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Proportions mod Version 2.5.1 available
Version 2.5.1 of Proportions mod is now available from the Proportions web page.
Version 2.5.1: * Corrected tech requirements for Smart Missile III. * Halved size of solar sails. * Halved effect, increased cost, and spread progression of solar collectors to five levels, to make them less powerful at overcoming supply issues, and to not eclipse solar sails. * Thanks to Oleg, corrected a major oversight in Xiati AI research. * Also responding to reports from Oleg, adjusted several AI's, particularly in ship construction and carrier design. * Made it possible to research the new armor technologies using the old armor components from games started with earlier Versions of Proportions, to allow players who had deployed these technologies in existing games to more easily develop the technology they had already been using. * Made Bull and Stagger Run formations symmetrical. * Corrected a cosmetic typo. * Added a few entries to "tips for effective play." PvK |
Re: Proportions mod Version 2.5.1 available
A problem with Jraenar' Light Attack Cruiser :
Majority weapon is APB (second choice DUC) but the only weapon Jraenar research is meson bLaster ! As a result poor bastards fight with DUC 1 for whole game and ALC is their major ship class.. http://forum.shrapnelgames.com/images/icons/icon9.gif |
Re: Proportions mod Version 2.5.1 available
Thanks for your continued great work, PvK.
Just one question (to show I think about it *g*): You have carrier tech, so a captured carrier will not give away fighter tech, which is great ! But your fighter bay components (neccessary on any carrier) still require FIGHTER tech, not carrier tech ... Would that not still give away fighter tech ?? |
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Yes, that's correct about analyzing carriers. The main idea was to make it so you wouldn't learn higher levels than the items you were analyzing. Gaining fighter tech from capturing and analyzing a fighter bay seems relatively reasonable (if I could, I'd make analysis only give maybe 25% of any tech level, rather than 100%, but that's not really the issue here). The main reason for making fighter bays be the same tech as fighters, rather than fighter carriers, is so you can build ersatz carriers using transport and warship hulls. I guess ideally, though, fighter bays would also be a separate (pretty cheap) tech area. Sounds like a good thing to adjust.
Oleg, thanks for the point about the Jraenar fire cruisers. Keeping up with the misbehaviour of all the AI's is more than I can keep up with, so all such reports are very helpful. PvK |
Re: Proportions mod Version 2.5.1 available
"* Made it possible to research the new armor technologies using the old armor
components from games started with earlier Versions of Proportions, to allow players who had deployed these technologies in existing games to more easily develop the technology they had already been using." How does this work? I'm looking at the text files and it's not making sense.. Phoenix-D |
Re: Proportions mod Version 2.5.1 available
Thanks Pvk.
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Re: Proportions mod Version 2.5.1 available
Upgrade to Proportions 2.5 AI:
Pequeninos (it contains some new ship pictures): 1034123839.zip Nostropholo (AI only): 1034123909.zip Soul Hunters (Ai only): 1034124046.zip |
Re: Proportions mod Version 2.5.1 available
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What I did in 2.5.1 was add the new tech areas as requirements for the old, now-inaccessible, special armor components. In 2.5, if you analyzed the old stuff, you wouldn't get anything, because the old components didn't have the new tech areas as requirements. PvK |
Re: Proportions mod Version 2.5.1 available
Say, since you have some AIs made, have you thought of starting a TurnBlitz - style PBW game of Proportions?
Blitzing turns should allow you to actually develop planets in a multiplayer setting... |
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Hrmp. OK, my players will still be annoyed. Wonderful, but I think I can handle it.
Phoenix-D |
Re: Proportions mod Version 2.5.1 available
so, when are you going to release a new 3.x Version that cleans alot of the old artifacts out of the files, is incompatable with older saves, and such?
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"Yes they will be."
Yes, but you haven't read what I'm going to do yet, have ya. http://forum.shrapnelgames.com/images/icons/icon7.gif Phoenix-D |
Re: Proportions mod Version 2.5.1 available
No I have not.
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Tech requirement changes should have been left to Version 3.0, not any Version 2.x. That would have avoided this problem entirely.
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PVK, Will you be making a "Patch" for the latest? or will we have to D/L the BIG PIC?
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I wasn't planning to make a patch Version, because the Last time I tried, people had issues playing with each other on PBW, and I was never sure what exactly was causing the problem.
If there are people waiting and hoping, I guess I will... Ah! Actually, I think I'll probably do one that just skips all of the older graphics files, since text data compresses well and is smaller anyway, this will probably make a pretty small file, and shouldn't have any problems with the gameplay data. PvK |
Re: Proportions mod Version 2.5.1 available
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It seemed like the right thing to do at the time. All of the armor changes in 2.5 mean that all designs with specialized armor are going to be unbuildable and their specialized armor will need to be replaced during a retrofit, even without a tech area change. Also, with the new types of armor introduced in 2.5, researching Armor to tech level 4 gives a really large number of different types of armor, unless I break it out. That didn't seem right, and also seemed a bit distracting if you don't actually want some of them, but just want better armor. I also haven't heard any common situation described where splitting the tech convincingly disadvantages anyone in an existing game (it's irritated you, of course, and I'm sorry for that), especially if allowed a couple of turns to build cheap examples to self-analyze (in which case, it actually seems like an advantage). PvK |
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What I had thought about more was using advanced saved games, perhaps from leaving the AI for a long period, or from taking existing games that were played for a long time, and using those. Examples: * Use the auto-turn generator to let the AI play say 100-500 turns, or whatever (probably with high or medium research costs, not low, unless you want a high-tech game), and then give empires out to players. * Take someone's game where they got into a position where the AI's didn't seem like a challenge, and then give all the AI empires to players, and give the human empire to an AI. But ya, turn blitz sounds cool and a good test of late game situations in Proportions, which I think would be quite interesting. Another option, for those who like slower turn rates, but want to play in a more developed quadrant, would be to turn blitz for some weeks, and then slow down the turn rate to a normal rate after the AI has developed things. PvK |
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It seemed like the right thing to do at the time. All of the armor changes in 2.5 mean that all designs with specialized armor are going to be unbuildable and their specialized armor will need to be replaced during a retrofit, even without a tech area change. Also, with the new types of armor introduced in 2.5, researching Armor to tech level 4 gives a really large number of different types of armor, unless I break it out. That didn't seem right, and also seemed a bit distracting if you don't actually want some of them, but just want better armor. I also haven't heard any common situation described where splitting the tech convincingly disadvantages anyone in an existing game (it's irritated you, of course, and I'm sorry for that), especially if allowed a couple of turns to build cheap examples to self-analyze (in which case, it actually seems like an advantage). PvK</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">That's because wars in PBW games of Proportions (where it would matter) are few and far between, due to the slowed down nature of the mod. I am probably one of the only people in a war in a PBE Proportions game (me, and the player that is my enemy). So, a common situation would be unlikely to arise. |
Re: Proportions mod Version 2.5.1 available
Isn't the building of a couple of minimal examples a nearly negligible inconvenience, even in war time?
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No.
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Why not?
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Can't afford it.
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Can't afford a cost of 1300 mins, 100 orgs, 200 rads, to get a tech level?
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Re: Proportions mod Version 2.5.1 available
**** Sergetti 2.51 AI is dead ****
AI_design_creation starts with two blank lines: No designs are made, nothing will ever be constructed. http://forum.shrapnelgames.com/images/icons/icon9.gif |
Re: Proportions mod Version 2.5.1 available
I made some improvements to few Proportions AI.
files are in races download forum: http://www.shrapnelgames.com/cgi-bin...;f=50;t=000001 |
Re: Proportions mod Version 2.5.1 available
Thanks Oleg!
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Re: Proportions mod Version 2.5.1 available
Wow it's been so long since i visited here (just after gold was released if i remember right), and so much has been achieved. Anyway, to my question, are the updates to the proportions mod posted in this thread, also updated to the mod on the proportions web site.
Tic |
Re: Proportions mod Version 2.5.1 available
To me, (totally) loosing a war in Proportions is a pretty hard thing to do. I'm in turn 400 or something in a game aganist the AI and I'm still trying to take down a _neutral_ empire's homeworld. Apparently 35 ships with 8 point defense cannons V isn't enough to take down a planet with a bunch of missile weapon platforms. Maybe this new design with shield depleters will be more effective... Then again, I think the reason my fleet died was because they couldn't punch through the 4000 infantry on the planet. Oddly enough, the infantry were taking damage first, and providing a _lot_ of cushioning, considering their 100kt damage resistance for 1 kt of space.
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Re: Proportions mod Version 2.5.1 available
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And you don't need to cut down the shields to drop troops for a capture. |
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Well the most annoying part about infantry is the fact they're so darned cheap. My homeworld can church out nearly 200 per turn. 200 + 100kt damage resistance = 20,000 in "shielding" added per turn. I guess the bonus to blowing up the enemy's infantry first is even though I may loose 50 turns or so just producing the ships that can punch through that armor, the enemy planet won't have any defenses left when I send my own troops down.
[ October 24, 2002, 15:09: Message edited by: Mylon ] |
Re: Proportions mod Version 2.5.1 available
Unfortunately, planetary bombardment damage assessment has always been severely retarded. I believe the actual order, is more or less "the units with the lowest amount of structure per unit die first, and before any facility damage." (I could be more precise, but that's essentially it.)
So, if your WP's have more structure per unit than your troops, the troops get hit before the WP's. If you build larger troops than infantry, though, and use shields and armor, they will probably have more structure than a WP, and so they won't get killed before the WP's, so an invasion attempt will encounter the troops. I despise that bombardment damage allocation system BTW, and have complained about (as have Baron Munch. and others) it several times over the years - it's really lame. PvK |
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PvK |
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PvK</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Unfortunately, you are right. Has it always been like this, or was it changed in Gold? |
Re: Proportions mod Version 2.5.1 available
It's been this way since 1.49, at least.
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Damn. I have mislead so many people with that... oh well.
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