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-   -   Latest V. of Proportions? (http://forum.shrapnelgames.com/showthread.php?t=5828)

Derek April 30th, 2002 05:02 AM

Latest V. of Proportions?
 
What is the latest Version of the proportions mod, and where is it d/l'able at? From what I can tell the Version on the Gold CD is Version 1.3...

Derek

PvK April 30th, 2002 05:09 AM

Re: Latest V. of Proportions?
 
That's correct. The latest Version is 2.1, but is about to become 2.2. Downloads are available at the Proportions web page.

PvK

Taz-in-Space April 30th, 2002 05:24 AM

Re: Latest V. of Proportions?
 
Pvk, your web site doesn't really make it clear if
the patch (2.1 patch) will upgrade a Gold 1.3 to a full 2.1 Version. or do you have to install all the between patches?

oleg April 30th, 2002 05:56 AM

Re: Latest V. of Proportions?
 
You need 2.1 only. No need for older patches.

PvK April 30th, 2002 08:47 AM

Re: Latest V. of Proportions?
 
Ok, I'll try to make that clearer. oleg is correct - you can just load the one small patch file and it will upgrade 1.3 to 2.1.

The only issue is if you have a game in progress - then those specific games will have problems if they were started before 2.0 and you try to play them using Version to 2.0 or higher.

PvK

PDF April 30th, 2002 10:55 AM

Re: Latest V. of Proportions?
 
PvK, will 2.2 be compatible with 2.1 savegames ?
Else I have to stop some games and wait a little http://forum.shrapnelgames.com/images/icons/icon12.gif

PvK April 30th, 2002 10:00 PM

Re: Latest V. of Proportions?
 
Yes 2.2 should work with 2.0-2.1 saved games without weirdness. I'm thinking Thursday night release now, maybe, or wait till the weekend and do more AI work.

PvK

Tnarg May 5th, 2002 08:40 AM

Re: Latest V. of Proportions?
 
Anyone know when 2.2 is possibly coming out, And what it might possibly contain? I'm designing a map for myself, and am just wondering if things might get all turned inside out, and hours of trying to figure out the map editor for failure. Thanks.

PvK May 5th, 2002 07:13 PM

Re: Latest V. of Proportions?
 
I'm hoping to release 2.2 today - obstacles keep coming up. Here's my current list of changes - nothing involving maps, I don't think. Old games should be upgradable without problems (besides a few ability level variations).

---------
Gameplay:
---------
* Changed drone Anti-Ship Warheads to only be usable against ships and
bases (not fighters/satellites/planets/etc).
* Extended Temporal Shifters three tech levels with diminishing results,
to fall in with null space boost to adapt to Proportions armor. Note
that Temporal Shifters are easier to research and to build but shorter
ranged and somewhat less destructive than null space projectors.
* Control and life support components will no longer upgrade to more
expensive types when a design is upgraded.
* Adjusted speed of Light Missile System IV to originally intended speed.
* Increased research cost of Neural Computer Interface and added several
levels of development to it with different cost/size shifts and new
side-effects.
* Decreased research cost of Massive ancient techs, and increased their
maximums so they could actually be developed.
* Increased cargo & supply storage tech branch to level 5, and added
a new cargo component type, Starliner Module, that makes some larger
population transport capacities possible with advanced research, and
makes population transports a little easier to design and also to
maintain.
* Doubled organics costs of (racial tech) Organic Generation Facilities.
* Rearranged (racial tech) Solar Generator facilities. The more advanced
ones now cost more to build, and they now produce more rads, fewer
organics, and fewer still minerals.
* Added new non-racial-tech Solar Power Plant facilities. These are
inexpensive but produce only rads, not organics or minerals.
* Increased costs of higher-level Monolith facilities.
* Added four new cultural facilities below the previous "City" facility,
and re-named "City" to "Major City". See Major City, City, Minor City,
Colonial Community, and Settlement.
* Added Psychic Intelligence Centers.
---------
Cosmetic:
---------
* Expanded descriptions of cultural facilities to better explain what
these represent.
* Corrected cosmetic typo in "Spatial Rupture 2".
* Fixed cosmetic duplicate Rad Storage III.
* Removed some bogus warnings for system-wide ability duplication from
some urban facilities.
---
AI:
---
* Added ability to have AI use efficient engines.
* Added ability to have AI choose between light and capital missiles.
* Added ability of AI to deploy Mental Flailers after Allegiance
Subverters have been developed.
* Implemented planned method for AI to build intel centers.
* Stopped AI loading some AFV weapons on fighters.
* Enhanced Amon'krie AI.
* Enhanced Neutral AI's.
* Modified Drushocka AI.
* Enhanced Terran AI.

[ 05 May 2002: Message edited by: PvK ]</p>

Tnarg May 6th, 2002 03:58 AM

Re: Latest V. of Proportions?
 
Pvk, I'm curious about a few questions, and hoping you might be able answer them. I'm building a large tri-polar map with a network of hidden warp points and a warp hub hidden in a nebulae. Also, I'm scattering a few ring and sphere worlds here and there, mostly in these unlinked warp networks. I received some great advice from Taz in Space about playing all of the ai players by my self for several turns so that i can build up a few empires, keep a few as freshly emerging wolflings, and perhaps a have few planets that contain facilities, but are now free of any population (good prizes for later discovery).

I'm trying to get some of the ai to be advanced with 10-20 tech levels and a few colonized worlds while at the same time holding back a few to entry level, and maybe one neutral race that is really advanced on a hidden shpere world. Is the Ai going to freak out when I set them loose and really upset game balance? Thanks.

Also should I wait for 2.2 to begin setting all of this up?


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