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Proportions mod: So confusing!
Well I just fired up the latest Version of proportions and already I'm somewhat lost. It seems that a huge amount of the facilities are redundant, if not plain useless.
Settlements cannot be upgraded into cities, and seem in themselves pretty useless. Cultural Centers and Colony World Cultural Centers are duplicates of each other. Many of the buildings are replaced by higher tech Versions before they're even constructed (Ship training). There also seems to be parallel development of the same basic structures (Mineral miner facility, mineral miner complex, ect). The sheer number of facilities already promises to make finding the right one among the list a little bothersome, given how the mod tries to focus on upgrading facilities rather than building higher level ones. Am I misunderstanding something in thinking many of these structures to be useless? The update list of Proportions said that upgrading was removed from portions of the city development tree due to how it was "abused". I would suggest increasing the cost of the settlements instead of removing the tree entirely to make the lowest level (no research/intel points) more appealing if it can be upgraded rather than being replaced. As a suggestion, which should I focus on? Building cities, or building individual structures (research facilities, mineral extraction, ect...)? |
Re: Proportions mod: So confusing!
Thanks for the Feedback, Mylon!
One of the themes of Proportions is that there is often no single "right" choice, and that few things are actually useless, even if their appeal might not be seen immediately. One of the main trade-off choices in colony development is a matter of time and resource investment. In general, however, it is most efficient to "fill up the slots" with cheap facilities first, and then steadily upgrade or scrap and replace them with larger ones. It is inefficient to build a Complex or Megacomplex if you haven't already used up all the slots you intend for that type on ordinary-sized facilities. Building a spaceyard to increase planetary development is usually worthwhile for a planet with more than a few slots. Shipping population there is also very important, if you want the colony to develop with any speed. The resource value of a planet is of course a major factor - cities are of course best to build on planets with high values in all resources. Generally it won't be possible to fully develop ALL colonies at once - a few of the best ones in good locations should be concentrated on, while the others can be slowly built up, and a resupply & spaceyard network is important to develop if you want to have reasonable fleet mobility in your part of space. On a good planet, urban facilities (city +) are the best ones to have, but are major investments of time and resources, so they are not always the best ones to build, at least not at once. I recommend only building them on planets in defendable positions, and only after filling up most or all of the planets' slots with small facilities. Generally you really want to ship at least 20M population there and build a spaceyard there before trying to build a city. An exception is a Tiny planet with high resource values in all slots - these may be best starting with a small city, and then upgrading. Another approach is to let your opponents build colonies while you build military bases and invasion fleets... and then take their colonies... I'll look at the settlement and community facilities again, but I'm not sure there is any better way to do it given the intrinsic SE4 upgrade system. Some players specifically requested a way to make a small civilian presence on a colony without building up a full-scale city. If upgrades are allowed, SE4 with always charge 50% to upgrade to any higher level, which means there is a limit to the span of costs that can be offered along one upgrade path, without creating a cost shortcut that makes ordinary construction hugely inefficient. I'm not sure what you mean about training facilities. Anyone can build level one facs by default, which train up to +5. The level two facs are +7 ... probably worth it, but 2% isn't a big deal - the research might be better in other areas. Training Fac III requies another level of Military Science and Advanced Military Science, so not all races will bother to rush for that, particularly since it only trains up to +9. Again, it's worth it, but there are a number of other R&D paths which are just as useful, or more so. PvK |
Re: Proportions mod: So confusing!
Well I see what you're talking about with the matter of upgrades. It would, after all, be quite silly to put down a settlement and immediately get a Cultural Center at half price.
I suppose not much can be done given how the program handles upgrades. It if boosted construction by giving a kickstart of half of the original structure's value, then having a long upgrade tree (including facilities to complexes upgrades) would be more feasable. I just feel bad about having to sacrifice the facility to build over it when upgrading allows it to still be productive during the construction. Anyway, I would like to suggest some way of making transportation of slightly larger portions of colonists easier to obtain. A medium freightor cannot transport 2M worth of colonists. |
Re: Proportions mod: So confusing!
I noticed another problem with the upgrading... It seems that whenever I upgrade, I can only upgrade to the highest building available. Ie... If I build a minor city, I can only upgrade it to a metropolis. Probably another hardcoded problem.
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Re: Proportions mod: So confusing!
Suggestion: Would it be possible for each city to give the colony a (stackable) production bonus? I'm thinking it'd be pretty impractical to build cultural centers even on a ring world due to the limited production capacity.
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Re: Proportions mod: So confusing!
Another suggestion: Why not just one type of colony settlement sort of facility instead of one for each planet type?
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PvK |
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As for freighters, you haven't researched far enough. You can get 2M on a med. transport if you research cargo and/or starliner modules high enough. Of course, you can also just build more ships. PvK |
Re: Proportions mod: So confusing!
On huge domed planets, the facility slots fill up pretty quickly and you have to destroy a settlement to build a city, which can take many a turn without a space yard.
Medium freighters + Population Liner III can only hold 1M, still. Having to get module IV or so is a bit much to research just to double what you can do with module I. Yet another hardcoded problem I noticed: Space yards make the penalties trivial. A colony with 1M population can build at 2000 per resource per turn. |
Re: Proportions mod: So confusing!
"Yet another hardcoded problem I noticed: Space yards make the penalties trivial. A colony with 1M population can build at 2000 per resource per turn."
Umm, not in the Proportions game I'm playing on PBW.. I have a breathable world with a space yard II, 105 million people, and it only produces at 1370, not 2500 (which is what the yard would do normally) Phoenix-D |
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Re: Proportions mod: So confusing!
Check http://www.liquid2k.com/mylon/screen1.jpg and http://www.liquid2k.com/mylon/screen2.jpg
I couldn't figure out how to get both population and production in the same screenshot, but this works. Is this a bug? |
Re: Proportions mod: So confusing!
The first screenshot isn't loading... oh, my fault for using a crummy web browser like Internet Explorer. Opera shows it just fine.
13M is a 35% ship yard rate factor, so it does look a bit high at 2075 construction rate, though it depends. I'd need to know what tech level your construction yard is, and what your other modifiers are. Are you Hardy Industrialists? What is your construction aptitude level? Do you have any system-wide construction-accelerating facilities? Etc. You could send me your saved game, if you like. PvK |
Re: Proportions mod: So confusing!
Oh... I guess those population modifiers don't modify bonuses in themselves. So building a spaceyard doesn't give me a 45% production bonus, it gives me a 300% production bonus (-75% to -30%).
Well... I guess hardy industrialist pretty useful for low level colonies! |
Re: Proportions mod: So confusing!
Building a spaceyard dosen't give you a build rate bonus, it simply sets the base build rate to the abilities of the space yard.
All your rate modifiers are then added up and multiplied with the new base rate. |
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That appears to be what Mylon has done as well, since he refers to a "45% bonus" by building a space yard facility... [ September 09, 2002, 18:02: Message edited by: DirectorTsaarx ] |
Re: Proportions mod: So confusing!
Another question on Proportions design.
The cities and cultural centers have phased shields. This makes it nearly impossible to take out a homeworld in early or mid-game, even one of a minor race (we are talking about 20000 shield points!). When you DO want to take one out, however, null-space weapons (and shiled-damaging weapons, if you're temporal) become priceless. Doesn't it create imbalance towards shield-damaging weapons? Thanks -- Aub |
Re: Proportions mod: So confusing!
Heh... Is what I'm concerned with is someone building like 10 space yards over their homeworld (or any non-domed planet) and dedicating most of them towards weapon platform/satellite construction. I know I do it!
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Re: Proportions mod: So confusing!
The phased shield ability of cultural centers isn't perfect. Ideally, I would just give the facilities large amounts of hit points, but that is not possible. I may experiment with re-adjusting the "damage per population" in settings.txt, as I believe this still affects the damage required to destroy any facility. However there still isn't a perfect way to express the difference between the damage required to destroy, say, a resupply depot, and the damage required to destroy an entire civilization.
It's true that shield-skipping weapons end up being powerful against cultural centers, but who's to say that a null space weapon would not in reality have a great effect against at atmosphere? At any rate, there are still other ways to vaporize a homeworld's shields, such as planetary weapons, anti-planet drones, fighter-bombers, and shield depleters. This is one case where I didn't see many choices in what I could do, but there was a very important balance issue, which was that it is a major game event if a homeworld is destroyed or captured, so it should be possible to defend one, and take a major effort to destroy or conquer one. As Mylon mentions, players can and should keep some potent defenses at a homeworld. The cargo capacity is huge, so the 20K intrinsic shields are just part of the difficulty in attacking one. Defense bases and weapon platforms and fighters and satellites and drones and troops can be amassed, and should be expected. Consider too that major effects can be caused simply by blockading a homeworld. That in itself has caused some human players to concede defeat. PvK [ September 10, 2002, 07:04: Message edited by: PvK ] |
Re: Proportions mod: So confusing!
I'll email you those save files latter today. Meanwhile, a few suggestions for Proportions:
Cultural centers. I'd like to see them at least halved in price. It _should_ be reasonable that a homeworld could actually build 18 of them within a reasonable time before developing useful space flight. Yes, they may be massive in size, and 50 years may make sense for their size, but that is also 500 turns. Along the same vein, perhaps population production bonuses should be increased significantly. Most colonies with about 100 M population can produce almost half of what a homeworld can. I would think a homeworld would be more productive. Also, the population growth should be bonus significantly increased in cost. A +10 bonus to population growth is fairly cheap and is actually added directly on despite other modifiers (bad planet conditions, angry, ect), thus allowing a population to double in say 4-5 years rather than 15. Another thing I would like to see would be enhanced cities based on other tech advances. This would probably be a pain to impliment, as there could easily be 81 or so combinations for each level of city. The idea is that a level of applied research would not only improve the quality of research centers, but the research bonus given by cities as well. Likewise for organics extraction, mineral extraction, ect. If this is followed through, I would suggest removing the current upgrade-chains in the current city lineup to make this a bit easier to handle. Likewise, without the city chain cities should be made somewhat cheaper (where a metropolis used to cost 65k (minor city + upgrade), they would now cost 100k! Upgrading the cultural centers on the homeworld would probably never happen unless there is a dramatic reduction in cost (or production in bonus), but it would be nice to add upgraded Versions for other well developed planets. Considering how most other techs double in usefulness with the second level of research, it would make sense that this would apply to starliner modules as well. And I keep buging you because paying for the life support, bridge, engines, and solar collectors (They don't go very far without them!) gets expensive if you have to pay for 20 rather than 10. |
Re: Proportions mod: So confusing!
I'm a keen proportions player, and I would say that although Mylon's suggestions in the previous post are well thought out, I would vote against all of them except the increased range of cities. Sorry Mylon http://forum.shrapnelgames.com/images/icons/tongue.gif I like the economics as they are now. The new range of cities would be an utter nightmare to implement and upgrade, but would be cool. Maybe you should try to get a more flexible upgrade system into the next patch before attempting to implement them.
One thing I will suggest though is a set of combination bonus facilities - ie fleet+ship training, citizen databank+computer complex etc. Have it so you can upgrade to them from the singular Versions. |
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Thanks PvK. I want to encourage you to continue making the mod more complex and more confusing. For a newby to the SEIV universe, the standard game has plenty of complexity. But for those of us more experienced with SEIV, the standard game is good, but has lost it's "Fog of War" appeal. IMHO a good wargame recreates the uncertainty of conflict and the ability to make bad choices. Standard SEIV has done a very good job of this for a wargame, but the proportions mod takes it even a step further. |
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hmm, thats right. why do smartbombs do 200 points of damage, then? does that need to be changed if the damage to kill a population unit is increased?
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Also, I think damage for neutron bombs is something the game reads to figure out how many people it kills per hit. Haven't really tested that, though. [ September 10, 2002, 20:42: Message edited by: Sinapus ] |
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Also note that you can build a colony that is more productive than a cultural center, and produces exactly what you want it to, in far less time than it takes to build a cultural center. It won't be as compact and it won't have the exact same bonuses, but that's the difference between building heaps of infrastructure, and actually developing a culture. Or, at least, Proportions' representation of that difference in SE4 terms. I do think though that I will probably, eventually, adjust the abilities and cost of the "Colony World Cultural Center" facility. Maybe even before anyone succeeds in actually building one in a game... http://forum.shrapnelgames.com/images/icons/icon12.gif Quote:
What you can do (and most humans and AI seem to do this) is actually build a bunch of construction yards in space over a homeworld. This has a number of advantages (from a design/interestingness perspective) over giving a homeworld a huge construction ability. The advantages, as I see them, are: * You can build as much as your actual infrastructure investment (in BSY's) lets you. * You are still limited to long build times for expensive items. * You have to consider the cost and maintenance cost of your production facilities. * The enemy can raid your orbital bases without having to battle your homeworld to the death. * If enemy blockaders can't get close enough to destroy your homeworld BSY's, they can still produce defense forces even if enemy blockade and/or ground troops are causing your homeworld to riot. Quote:
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If I were to implement this suggestion, it would probably be by calling the current level I, "level II", and then defining a level I that was twice as lame as the current level I. http://forum.shrapnelgames.com/images/icons/icon12.gif PvK |
Re: Proportions mod: So confusing!
To be clear, Mylon, I'm not saying any of your suggestions aren't good or wouldn't make the mod more fun for many people. And, thanks extremely much for the suggestions and feedback - I love to hear what people think and their experiences with the mod. The feedback is what's inspired me to keep developing the mod.
I'm sure that some severe lightening up of some of my scales could make the game more appealing to many players. And, I invite you or anyone to do variants to suit their own tastes. It's just not quite what I've been trying to do with my Version of it. PvK |
Re: Proportions mod: So confusing!
Sure, it took Earth twice as long to build less than 18 cultural centers, but also consider Earth's population (the 6-7 billion mark we're at now is a pretty recent thing. It wasn't always like that!), our technology level (I assume a world that can build economical space ships would be able to produce more), and the fact that our planet is hardly a single entity of people like the united force a player controls in SEIV. Imagine what we could do if we stopped blowing each other up and built stuff together for a mere two centuries. I'd imagine we'd build those 18 cultural centers pretty quickly. I don't really expect homeworlds to build dreadnauts in one turn, but I would like to see production bonuses for larger populations increased to some degree to make facility building a little faster.
As for population transport... Why not make it more expensive to research level one and level two? The idea is that it still should be cheaper than building a battleship sized population transport in terms of research costs. A counter to the ease of population transport, as I've already suggested, is to decrease population reproduction and likewise increase the point cost of faster reproduction. This way an empire can spread faster, but not necessarily develop faster. The main reason I like cities is because of their compactness. One idea of making the city variants with much less hassle would be to only make 3 levels or so for each city. Instead of discovering a new city type each time you research applied research, mineral producion, applied intelligence, ect, given a new level of city when one level of every field is researched. Thus, the Metropolis Level 2 wouldn't appear until level 2 was reached in mineral production, applied research, applied intelligence, radioactives extraction, organics exctraction, and possily political science (on the grounds that urban pacification might help a little). Under this system, it might be wise to tone down the level 1 cities a little. Another idea would be to make a space yard-city combination in addition to the cultural world center that could possibly replace the space-cities that have a resupply depot built into them. This way one can bypass the 1-production limit by having one special production center and the rest of the buildings as other urban-type structures. |
Re: Proportions mod: So confusing!
Just a clarification for my enhanced cities idea, since even to me it seems a little confusing the way I said it:
Instead of having a hundred or so city varients that reflect each individual advances, cities could instead reflect these individual advances but at less frequent intervals. These invervals could be marked based on levels in every area. When one level of every applicable field is researched, only then does a new level of a city become available. Thus, to uncover metropolis level two, one must research one level of applied research, one level of all three extractions, one level of applied intelligence _and_ perhaps some other appropriate techs (applied political science?). Thus, the advancement of cities based on other technology could be modelled without designing a hundred or so variants of each city to reflect smaller advancements in the individual areas. It isn't perfect, but it's a nice approximation. I'd also like to see easier upgrading in certain manners (upgrading metropolis level 1 to metropolis level 2 should be much faster than the current 1/2 of the time of building a new one, for example), but this area isn't necessarily a mod issue. I just think SEIV wasn't really designed to handle expensive facilities this way. |
Re: Proportions mod: So confusing!
Pvk,
BTW, thanks for all your work on the proportions mod. I have a few questions though that I didn't seem to find in your read me files: 1. Ruins: I've only played two games (whiched ended prematurely) so far, but I don't seem to be getting a technology bump when colonizing ruins. But it does seem that my current projects seem to finish faster. Have you changed the free technology for an amount of research points? 2. Starting with 1 planet on your mod, seems very slow, so I bumped a 2nd game to starting with 3 plants. Even with average/bad planets, it feels like overkill. Does the game hard code the starting resources for the 2nd and 3rd planets to be like the first or is there a way to tone down the starting resources on the 2nd and 3rd planets? 3. I also think that the amount of engines on the Rock colony ship is a bit low. Movement of only 2 squares until you get to tech 3 on engines (and then it only goes up to 3) is a bit too slow IMO. While I understand you like this, if I wanted to change this to make my colony ships only 1 square faster what would I need to change and where. BTW, while this isn't on the topic of your mod, what victory conditions do you normally choose and why? I don't particularly like the total points because everytime I reach that point all the races declare war on me (not exactly my goal). Thanks for your time. |
Re: Proportions mod: So confusing!
The idea with proportions is that since everything goes slower, you just generate turns more often. I can easily run through 100 turns before I really get anywhere in the game. This is probably a problem when playing against other players, though, as 100 turns will likely take 100 days.
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Not really. We've gone from pure agricultural to our modern infrastructure in about 200 years. An advanced space-faring society shouldn't need large populations to create great amounts of resources anyways, as those kinds of things can be automated. |
Re: Proportions mod: So confusing!
Pvk,
Another thing I've noticed. I've been trying to start a new game and if I select an Existing Race template, I get a error (unable to open file). I can create a new race emp file without a problem. However, when I check all races scores visible to all races and start the game, the ABBIDON and the EEE have ridicuously high research/population and scores compared to all the rest of the races. Any idea why this is happening? It's consistant, you should be able to see it for yourself or I can send you a save game if you wish. I'm using Version 1.78. |
Re: Proportions mod: So confusing!
I've had to work Saturday and Sunday this weekend, but here goes. I'll reply to nitey first, because his are easiest to answer:
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I also made it so that after acquiring an ancient tech area, you need to reasearch it before you can build anything with it. Quote:
Go to settings.txt in your Proportions/data directory, and edit the lines: Plr Planet Value Low := 80 Plr Planet Value Medium Percent := 100 Plr Planet Value High := 120 To higher values. If you want twice the homeworld income, double the values, for example. This way homeworlds (only) will have double the resource value (or whatever value you specify). Quote:
To change this in the mod, you'd want to go to the Colony Ship entry in VehicleSize.txt and do one of a few possible things: Option 1) Change "Engines Per Move := 36" to 20. This breaks the scale of the quasi-Netwonian physics, though, if you care. You could increase the mineral cost of the colony ship hull by about 1400 if you want to be more logical about it (approximates the cost of adding extra engines to account for the increased speed). Option 2) Change "Requirement Max Engines := 8" to 15. The only problem with this is that the AI will not know about this - you'd have to go change all of the AI's to know how many engines to put on a colony ship, or they'd still build slow ones. Note: Either of the above will start at max base speed 3 and go up by one for each increase in engine tech. Don't do both... Quote:
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As for reducing the reproduction rate, given the way population reproduction rate is calculated in SE4, I think it wouldn't be a very major effect. One has to have a certain minimum population before any difference in repro rates (besides 0% and "greater than 0%") will have on colonies without major population translocation. Quote:
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Your idea is a good one, although I don't know if SE4 would allow upgrades both ways (city->metropolis and city_1->city_2). PvK |
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Not really. We've gone from pure agricultural to our modern infrastructure in about 200 years. </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">If all you care about is the infrastructure, sure. Of course, on the homeworld, there is the advantage that it is the correct atmosphere (composition, pressure, and weather), radiation levels, bioshpere, gravity, and temperature. Overcoming these is part of the massive challenge of creating a productive colony on an alien planet. A Proportions Cultural center represents more than simply industry and infrastructure, however. It represents the culture, society, history, art, drama, economy, as well as the environment that makes it possible to run and sustain large-scale production, reasearch, and so on so that the planet actually contributes to an empire rather than sucking massive resources just to keep it in existence. In particular, one of the reasons homeworld research centers are so highly rated compared to colony ones, is because I reject the SE4 premise that research is an additive and transitive phenomenon. Two labs do not research subject A twice as fast as one, and chemistry lab C cannot be switched to researching Applied Intelligence on a moment's notice, nor will it stop researching chemistry because Emperor Juvenile III insists that Political Puppets must be obtained ASAP. So, having cultural centers that cannot be replaced and multiplied during a typical game session, provides a base level of research ability that all empires have, and which will not be warped out of proportion simply by colonizing a hundred alien worlds and mass-producing labs, which is both unrealistic (IMO) and unbalancing. The ability in itself to multiply your empire's abilities in a few years' time by colonizing alien worlds and turning them into homeworld clones is exactly what Proportions' design premise rejects. Actually attempting such in reality would, it seems to me, lead to complete bankruptcy, so Proportions is actually still quite generous in this from a realism standpoint, in that it can actually still be very worthwhile to do so. It's just not like the standard game, where it's so easy to clone your homeworld that the balance of power hinges on the ability to colonize as fast as possible. With the change I requested to max homeworld planet value settings in 1.78, however, I might be able to re-do the way some of this works for Proportions 3.0, however. It would probably make sense that homeworlds should have an intrinsically higher value than any alien world, due to the natural habitat. Quote:
PvK [ September 16, 2002, 04:37: Message edited by: PvK ] |
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BTW a fan (sorry, I forget which one - Dogscoff? Rollo?) made a utility which auto-runs turns. You could probably get a jump start into a developed game position in Proportions by using this to get to turn 100, or 500, or ... one of the neat things about Proportions (IMO) is that it should extend the interesting play time to several hundred turns (or more) because of the delayed research and development. Especially on High research costs, but even Low or Medium are pretty gradual. PvK |
Re: Proportions mod: So confusing!
Yes, I appreciate the idea of not being able to make homeworld clones easily, but I would like to see making such clones actually possible to some degree. The value improvement plants are in themselves terraforming facilities that adjust gravity, temperature, some air conditions, ect. (and there have been plenty of times when my homeworld has been generated with "unpleasant" conditions).
Still, 500 turns for a race that specializes in fast building (hardy industrialist + 20% space yard rate) is a tad much. 50 turns (5 years!) may seem too short for the description, but that is plenty long building time for one facility and I really doubt that anyone could realistically build more than 3 on any particular planet. And this also makes upgrading them actually possible, if we ever get the ability to upgrade one facility at a time and more levels are added. |
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From my experience, it seems that metropolises are the most useful infrastructure simply because they're really the only facility that produces a decent amount for the investment. The cities between minor and metropolis merely add build time to getting to metropolis, thus lowering their value. |
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Re: Proportions mod: So confusing!
Oleg,
>> That of course create error Messages. If you get latest Version, try to load one of my races (pequeninos, soul hunters or nostropholo). If you still have a problem, let know. << Your races work fine. It's just all the standard races apparently need to be recreated and saved. BTW, I'm using the latest Version 2.4.2 of proportions. Pvk, Thanks for your replies. I suspect that the problem is exactly what you mentioned, since the EEE and ABBIDON start on Gas Giants, they probably end up with more starting facilities compared to everyone else thus more research, etc. points. I'm not totally sure I'll mess with the colony ships, as I want to give your method a bit more time to grow on me, but I sure appreciate you telling me how I can go and adjust it if I want. Thanks! |
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Gas Giant races have bigger homeworlds only if you use "poor homeworld value" - rock/ice start on small while gas still have medium. Normal or good homeworld start gives equal homeworlds to all races.
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