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  #101  
Old February 21st, 2003, 05:15 PM
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solops solops is offline
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by oleg:

Does anybody have an example of fighting against Soul Hunters? They use Torpedoes as a main weapon.
Yeah, I'm fighting the Soul Hunters right now. So far it consists of me hiding behind minefields. When I stick my nose out their torpedoes blow it off.
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  #102  
Old February 21st, 2003, 08:49 PM

Talenn Talenn is offline
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

I dont honestly think that Torps are better than some other weapons in and of themselves, but their research is mighty cheap. Given the way the cost of research mushrooms, but your available points are much flatter in Proportions, techs with a low 'startup cost' are more attractive.

A choice between Torp 5 and a Beam 4...I'll take the Torp almost any day, especially when you factor in the Emissive effects of armor, further degrading the effectiveness of the smaller beams.

Note that I dont think anything is horribly broken in the mod, just that Torps are a really good deal in the early (first 100 turns) game.

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  #103  
Old February 21st, 2003, 08:55 PM

Aloofi Aloofi is offline
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

But then, what's the point of researching something that you will use only temporaly?
Isn't it better to go straight for your weapon of choice no matter the cost?
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  #104  
Old February 21st, 2003, 09:26 PM

Aloofi Aloofi is offline
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

About the Kt thingy:
What troops are suppose to represent?
I always play calling then Divisions, like Infantry Division, Heavy Infantry Division, Elite Infantry Division, Armor Division, Heavy Armor Division and Elite Armor Division.
That its assuming they are a 10 000 men strong division, because if 1 million Pop unit it 1000 Kt then the small Troop of 10 Kt would be 10 000 people, right?
The thing is that I would like to have all Troops from infantry to Large Troop to weight 10 Kt for cargo porpouses only, not for design.
Is that possible?
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  #105  
Old February 21st, 2003, 10:08 PM

Phoenix-D Phoenix-D is offline
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

"The thing is that I would like to have all Troops from infantry to Large Troop to weight 10 Kt for cargo porpouses only, not for design.
Is that possible?"

No.

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  #106  
Old February 21st, 2003, 11:22 PM

Aloofi Aloofi is offline
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Ok, then I will create a componet called "recruits" that weights 9 kt with the Pop pic and give the ability of "need 90% recruits" to infantry units....
Wow, good idea. Can I really do this?
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  #107  
Old February 22nd, 2003, 12:14 AM

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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
If it weren't for John Sullivan's enthusiasm and work on the AI for Proportions, I'd've given up trying to make a decent AI opponent for Proportions. If I get time to make a new major Version, I think I will probably give the AI a lot of unique abilities to balance around its stupidity, instead of trying to walk tightropes to get it to play with the same rules as humans.
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OK, here it is !!! I finally finished AI Balance Mod I sent you Last Thanks Giving 2002 with a few extras. The AI Works great in Solitaire Play, Simultaneous Play, and Finite resources. … You can download at the link below …. Check it out also in the Mod Sticky. AI CAMPAIGN

[ February 21, 2003, 23:14: Message edited by: JLS ]
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  #108  
Old February 22nd, 2003, 12:29 AM

Phoenix-D Phoenix-D is offline
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

"Ok, then I will create a componet called "recruits" that weights 9 kt with the Pop pic and give the ability of "need 90% recruits" to infantry units....
Wow, good idea. Can I really do this?"

Ahh..sorta. The only type of that that works is (max) Engines, Cargo Bays, Fighter Bays, Life Support, and Crew Quarters. I'm not sure if the Last three work for troops..

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  #109  
Old February 22nd, 2003, 01:31 AM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by Aloofi:
But then, what's the point of researching something that you will use only temporaly?
Isn't it better to go straight for your weapon of choice no matter the cost?
Not at all. In the normal game, it is much more effective to research DUCs, PPBs, and then APBs, than it is to research APBs directly. This is because for the same cost of research, DUCs or PPBs are much more powerful than APBs. The research cost of DUC V and PPB V is very small when compared to APB XII, so researching them first doesn't hurt much at all. Also, Combat Sensors + ECM and DUCs are better than PPBs. You have to factor in researching other things too.
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  #110  
Old February 24th, 2003, 04:05 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Sorry, maybe it has been already discussed or I am missing your point, but what I mean is:

Let's assume, I plan to build ONE metropolis as a considerable project for a small planet.
1) Build it from scratch, needs 21 years.
2) Build a minor city, then upgrade, needs 14 years.
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