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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 |
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