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Old March 26th, 2002, 08:17 PM
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Default Re: Proportions mod 1.5.2 released (and web page)

wr8th, thanks for the feedback! Yes, that's what I intended and it seems to work rather well. In single-player, anyway, I think it actually doesn't play that much slower because although more turns pass before things get developed, there is less production management to do on those turns. Multi-player will probably get off to a noticeably slower start, though. Although, players can send out interesting ships from the early game to duel for rights to undeveloped space, rather than it just being a colony-ship race.


quote:
Originally posted by oleg:
Some notes:
It is possible to ameliorate the problem with short range AI ships : use "warp points can be located anywhere" in quadrant set up. In general, it reduces the travel across the system by 40% and should help AI a lot.



Actually, all I think I need to do is give the AI some designs that use efficient engines (and possibly supply storage), and they should be fine unless they get stuck behind a wall of black hole systems (in which case, they won't get through until they can build faster colony ships).

quote:

Black holes are a problem for AI even in normal game. Here, with speed 2 colony ships, they are a real death trap. Either reduce the gravity pull to 1 or remove them completely.



Yes. What I'll do is make some more system types that are more AI-friendly, by removing black holes. I'll make one the default system type, and add a note to the setup tips.


quote:

I think it would be a good idea to separate engines and efficient engines into separate Groups. As it is now, every time I upgrade design, all egines are set to "efficient" and I have to reset them manually. Very annoing. Also, it may help AI to design long-range ships



Absolutely - this is coming in 1.5.3 and 1.6, hopefully tonight or tomorrow.


quote:

IMHO, the cost of Natural merchants should be increased even more. To start with extra homeworld cultural center instead of useless spaceport is very nice.



Yes, the cost overlooked the cultural center increase. I'm a little surprised it even does that, since cultural centers include space ports. It makes for a way to start with an extra cultural center. I'll adjust the cost - thanks for pointing that out.


quote:

Does "cursed" racial trait works ? I want to try it but I am scary for my homeworld.



PsychoTechFreak has been testing this. Indications are that nothing actually affects event likelihood, but the tests need to be refined a bit to make sure.

I was thinking I'd remove the advantages if they weren't working, but then it occurred to me that once we're sure, we can tell Malfador, who will probably patch it at some point, at which point all opportunistic players who took "Cursed", thinking it would have no effect, will get their due... muahahaha!

PvK

[ 26 March 2002: Message edited by: PvK ]

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