital SYs first. (Problem being that I can't seem to get the AI to design both 500kt and 1000kt SY stations at the same time... at least with the SY I). |
Re: Proportions Mod 3.0 available
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Design Type := Base Space Yard Vehicle Type := Base Default Strategy := Don't Get Hurt Size Minimum Tonnage := 500 Size Maximum Tonnage := 500 Name := Large Base Space Yard Design Type := Base Space Yard Vehicle Type := Base Default Strategy := Don't Get Hurt Size Minimum Tonnage := 1000 Size Maximum Tonnage := 1000 Entry M Type := Base Space Yard Entry M Planet Per Item := ?? (your choice) Entry M Must Have At Least := ?? Entry N Type := Large Base Space Yard Entry N Planet Per Item := ?? Entry N Must Have At Least := ?? |
Re: Proportions Mod 3.0 available
Mmm, yes, getting them to build two kinds of orbital base will be a minor chore. It should be possible, but will need to use a named type of base with a specific size in the design file, matched with a request for the smaller one by name in the construction file.
PvK |
Re: Proportions Mod 3.0 available
(Wow, simultaneous post!) Yes, Aiken gave a good example of what I was saying. Be sure that later entries will need to have a greater number than earlier entries of the same basic type, so if you want X small bases and Y large bases, it would read:
Entry M Type := Base Space Yard Entry M Planet Per Item := ?? (your choice) Entry M Must Have At Least := X Entry N Type := Large Base Space Yard Entry N Planet Per Item := ?? (your choice) Entry N Must Have At Least := X+Y (Where you do the addition and put the resulting number in place of X or X+Y.) PvK |
Re: Proportions Mod 3.0 available
That's exactly what I tried...
You guys are looking at it from the wrong angle. WHen you get the Orbital Space Yard, the AI stops putting SYs in the smaller BSY. O_o |
Re: Proportions Mod 3.0 available
Ew... what an annoying AI... I see what you mean now.
Hmm. Ok, in that case, I'll need to add a bogus ability to allow the AI to use both types. http://forum.shrapnelgames.com/image...ies/tongue.gif Meanwhile, I would just have the AI use the 1000 kT utility base but fill the extra space with something cheap, so it won't be wasting very many resources compared to a 500 kT utility base. 3.0.1 is ready now btw, at the old address except ending in Proportions3.0.1.zip. I will go update the web page so it's easy to get to. PvK |
Re: Proportions Mod 3.0.1 available
Ok, Version 3.0.1 is now available from the Proportions web page.
<font class="small">Code:</font><hr /><pre> Changes Log: ============ Version 3.0.1: ----------------- Gameplay Changes: ----------------- * Lowered tech requirements and research cost of Charged Particle BLasters, and extended them to level 10. * Made small supply components Cargo-class for design purposes. ------ Fixes: ------ * Fixed typos in "Resource Gen Modifier Planet - Minerals" values. (1) * Updated AI research a bit. * Corrected Warp Closure tech to be researchable to level 4. (2) * Corrected the weapon family of Basic Pulse Lasers. (1) * Now the Upgrade button with upgrade Superior Crew Quarters or higher to the highest available type of Crew Quarters, and these will no longer stack (which was unintentional). Note that all Crew Quarters combat mods have gone down by 2%, and lesser Crew Quarters do NOT upgrade, and having any Basic Crew Quarters will subtract its effect from the advantage of any superior or higher crew quarters. (2) * Added bogus AI tags for the usable colony modules, so the AI would use them without causing unwanted side effects. (1) * Fixed display of Charged Particle BLasters' to-hit penalty. --------- Cosmetic: --------- * Corrected appearance of Explosive Torpedoes (they were looknig like old AM Torpedoes). ((1) Thanks to TheDeadlyShoe for reporting these!) ((2) Thanks to Alneyan for reporting these!) </pre><hr /> PvK |
Re: Proportions Mod 3.0.1 available
Terrain_AI_Research has a missing percent for the Point-Defense Cannon level 3 research, causes an error. Was hard to find , heh.
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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
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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.
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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 |
Re: Proportions Mod 3.0.1 available
I sent the email to pvk at wargamer dot com... I'll send it again... does your ISP block attachments or something?
I'll warn you though, the "supply bay" pics look much more like alkaline batteries than like the SE4 supply bays... I thought the supply bays in SE4 looked too much like the cargo bays anywaay... they're at least blue though http://forum.shrapnelgames.com/image...ies/tongue.gif |
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