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-   -   Proportions mod Version 2.5.1 available (http://forum.shrapnelgames.com/showthread.php?t=7573)

PvK October 8th, 2002 11:16 AM

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

oleg October 8th, 2002 04:23 PM

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

Dragon of the void October 8th, 2002 04:50 PM

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 ??

oleg October 8th, 2002 05:13 PM

Re: Proportions mod Version 2.5.1 available
 
Quote:

Originally posted by Dragon of the void:
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 ??

<font size="2" face="Verdana, Helvetica, sans-serif">It will, but it wiil give only ONE level of fighter tech ! In "normal" SE, scrapping carrier will give you TWO levels - you can magically get medium fighters analizing light carrier with fighter bays I..

PvK October 8th, 2002 06:47 PM

Re: Proportions mod Version 2.5.1 available
 
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

Phoenix-D October 8th, 2002 09:29 PM

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

Tenryu October 9th, 2002 01:58 AM

Re: Proportions mod Version 2.5.1 available
 
Thanks Pvk.

oleg October 9th, 2002 02:42 AM

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

PvK October 9th, 2002 08:59 AM

Re: Proportions mod Version 2.5.1 available
 
Quote:

Originally posted by Phoenix-D:
"* 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

<font size="2" face="Verdana, Helvetica, sans-serif">Say you have Armor Tech Level V in Proportions 2.4.2, and you want to retain the ability to build Stealth Armor II in Proportions 2.5.1. Before you upgrade to 2.4.2, make sure you have two examples of Stealth Armor II (or one of I and one of II) that you don't mind analyzing. If you don't want to deconstruct any existing ships, then build a couple of engineless escorts, for example. Then upgrade to 2.5.1. Then analyze them, and you'll get the new Stealth Armor tech area at level 2.

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

Suicide Junkie October 9th, 2002 04:40 PM

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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