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Proportions mod Version 2.5 available
Proportions mod Version 2.5 is available from The Proportions mod web page.
Version 2.5: ------------------------------------------------- Gameplay - Component Enhancement (i.e. "Mounts"): ------------------------------------------------- * Added Scale mounts. These make the size, cost and supply use of certain components directly proportional to the size of the thing they are built on. Applies to components which naturally require effort and size based on design size: Stealth Armor, Scattering Armor, Emissive Armor, Scanner Jammer, Emergency Propulsion, Cloaking Devices. Note: Upgraded games from earlier Proportions Versions will find existing components of these types unchanged, but unable to be repaired until retrofit with scale-mounted Versions. ----------------- Gameplay - Armor: ----------------- * Added a new type of standard armors - armor "plating", which is armor covering the entire hull. Its size and cost is based on hull size (via the scale mounts). Its structure is not particularly high, but it is not hit first - its main feature is that it absorbs damage per non-armor-skipping hit, at a level between armored structure and emissive armor. This represents a completely armored hull's ability to reduce the damage of every incoming hit without generally getting "shot off". It can be combined with armored structure to prolong this protection. * Renamed standard armors as "armored structure". These represent armor reinforcing the hull, and work as before, though they now have a very small emissive effect. * Stretched emissive armor to six levels, reduced its structure back near what it is in the unmodded game, and restored its "hit first" status. It offers the highest emissive ability, but can be shot apart fairly quickly. It can be combined with Ablative armor to increase its longevity. * Added tech areas for specialized armor types (stealth, scattering, emissive). * Adjusted costs of stealth, scattering, and emissive armor. * Added three levels of "Scattering Shell" non-armored hull coating. * Added Niche Reinforcement for obessive designers who must use every space. ----------------- Gameplay - Other: ----------------- * Changed Graviton Hellbore damage type to Skips All Shields. They really needed enhancement, and it seems reasonable that shields would fail to interact with a gravitational weapon. * Extended Tachyon Cannons to level V, similar to extensions to other heavy weapons in Proportions. * Solved problem with SE4 not offering upgrades to Complexes and Megacomplexes. This required re-assigning Roman numerals to them, so now Complexes are IV through VI, and Megacomplexes are VII through IX. * Re-defined Smart Bombs to new weapons which bypass planetary shields. There are missile and bomb Versions, with different multiple prerequisites. * Added a new tech area for Tectonic Bombs, and extended them by two levels, adding cheaper low-tech Versions, as well as Small Tectonic Bombs, which inherit the abandoned damage types from the old smart bombs (because it was discovered that these would destroy entire cultural centers with single hits once planetary shields were down). The old tectonic bombs are now harder to research, and require specific research rather than being always included in Stellar Manipulation. * Quartered damage done by Neutron Bombs, for balance reasons. --------- Cosmetic: --------- * Added "B" code to Standard Base Mount, as a visual indication that one has remembered to use this to get the free +30 to-hit on space station weapons. * Removed all trailing spaces from Math.txt design names file. ---------------------------- Design Upgrade Improvements: ---------------------------- * Thanks to Gimboid's Component Editor, it was easy to spot a number of components which would change type during an automatic design upgrade. Thanks also to those who pointed out some continuing problems with certain components. I think I've now done them all. The changes are as follows: * Computer Pilots no longer upgrade to Master Computers. * Shield Generators no longer upgrade to Phased Shield Generators. * Fighter shield generators no longer upgrade to AFV ones (!). * PD Beams no longer upgrade to phased polaron beams. * Allegiance Subverters no longer upgrade to short-ranged Versions. * Massive Shield Depleters no longer upgrade to short-ranged Versions. * Massive Ionic Dispersers no longer upgrade to short-ranged Versions. * Small Electric Discharge no longer upgrades to surface Version (!). * Small Acid Globule no longer upgrades to surface Version (!). --- AI: --- * Ukra-Tal would never research rock planet colonization (fixed by oleg). |
Re: Proportions mod Version 2.5 available
Oh, I forgot to document one other change:
Fighter Carriers (ship types) now require their own tech area, as well as Ship Construction. This was done because it makes sense, offers interesting decision (research carriers, or make do with other ways to deploy fighters), and also because it solves the bug where analyzing a light carrier would give an empire (which lacked fighter tech) level 2 knowledge of fighter technology. PvK |
Re: Proportions mod Version 2.5 available
PvK, what happens if you already have carriers and upgrade to the new Version?
Oh, and "Fighter shield generators no longer upgrade to AFV ones (!)." Thank you. That was a nasty bug. Phoenix-D |
Re: Proportions mod Version 2.5 available
Not a bug but an annoying typo. "Agrarian" is spelt "Agrarian" not "argrarian".
What a pendantic bastard I am... |
Re: Proportions mod Version 2.5 available
I see you left AI_designcreation.txt without changes but modified AI_construction.txt file.
Does AI now build nice mixture of ships or is it still escorts as major hull size ?? Theres is a bug in carrier design for most races such as eee/jraenar/phong... : Carrier design gas "must have" launch/recover fighters and also launch/recover fighters as a majority component with "spaces per one=60". When AI choose carrier hull, it AUTOMATICALY fill it up to 50% with fighter bays. Then, when it reads "spaces per one=60", it load another 800/60=14(round up) fighter bays ! The end result is a carrier with bays and nothing else (well, except engines and 1 shield). Looking at list of miss. abilities, I am sure this is not what you had in mind ! Simple change "spaces per one=6000" in major. component results in much more blanced design, with cargo bays, supply, etc. Also, as I mentioned before, there is a bug in Xiati research file - they never research second level of temporal studies and can NOT research temporal weapons for whole game and are forced to use DUC. Or is it intential because of TDB bug ?? |
Re: Proportions mod Version 2.5 available
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PvK |
Re: Proportions mod Version 2.5 available
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Thanks dogscoff - I will fix that. "Arg!" http://forum.shrapnelgames.com/images/icons/icon12.gif PvK |
Re: Proportions mod Version 2.5 available
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Thanks! PvK |
Re: Proportions mod Version 2.5 available
"I haven't seen the AI building mostly escorts for a long, long time."
I'm doing a MP Proportions game, and the Sergetti seem to be building mostly escorts. (as in, 20 escorts, 2 carriers, with the odd light cruiser thrown in somewhere) Unless that isn't an AI that has been tweaked..? Phoenix-D |
Re: Proportions mod Version 2.5 available
What about a MP junkyard and proportions? crazy hard. and very slow, sounds like something for TCP/IP or for you ministers
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