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January 31st, 2005, 06:27 AM
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National Security Advisor
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Proportions Mod version 3.0.3 posted
For those interested, here is my change list for the next version so far. I almost got it ready to post today, but not quite.
Changes Log:
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Version 3.0.3:
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New Additions:
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* Added Anti-Matter Warheads, a powerful branch of Anti-Matter Technology
which after much research can multiply the effect of explosive warheads.
* Re-added Anti-Matter Torpedoes, now as an advanced weapon requiring both
torpedo technology and anti-matter warheads.
* Re-added Quantum Torpedoes, now as a very advanced weapon.
* Added Quantum Beam weapons.
* Added religious zealot and holy infantry types.
* Added three levels of AFV Emissive Armor.
* Added Minefield Scanner Jammers.
* Added Single Satellite Launchers.
* Added laser fighter weapons.
* Added charged particle blaster fighter weapons.
* Added laser AFV weapons.
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Gameplay Changes:
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* Renamed Small Anti-Matter Torpedoes to Small Explosive Torpedoes and
changed the tech requirements for levels II and III to make them
available in the 3.x research tree. They now come with various
combinations of research in Small Weapons, Torpedo Weapons, Advanced
Explosive Torpedoes and Explosive Warheads.
* Re-set crew quarter requirement for Scouts back from 0 to 1, since
building Scouts without crew quarters halved their speed in practice,
though not on the design screen.
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Fixes:
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* Corrected supply ability of Anti-Matter Reactors IV and V.
* Removed supply use requirements from ring & sphere world generators,
because a bug was causing them to fail even with enough supplies. (4)(5)
* Corrected supply use of Small Ion Engine II x 2. (4)
* Corrected actual mine laying rate of Mine Layer III. (4)
* Corrected number of tech areas required for Elite Infantry.
* Removed scale mount trick for Minefield Signature Suppressors. (2)
* Multiple elite Weapons Platform Command Centers no longer stack. (2)
* Emissive armor effects for AFV's removed and added to structure, because
I believe they did not have any effect. (2)
* Balanced (increased) costs of AFV shields, because they had been balanced
for shield depleters, which were removed from ground units in Proportions
version 3 for strong suspicion of not working right. (2)
* Corrected (added) radioactives cost of Small Arms IV.
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Cosmetic:
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* Added Advanced Explosive Torpedoes to the changes log for version 3.0.2,
where they were added.
* Corrected Sphere World Placement Generator requirement description to
read GT instead of MT. (5)
((2) Thanks to Alneyan for reporting these!)
((4) Thanks to MishimaYukio for reporting these!)
((5) Thanks to Mylon for reporting these!)
PvK
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January 31st, 2005, 10:59 AM
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General
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Join Date: Apr 2001
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Re: Proportions Mod version 3.0.3 in the works...
AFV emissive armor? I thought that ability doesn't work on troops - or did you just not use the ability but called it that anyway?
__________________
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January 31st, 2005, 11:03 AM
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National Security Advisor
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Re: Proportions Mod version 3.0.3 in the works...
Just a cosmetic suggestion, but I'd called plain old explosive torpedoes, spatial torpedoes or something like that.
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January 31st, 2005, 06:45 PM
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National Security Advisor
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Re: Proportions Mod version 3.0.3 in the works...
Quote:
Ed Kolis said:
AFV emissive armor? I thought that ability doesn't work on troops - or did you just not use the ability but called it that anyway?
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Up to now, Proportions used emissive abilities on troops out of hope that it either worked or would be patched. The costs were balanced as if they worked.
Now, abandoning that idea, they've been rebalanced, mainly by just adding the emissive ability to the structure, and fiddling with the costs a little. So there is still an AFV Emissive Armor component, for example, but it is just a way to spend more minerals and rads per kT to get more structure per kT than you can get with ordinary AFV armor.
PvK
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February 1st, 2005, 12:15 PM
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BANNED USER
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Re: Proportions Mod version 3.0.3 in the works...
Very nice!
PvK, I am still using 3.0.1:
observed something about the research facilities, it looks like the later (and greater) research facs are cheaper to build than the earlier ones?
PsychoTechFreak
(who has not managed to find the old account password, and the board does not reply...)
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February 1st, 2005, 06:37 PM
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National Security Advisor
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Re: Proportions Mod version 3.0.3 in the works...
Quote:
PTF said:
...
PvK, I am still using 3.0.1:
observed something about the research facilities, it looks like the later (and greater) research facs are cheaper to build than the earlier ones?
...
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Assuming that by "earlier ones" you mean Conventional Research Complexes, yes, that's true and intentional.
PvK
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February 2nd, 2005, 03:35 PM
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BANNED USER
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Re: Proportions Mod version 3.0.3 in the works...
Quote:
* Removed supply use requirements from ring & sphere world generators,
because a bug was causing them to fail even with enough supplies. (4)(5)
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is it impossible to build artificial worlds in 3.0.1 ? [img]/threads/images/Graemlins/Cold.gif[/img]
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February 3rd, 2005, 05:30 PM
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National Security Advisor
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Posts: 8,806
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Re: Proportions Mod version 3.0.3 in the works...
Someone actually did try, in a single-player game, which is how we found out that world-building components don't work if they list any supply requirements.
PvK
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February 9th, 2005, 08:36 AM
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Re: Proportions Mod version 3.0.3 in the works...
...restarted with 3.0.3 now, thanks for this.
another one:
I recall a bug with the events.txt, something about the severities (low/med/high/catastrophic) and they should better be listed in the right order (low events first, catastrophic last), otherwise some events would never appear. Isn't this still an issue? Probably not, because proportions events.txt is in mixed-order.
regards, PTF
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February 9th, 2005, 10:17 AM
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Corporal
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Re: Proportions Mod version 3.0.3 in the works...
This thread seems to have overshadowed the Proportions Mod 3.03 Released thread. Oh well...
Still, great work. Just wish the AI wasn't utterly confused...
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