.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old July 8th, 2002, 09:52 AM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Proportions 2.3 released

At long Last, Proportions 2.3 is now available at The Proportions web page. I spent a lot of time on it this weekend and I think the AI is really shaping up. I think I could spend a month full-time tweaking and testing etc. I think most of the AI's are generally doing reasonable things now... or at least, are usually doing better with Proportions than the default AI's do in the default set. I'm sure there are exceptions - let me know what didn't work out.

Changes in Version 2.3:

----------------------
Gameplay - Facilities:
----------------------
* Added new large-scale intensive Versions of standard facilities
(mineral miners, radioactives extractors, and research centers).
There are two stages - complexes produce twice as much as a
standard facility, and megaplexes produce three times as much
as standard, but they cost considerably more than that to build,
or even to upgrade to, so there is a major trade-off between
intensive development and rapid development. This allows more
advanced development in a specific type of production, without
necessarily using massive amounts of colony world space. These
require research in Industry (and Computers, for research facs).
* Similarly, added a new tech area and facilities for Agrarian
Colonization. These are cultural facilities that are like the
existing settlement through cultural center, but are much less
industrialized and so mainly produce a lot of organic resources.
These provide a way to specialize in organic production on an
intensive scale, without necessarily having a massive planet.
* Increased ability of Psychic Intelligence Centers somewhat.
* Building Distribution Centers and Resupply Bases (instead of the
smaller Space Ports and Resupply Depots) was slowing down the AI
more than helping it, so I removed the AI hints to build these.
* Changed family of Organic Generation Facilities to separate them from
Organics Farms for upgrade and visibility purposes.
* Added new tech area "Colonial Development" which is extremely cheap
but allows more control of urban colony development for the AI and
players like Oleg who actually use the automatic "Upgrade Facilities"
command.
* 2.2 had accidentally started creating new games' homeworlds with an
extra Cultural Center in place of the Resupply Depot. Added a new
Resupply Base facility, just to add some variety while solving this
problem.
* Extended Massive Planetary Shielding to tech level 5, with nine
varieties of Massive Planetary Shield Generator, available with
different levels of research in M.P.S., Shields, Construction, and
Physics.
* Also added twelve varieties of Planetary Shield Network facilities
to the non-ancient tech tree (they require research in Shields and
Construction).
* Added facilities that combine Space Ports with Resupply Depots,
and with cities.
-----------------
Gameplay - Other:
-----------------
* Changed engine limits of medium and large drones so they can keep up
with small drones.
* Replaced previous drone launchers with new Versions that include enough
cargo space to carry one drone of their tech level, but are larger.
* Added new basic Defense Cannon available before Point Defense is
researched.
* Removed the actual storage from Space Yard components, but the
ability remains, so they can still be used on transport hulls, but
space yard bases will not automatically have cargo room.
* Added new Secondary Fire Control component, which allows multiplex
tracking 2 without Combat Support, but costs 50% more. This replaces
the 2.1 ECM IIIc component, which probably no one ever used. The
main purpose of this, however, is to ensure that the electronic
warfare components are separated into maximized and miniaturized
Versions for purposes of "show latest" and upgrades - before this,
if an empire had not researched any intervening sensor component
types, then sensors would still upgrade to miniaturized Versions.
* Removed possibility of empires starting in trinary systems, and
removed complete planets from trinary systems.
* Added Formations file from TDM mod pack. Thanks very much to Daynarr
Master Belisarius for their work and permission to include it with
this mod.
* Added short-ranged Versions of the Allegiance Subverters and Massive
ancient weapons, because their low rate-of-fire meant the tactical
AI would often waste their few shots at long range where they would
often miss.
* Removed optionality of "Starliner Modules" tech area, in order to
have it appear in pre-existing games upgrading to 2.3.
* Increased cost of unmothballing ships from 20% to 80%.
* Added new default system type "Low-Gravity Tri-Polar", like Tri-Polar
but without system types that move ships. In games with AI empires,
they will be helped by this.
---------
Cosmetic:
---------
* When upgrading a design, supply niches and compartments were changing
to other minelayers and fighter bays - fixed.
* Corrected abbreviation for Large weapon platform and base mounts.
* Added durability to description of cultural facility abilities.
* Changed weapon family of Self-Defense Cannons to distinguish them
from Point-Defense Cannons.
---
AI:
---
* Got the AI to use PD Cannon instead of using PD Beams (the trick was
to list their tech requirements, so the design minister thinks they
are the most advanced ones, though the actual requirement remains the
same).
* Gave the AI a hint to build racial Organic Generators instead of
farm facilities.
* Added a bogus ability tag "Component Destroyed On Use" to Cultural
facilities smaller that Cultural Centers, for AI hints.
* Added a bogus ability tag "Planet - Change Ground Defense" to some
ECM components so AI can design ships that use efficient ECM and not
load illegal extra engines.
* Added a bogus ability tag "Ancient Ruins" to some combat sensor
components so AI can be told not to use Fire Control Centers on all
bases and weapon platforms.
* Increased threshold values for Mega Evil Empire status.
* Rebuilt Xi'Chung AI.
* Tweaked Terran AI.
* Adjusted Norak AI.
* Overhauled default AI's.
* Added Abbidon AI made for Proportions by John Sullivan.
* Added AI's made for Proportions by Oleg Fedorov for the 3rd party
ship sets Pequeninos, Nostropholo, and Soul Hunters. (These are
available in separate downloads, since the graphics files are large.)
* Adapted John's Abbidon AI for use by Cue Cappa.
* Adapted Oleg's Nostropholo AI for use by Chryslonites.
* Adapted Oleg's Pequeninos AI for use by Drushocka.
* Added hints for AI to use small ECM and Combat Sensors instead
of adding extra engines to try to improve combat modifiers.
* Changed Small Meson BLaster weapon family number to avoid mixing
up the AI (was same as Light Missile System - thanks, Oleg).
* Changed AI back to building small fast space ports and resupply
depots, instead of deluxe Versions that take longer to build. This
involved adding a new tech area for large support facilities.
* Re-worked all of the remaining standard and neutral AI's, more or
less. They now work much better.
Reply With Quote
  #2  
Old July 8th, 2002, 10:10 AM
Tnarg's Avatar

Tnarg Tnarg is offline
Sergeant
 
Join Date: Mar 2002
Location: Milwaukie-Home of the Norwegian World Domination Party
Posts: 279
Thanks: 0
Thanked 0 Times in 0 Posts
Tnarg is on a distinguished road
Default Re: Proportions 2.3 released

Whoohoo!!!!
Reply With Quote
  #3  
Old July 8th, 2002, 11:06 AM
Rollo's Avatar

Rollo Rollo is offline
Brigadier General
 
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
Rollo is on a distinguished road
Default Re: Proportions 2.3 released

Thanks a lot ,PvK.

How about this:
"* Increased cost of unmothballing ships from 20% to 80%."

dusting off the captains chair is almost as costly as building a complete new ship .

Rollo
__________________
SE4
Devnull Mod Gold:
Version 1.80
Dungeon Odyssey:
Hack and Slash
Version 0.53e
Reply With Quote
  #4  
Old July 8th, 2002, 02:04 PM
oleg's Avatar

oleg oleg is offline
Lieutenant General
 
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
oleg is on a distinguished road
Default Re: Proportions 2.3 released

Quote:
Originally posted by Rollo:
Thanks a lot ,PvK.

How about this:
"* Increased cost of unmothballing ships from 20% to 80%."

dusting off the captains chair is almost as costly as building a complete new ship .

Rollo
Yes, it may sound excessive but it is a good think to do, because the unorthodox colony building in Proportions changes the cost ballance between ship building and ship maintanance very dramaticaly.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
Reply With Quote
  #5  
Old July 8th, 2002, 02:09 PM

Sinapus Sinapus is offline
Second Lieutenant
 
Join Date: Dec 2000
Location: Houston, TX, USA
Posts: 571
Thanks: 0
Thanked 0 Times in 0 Posts
Sinapus is on a distinguished road
Default Re: Proportions 2.3 released

Nifty.

BTW: How did you create those designcreation.txt file entries for desired/maximum speed? Do you have a conVersion program, or did you do it the hard way and type each entry in one by one?

(Wondering since I've been thinking of ways to include a system similar to what you have in my games. Modding all the race's designcreation.txt files is the only thing stopping me right now.)

[ July 08, 2002, 13:44: Message edited by: Sinapus ]
__________________
--
...can you and your associates arrange that for me, Mr. Morden?
Reply With Quote
  #6  
Old July 8th, 2002, 02:52 PM
steveh11's Avatar

steveh11 steveh11 is offline
Private
 
Join Date: Nov 2001
Location: England
Posts: 43
Thanks: 0
Thanked 0 Times in 0 Posts
steveh11 is on a distinguished road
Default Re: Proportions 2.3 released

Quote:
Originally posted by oleg:
quote:
Originally posted by Rollo:
Thanks a lot ,PvK.

How about this:
"* Increased cost of unmothballing ships from 20% to 80%."

dusting off the captains chair is almost as costly as building a complete new ship .

Rollo
Yes, it may sound excessive but it is a good think to do, because the unorthodox colony building in Proportions changes the cost ballance between ship building and ship maintanance very dramaticaly.
Pardon me? surely that means that the cost of ships should be changed, not the cost of refitting them?

But overall - Thanks, PvK!
__________________
Nature always obeys her own laws - Leonardo da Vinci
Reply With Quote
  #7  
Old July 8th, 2002, 03:48 PM
oleg's Avatar

oleg oleg is offline
Lieutenant General
 
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
oleg is on a distinguished road
Default Re: Proportions 2.3 released

No, the problem is that you start with very high income (your homeworld) but it does not increase for awhile (untill you develop several colonies).
At the same time, you can build hundreds of ships. Very soon the maintance cost will eat up all your income. Obvious solution is of course to mothball fleets till the war. Raising the shipcost alone will not help - it will make early game very slow and tedious and will only delay the moment when mothballing becomes a must.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
Reply With Quote
  #8  
Old July 8th, 2002, 06:21 PM
steveh11's Avatar

steveh11 steveh11 is offline
Private
 
Join Date: Nov 2001
Location: England
Posts: 43
Thanks: 0
Thanked 0 Times in 0 Posts
steveh11 is on a distinguished road
Default Re: Proportions 2.3 released

My mistake - I saw 'unmothball' and read 'refit' for some reason

I see exactly what you mean - and I'm doing just that in my current game.

Steve.
__________________
Nature always obeys her own laws - Leonardo da Vinci
Reply With Quote
  #9  
Old July 8th, 2002, 06:50 PM

Baron Munchausen Baron Munchausen is offline
General
 
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
Baron Munchausen is on a distinguished road
Default Re: Proportions 2.3 released

Quote:
Originally posted by Sinapus:
Nifty.

BTW: How did you create those designcreation.txt file entries for desired/maximum speed? Do you have a conVersion program, or did you do it the hard way and type each entry in one by one?

(Wondering since I've been thinking of ways to include a system similar to what you have in my games. Modding all the race's designcreation.txt files is the only thing stopping me right now.)
More importantly, does it work? I've not been able to get the AI to respect 'desired speed' when engines ae given more than one standard movement and I don't know of anyone else who has either.
Reply With Quote
  #10  
Old July 8th, 2002, 11:32 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: Proportions 2.3 released

"* Removed the actual storage from Space Yard components, but the
ability remains, so they can still be used on transport hulls, but
space yard bases will not automatically have cargo room."

What happens if you upgrade to 2.3 if the bases have cargo in them?
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 12:09 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.