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Primitive Proportions
Here is a tweak of the Proportions mod to include primitive Neutral races.
This is realy a first attempt but I think that it's playing smooth enough to be released. Be sure to give some feedback such as comments on research speed, additional features, etc. Primitive Proportions |
Re: Primitive Proportions
First glance it looks good
You tied the Traits to Research to Facilities for the AI neutral City slash Culture Center. well done |
Re: Primitive Proportions
I've looked at the files and it looks comprehensive. Excellent job. I'll actually try playing a game with it later.
Hmm... Primitive, Proportions, PRIMitives, PROPortions, Prim Prop, the prim and proper mod? |
Re: Primitive Proportions
OK, I've just played a test game and it worked like a dream. Excellent work QR!
I immediately met the Clukruk, who were steam-tech. They didn't want any of my uplift tech, so I invaded them ( http://forum.shrapnelgames.com/images/icons/icon7.gif ) and was immediately repulsed by over 3000 infantry! Cool! Their homeworld was looking good as well, with a bunch of interesting new facilities. Now... how about some more "primitive" techs for them? Airships & early firearms for steam, hunting implements and mounted warriors for dirt etc etc. Ideas anyone? [ April 29, 2003, 14:10: Message edited by: dogscoff ] |
Re: Primitive Proportions
Diddo with Dog Scuff; QuarianRex...
Out standing job http://forum.shrapnelgames.com/images/icons/icon12.gif [ April 29, 2003, 18:09: Message edited by: JLS ] |
Re: Primitive Proportions
JLS and Dogscoff: Thanks, I was pretty happy with the end results.
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Also, I didn't want them to be gifted with any and every tech. I figured that if you want a primitive ally to have something you can girt the item. I figured that (with the propper instruction) they would be able to use and maintain and item even if they do not have the scientific and industrial base to make it themselves. On a side note, I wanted to put in more uplift techs (besides resupply and refining) but couldn't think of much that wouldn't overpower or cripple the primitives. By cripple I mean that I don't want the primitives to have to rely on gifted techs for advancement. I tried to reflect this in the research progression (since, for the most part, they can't research without a patron). This way if a primitive teams up with an AI is won't be hopelessly retarded compared to the players pet primitive. However, try adopting one and see how it goes. Right now there are major advantages to cultivating one since their homeworld facilities are much cheaper (10 to 20 times less than equivalent proportions facilities) and so can turn the homeworld into an industrial juggernought in a, proportionately, short amount of time. The tech progression is pretty accurate I think but I put this together over the weekend. My testing was mainly to make sure that the tech tree worked. I don't know exactly how close to playable they are. Are they advancing too fast, too slow? Maybe I can work on the AI a little, make them more likely to accept a treaty and such. Be sure to give me any of your ideas of how to improve the mod. Also, take a look at the components and facilities (facilities are at the bottom, in components do a search for "primitive"), or don't if you want to be suprised in the game. |
Re: Primitive Proportions
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Pretty cool, isn't it? http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: Primitive Proportions
Just started another test game, and so far I've only met the Kithra, who are being very unfriendly. Thing is though, they are right on the edge of my supply range. They would be perfect candidates for partnership + resupply tech...
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Re: Primitive Proportions
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I can't imagine an alien race coming here to our planet and any goverment being stupid enough to be agressive instead of waiting for the aliens to show what their intentions are. |
Re: Primitive Proportions
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Besides, just because we wouldn't do it doesn't mean some wierd alien wouldn't. |
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