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Proportions Mod Versions 2.5.2 and 2.5.3 available
Proportions Mod Versions 2.5.2 and 2.5.3 are now available for download from the Proportions web page.
(Note than games in progress with many remote mining bases may want to upgrade to 2.5.2 rather than 2.5.3, if avoidance of disruption and balance issues is desired.) Changes Log: ============ Version 2.5.3: -------------------------- Remote Mining Adjustments: -------------------------- * This Version is designed for newly started games, or for games where it is accepted by players that large bases filled with remote miner components will no longer be allowed. It is suggested that any pre- existing bases with more than two remote miner components, should be retrofitted to designs obeying the new limits. For players who want to continue games without this disruption to remote mining production, use of Proportions Version 2.5.2 is suggested. * Added restriction on remote miner components per unit to two, halved structure, and doubled size of ship/base Versions (compared to 2.5.1). This prevents massively productive mining bases, which were possible before but were unintentionally overproductive. It also presents interesting choices between ship, base and satellite miner designs. Pre-existing bases in upgraded games will retain their former abilities (except structure, and bases upgraded from 2.5.2, which would be half as productive). * Remote mining now does not reduce value in unlimited resources games. Version 2.5.2: -------------------------- Remote Mining Adjustments: -------------------------- * This Version is designed to upgrade with minimal disturbance to existing games which may already include signifigant numbers of remote mining battlestations. It doesn't fully correct the problem with the extreme production from remote mining bases. It does prohibit filling starbases with remote miner components, but pre-existing miner-filled starbases will still operate. It is suggested that such starbases be retrofitted with the new components, which will limit their production to about that of a battle station filled with miner components. ------------------------------------------------------------- Changes for smoother upgrades for existing games using 2.4.2: ------------------------------------------------------------- * The Fighter Carriers tech added in 2.5 now costs more, is expanded in both directions to five levels (using the Tiny and Massive carrier images from the SE4 Image Neo-Standard) and provides improved classes compared to the standard carriers. Existing carriers have their costs and to-hit penalties somewhat increased. The five new carrier classes are Escort Carrier, Advanced Light Carrier, Advanced Carrier, Advanced Heavy Carrier, and Super-Heavy Carrier. * Pre-existing special armors downgraded to compensate for their ability compared to the new armors that require specialized research, and to compensate for changes to Emissive Armor from Gold patch Version 1.78. Unlike 2.5 & 2.5.1, they can now continue to be deployed, and may be good choices for large ships (since they don't use Scale mounts and so will be smaller on large ships). --------- Gameplay: --------- * Added six levels to the new Stealth Armor tech area, allowing eventual (expensive) blocking of all Active and Passive EM scans. * Added a new "Fast Colony Ships" tech area, for players who wish to develop somewhat faster colony ships. * Added a new "Massive Base Ship" class. * Added nine more population modifier brackets to smooth curve for fully populated worlds (5% jumps every 500M rather than 10% every 1000M). ------ Fixes: ------ * Fixed crippling Sergetti design bug - thanks to Oleg again! --------- Cosmetic: --------- * Added a new image for the Arcology facility, created for Proportions by Bill Elliott (aka mlmbd) - thanks Bill! * Added generic worldship images from SE4 Image Neo-Standard Expansion Pack. * Fixed minor typo in to-hit description of some ships (said "base"). * It is highly recommended that players install the SE4 Image Neo-Standard Expansion Pack available from www.sandman43.fsnet.co.uk/neostandexpansion.htm PvK |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Oh, goodie! Thank You, PvK!
<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font> |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Excellent!
So, when are you going to make it fully Neostandard compliant???? http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Maybe 3.0. http://forum.shrapnelgames.com/images/icons/icon7.gif
Edit: Although... what does that mean? I think the Neo-Standard is just a naming convention for any types the mod might add. I don't think the Neo-Standard says "all mods should include all these types". So, I think the only way to not be "Neo-Standard compliant", would be to include a ship that is clearly like something in the Neo-Standard, but then ask for a picture called something else (e.g. "FunShipPic"). So in that case, Proportions has been "Neo-Standard compliant" for most or all of its existence. There are a couple of types Proportions has that don't match anything in the Neo-Standard: Starliner and StarlinerLarge, for instance, and InfantryElite. PvK [ February 07, 2003, 17:18: Message edited by: PvK ] |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Now that AI uses master computers, the whole Computers tech. branch is a no-go to AI... http://forum.shrapnelgames.com/images/icons/icon9.gif
PvK, can you please reduce accuracy penalty on MC ? They are way too harsh, IMHO. Or can you separate MC and Robotoid factories, for example by introducing a separate research area ? |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Those accuracy bonuses to MC don't even make sense. A computer can easily keep track of more things than people can.
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Agree. You spend a fortune of research points and get an expensive component that makes your ships a sitting duck. Not to mention computer virus. The only argument is the protection against psychic races but it basically makes MC a very specialised thing worthless 90% of the game.
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
For the AI's sake I agree it would make sense to make master computers a seperate tech.
I should proabably revisit master computers a bit, but the point of the penalty is that I do not agree that a computer makes as good a warrior as a martial-minded biological. As we all know, AI's tend to be predictable and unable to adapt to the unpredictable complexities of an evolving tactical situation. This has nothing to do with target tracking. That is covered by combat sensors and multiplex tracking, which can be used by humans or computers alike. The combat penalties for MC represent the very real factors that are beneath the scale of SE4's combat engine to represent in detail, but which would in my opinion make experiencd biological crews more formidable than computers. Ingenuity, innovation, unpredictability, will to survive, etc. Also, I think master computers should definitely NOT have the "ability to gain experience". Relative ability arguments notwithstanding, with a computer, if it could learn, there would be no reason you couldn't download and broadcast its data to other computers, and have all master computers at the same experience level. It's not possible to mod that, nor to mod away their learning ability. The penalties therefore also compensate for this silly ability of master computers. However, if you do climb to the top of the master computer tech tree, the penalties are only -5/-2. PvK |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Spoo is right I think..just give any MC the same ability the Neural Combat Net has, and any MC in combat will have the same experience as the highest-rated MC..at least until that MC is destroyed.
Phoenix-D |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Well, except that:
1) It would only apply to ships in the same battle. In reality, it computer data should be transmittable throughout an empire, or at least permanently shared by physical transfer. 2) When the most experienced ship is destroyed, all the others would decline in experience, which wouldn't make any sense. 3) It would allow computers to use the experience of biological crews, and it would also allow empires who have an actual neural combat net, to use the computer ships' experience for their biologically-crewed ships. PvK |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Hmm, I see that the remote miner components still say they decrease asteroid value, even though you turned that off in settings.txt...
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
PvK, that is assuming that those biologicals are never able to develop more effecient computers than we have today. The first Master Computer component does not represent a computer of today's technology, it represents a far more advanced and sophisticated computer.
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Even now, there are simple "neural net computers" capable to learn on specified tasks. Friend of mine is working on one such project for protein structure predictions. As computers getting faster and faster, there is no reasons they won't be eventually as good as biological computers - humans.
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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I am also following much sci-fi in this. None of the sci-fi I am familiar with has computers superior fleet commanders to biologicals. PvK |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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Speaking of sci-fi, most of the sci-fi I am aware of that features intelligent computers in command of armed military equipment, has those computers seize control and try to wipe out the biologicals. That's something else I'd mod in if I could, but I can't. PvK |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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PvK |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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I am also following much sci-fi in this. None of the sci-fi I am familiar with has computers superior fleet commanders to biologicals. PvK</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Sci-fi is not realistic at all. There will come a point when AIs are as intelligent as biologicals. We will eventually be able to make artificial computers that function exactly like the human brain, if not more effecient. Such technology will definitely come long before any technology to establish a colony in another star system. |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Well I guess I disagree with Fryon and Asimov in those predictions. I also think it's highly inadvisable to actually create autonomous machines with "superior intelligence", not to mention giving them control of one's weapons...
PvK |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
It is no worse than training people to use those weapons. Wait, it is better, because you can make the basic core of their programming designed so that they will obey you, and can not act to harm you.
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Laugh laugh laugh...
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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The thing that most everyone else thinks is important is sheer detail management -- tracking targets, calculating how much ordinance to throw at those targets based on expected hit ratio and damage that should be done, calculating how to maneuver for a good shot and/or to avoid being hit by enemy weapons, etc. These are all essentially about tactics and the one type of 'biological' mind that we know (ourselves) does tend to be less effective at tactical detail than a 'mechanical' mind. Thus the use of computers in almost all combat vehicles today, and many civilian vehicles. You seem to feel that strategy and creative problem solving, 'thinking outside the box', is more important than tactical detail management. I certainly agree that in abstruse areas like ship design (balancing fuel capacity, engine power, defenses, weapons, etc...) the biological mind seems to be much superior. But what you do not consider is that actual combat is a small subset of the expansive 'real world' situation where the biological mind can find ways to work around the limitations of the mechanical mind. Once you get into actual combat it's all about speed, distance, and intersecting the enemy location(s) with your weapons while avoiding their weapons. I think that a machine will always be far superior at this limited task than any biological mind as we know them. (But who knows... maybe there is some 'super-sensory' race out there who can track a dozen moving targets at once and calculate ballistic trajectories in their heads? We definitely don't want to piss them off, if so... http://forum.shrapnelgames.com/images/icons/icon7.gif ) On the other hand, the opportunity for 'creative' solutions in the time it takes a dreadnaught to close in and vaporize you with massive mount PPBs is pretty small. http://forum.shrapnelgames.com/images/icons/shock.gif It makes sense for the early MC to be very ineffective. All technologies take time to mature. But I think it's unfair not to allow the MC to become as good as biological crews at some point. I do agree that we should be able to have a computer that does NOT gain experience, though. There's a difference between remote/robotic piloted ships and true AI control. Only the very top-end of the computer techs should have learning computers. Yet Another Request for MM. Will he ever implement this, and a zillion other small requests? [ February 09, 2003, 22:00: Message edited by: Baron Munchausen ] |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
I emphasized strategy (meaning, decision-making) because I think that is the difference between a Master Computer ship and biologically commanded ship. As I said before I think the biologically commanded ship will have just as many computer aids for tracking targets and making tactical suggestions as a computer one will. The difference is who/what makes the decisions about what to do and when, and I think that computer behaviour will continue to be more predictable and less inspired than a skilled biological commander with insights and abilities to understand beyond formulae. Tactical formulae can produce options for the biological commander on the biological ship too, but the biological gets to use his brain to override mistakes that algorithms won't always be able to catch. Etc.
Mainly, though, I don't have many choices about how to mod this in SE4. SE4 does not give me a way to eliminate or alter the training mechanic for master computers. If I could, I might give computers some bonus, but take away their ability to gain experience, so skilled biologicals could potentially out-do them. But that can't be modded. Given my choices, this is my estimate of what the differences should be. Players are of couse free to disagree and mod the mod. PvK |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Is it still possible to use both, computers and biomass to avoid allegiance subverts?
I mean, if I put a ship under human control with the backup solution of a computer in standby mode, but the negative combat values would still subtract from the total, right? For this case I think about a proposal to add a neutral component with the shielding effects against AS but without any control features, maybe called "councillor", is that even possible? EDIT: I guess it has been patched recently that even if the computer has been destroyed the AS would not take effect, so forget about it... [ February 10, 2003, 11:51: Message edited by: PsychoTechFreak ] |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
You can partially counter-act the negative effects of the computer by adding a Combat Bridge. That will add 10 to your ship's attack/defense Ratings.
Phoenix-D |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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Not currently possible. MC is a monolithic ability, even though it accomplishes two things. Quote:
BTW, in any SE4 ship where there are multiple life support and crew quarters, one can put, say, one MC, a bridge, and one LS and one CQ, and the ship will still fly at full speed after getting hit by a virus, and in the new patch, will still be immune to subVersion. PvK [ February 10, 2003, 18:25: Message edited by: PvK ] |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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It is a problem though for the AI, because MC's remain expensive, so it's a big waste that can't be modded around for the AI to be putting MC's on transports and escorts etc. If it weren't for John Sullivan's enthusiasm and work on the AI for Proportions, I'd've given up trying to make a decent AI opponent for Proportions. If I get time to make a new major Version, I think I will probably give the AI a lot of unique abilities to balance around its stupidity, instead of trying to walk tightropes to get it to play with the same rules as humans. PvK |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
I've noticed that the Terran's are mixing phased shields with regenerating sheilds in the Battleship sizes in a game I'm currently playing (latest proportion) it kind of makes them an easy kill for my PPB equiped ships. Just a small bug.
I love, and play exclusivly your mod PVK |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Thanks Mudshark. Hmm, that might be tricky (or a lot of work) to mod away properly, though it could be done. They will eventually get regenerating phased shield generators.
What year is it, and what level of phased weapons are you using on them? PvK |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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It is a problem though for the AI, because MC's remain expensive, so it's a big waste that can't be modded around for the AI to be putting MC's on transports and escorts etc. If it weren't for John Sullivan's enthusiasm and work on the AI for Proportions, I'd've given up trying to make a decent AI opponent for Proportions. If I get time to make a new major Version, I think I will probably give the AI a lot of unique abilities to balance around its stupidity, instead of trying to walk tightropes to get it to play with the same rules as humans. PvK</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">With 1.84 AI fix I found Proportion' AI rather tough with medium/high bonus. Especially after I moded population*10 for AI pop.minister sake. The major problem is AI still can not mount a takeover of highly defended planets like homeworld. |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
FWIW by the way, Iain M Banks' Culture novels have, indeed, got AI in charge of fleets - indeed, arguably, simply in charge, full stop.
Terrific reading. I especially liked - and recommend - "Excession" in this respect. Steve. |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Yeah, the Culture Minds are pretty much how I have always envisaged the SE4 Master Computers, althoguh I think PvK is right to tone them down in Proportions- they just become too powerful otherwise.
Have you read "Consider Phlebas"? I think that's my favourite Culture novel so far, a real tour of the Culture universe=-) |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Well that's the problem - if you develop a truly intelligent and superior computer-controlled fleet, that's represented during race creation in the background text, e.g.:
"The X Imperium was originally a biological democracy who failed to restrain their technological developments to match the wisdom of their politicians. They developed a very clever warrior artificial intelligence system. So clever that it is now in complete control of the new X Imperium, with only a few biologicals retained mainly for experimental purposes." So, perhaps I should add this as a racial trait (new racial tech area), rather than a simple component available to everyone on the computers research path. It could even be something still discovered during play. At that point, components become available which make the bridge/crew completely superfluous. Hmm... sounds like a good idea, actually. PvK |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Yup - good idea for V3 I think!
Mind you, I also like the idea of a Racial Trait, so either way - I think both would be too much? - would be fine with me. By the way, I still love Proportions - now play SE4 exclusively with it. Steve. |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Thanks Steve!
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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[ February 13, 2003, 01:58: Message edited by: Mudshark ] |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
786 turns! Cool... sounds like an epic game. I'd be interested to check out the saved game file, to see what mischief you and the AI have gotten into by that point. I don't think I've run tests of Proportions AI much longer than that.
What research cost setting did you use? Does the AI have a "bonus"? PvK |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
For a really really epic game, generate a map where you will start the game stranded in an isolated group of systems. By the time you generate stellar manip and break out the AI empires will have huge economies and high tech fleets.
Dogscoff's pointless proportions suggestion of the day: How about some cheaper-than-spaceyards "repair only" facilities, or maybe allowing distribution centres to repair one component per turn? |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Yeah, I would like to see that savegame too !
Especially if any of my AI present (pequeninos, soulhunters, nostropholo, ukra-tal, cryslonite or drushoka) |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Oleg: Drukshocka are currently giving me a hard time in my single player game - They block my only exit from the few systems I inhabit, and they have been very aggrssive. They are currently throwing BCs and BBs at my warp point, which I am barely holding with some old LCs, a few carriers and some captured ships (boarding). I don't have the resources to build anything better. Not sure how much longer I can survive against them.
Those Druk ships are ridiculously tough. If I didn't have shield + armour skipping weapons (temporal) they would have easily overwhelmed me 200 turns ago. Oh yeah, to date they have sent 2 planet builders through the warp point! Here's me scraping together funds for light cruisers and they're building stellar manipulation ships! I managed to capture them both (had to mothball one immediately and scrap the other because even one turn's maintenance would have busted me). The thing is, how long until they start opening warp points..? And once I get past the Druks, I have a feeling I'm going to bump into the Xi. Joy... [ February 13, 2003, 14:37: Message edited by: dogscoff ] |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Captured ? Their military ships should have self-distract devices. http://forum.shrapnelgames.com/image...s/confused.gif I'll check if there are mistakes in design_creation file, thanks !
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Actually, I hit them with armour&shield skipping temporal weapons until the SDD was destroyed, then moved in the boarding ship.
In fact all that armour makes this tactic easier - If you're not lucky enough to take out the SSD early, you can just completely gut the internals (including SDD) without much danger of utterly destroying the ship because the organic armour is left 'til Last. You can then mothball the ship and repair the non-organic components. It's a bit gamey playing the AI like this in tactical, but I've given it plenty of help already (Ai has high bonus and 3000 racial points, but I've only taken temporal and then the space wasters trait.) and I need every advantage I can get. |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
I'm sorry, but somebody forgot to post the LINK to the proportions mod.
How the hell I'm suppose to update if I have no LINK? I guess people around here always forget the NEWBIES..... |
Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Don't bother, I found it at the Encyclopedia.
Peter, maybe you should include your page on your signature...... |
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