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  #81  
Old April 6th, 2002, 01:31 AM
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Default Re: Proportions Version 2.0 available

Yes, I am already making them upgradable for 2.1. I had tried before but the way I tried didn't work at the time, but since then I have found a way that is working.

They don't even need to have a higher cost, IIRC. The better/bigger ones would cost more though, of course. But as an academic point, even at the same cost, upgrades cost a bunch. So, there's no way I know of to avoid making this a trade-off between "time to best Version" and "time to immediate results"... which, depending on the numbers, may be realistic enough.

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  #82  
Old April 6th, 2002, 06:43 AM

Askan Nightbringer Askan Nightbringer is offline
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Default Re: Proportions Version 2.0 available

Just another note...

If i start up the TDM mod at the top right of my space empires screen I get "Using TDM-Modpack" directory.

Reckon you could do this for proportions?

Askan
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  #83  
Old April 6th, 2002, 09:50 AM
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Default Re: Proportions Version 2.0 available

quote:
Originally posted by askan:
Just another note...

If i start up the TDM mod at the top right of my space empires screen I get "Using TDM-Modpack" directory.

Reckon you could do this for proportions?

Askan



I created 2 intro screens for the different resolutions, the problem is, even zipped they take about 1.2 MegBytes, which is not worth to upload. The intro screen should better be personalized, with the information taken out of path.txt.
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  #84  
Old April 6th, 2002, 11:11 AM
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Default Re: Proportions Version 2.0 available

Ya. I wouldn't mind, but the download would be a bit much. I guess I could make it an optional download... doesn't seem like a high-priority item, though.

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  #85  
Old April 6th, 2002, 03:14 PM

Askan Nightbringer Askan Nightbringer is offline
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Default Re: Proportions Version 2.0 available

I didn't realise you had to create a whole new screen for it...just thought it was a setting somewhere

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  #86  
Old April 6th, 2002, 11:23 PM
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Default Re: Proportions Version 2.0 available

When beggining a new game If I were to pick Player begins with three planets, do all of the other AI player begin with three planets? I have also noticed that playing with computer difficulty set at medium, I can easily become 1st in the score within twenty turns. What are some good settings for starting a new game that will be a bit challenging with the AI?

Oh, and I remember reading somewhere that PvK is working on the "Foundations" mod. Any one have an ETA on that? Just curious.
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  #87  
Old April 6th, 2002, 11:56 PM
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Default Re: Proportions Version 2.0 available

Setting number of starting planets applies to all non-neutral players. In Proportions, this will have a massive effect on empire strength, and multiply the research rate more or less throughout the game. If you take more than one homeworld, I suggest at medium or slow research speed. More than three homeworlds should probably go with slow research speed, unless you want to get to high/max tech levels quickly.

Being number one in score is easy against the AI because the score system can't be modded, so it's still weighted the way it is in unmodded, and so, is not a valid measure of empire strength. You will probably colonize faster than the AI, and each colony, even if it is currently costing you more than it's worth, is increasing your score a lot.

I would suggest High AI difficulty and Low or No AI bonus, if you are playing Proportions 1.5 or higher. Consider playing with no AI bonus, but after you have chosen your racial abilities, take "limited planetary exploitation trait" and don't use the points to buy other abilities. This, and/or low or medium bonus will put you at a distinct disadvantage. High AI bonus will be quite hard - unless you can conquer a couple AI's homeworlds earlyish in the game, you'll fall behind the AI in true strength (though maybe not in score, at first) quite quickly. I wouldn't really recommend AI bonus higher than "Low" unless you want to try to play agressively to overcome the huge AI advantage.

The AI's I modded for Proportions aren't particularly aggressive, though, if you're peaceful towards them. Also they currently only make defensive ship designs, which means they don't make long-range strategic attacks, only ones in supply range of their short ranged designs. When I get time, I'll improve the AI, though...

Edit: Note, these short-ranged designs are still capable of waging war, capturing your planets, and wiping out neighboring empires. They just tend to deploy more cautiously, because of the supply issue.

The Foundations mod has been taking a back seat to Proportions tweaking and other tasks. I figure it makes sense now to get more play experience and tweaking done on Proportions until it seems about right, and only after that, try to finish Foundations. So, it might turn out to be vaporware or an SE 5 mod.

PvK

[ 06 April 2002: Message edited by: PvK ]

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  #88  
Old April 7th, 2002, 12:36 AM
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Default Re: Proportions Version 2.0 available

Tnarg:

Setting the game to a three planet start will begin everyone with three homeworlds (which, in proportions, is a pretty huge bonus). The only exceptions are neutral races who only start with one.

As far as making the game more challenging, try putting the game on hard and give the AI a high bonus. Chances are that you won't be seeing 1st place for a long time.
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  #89  
Old April 7th, 2002, 12:59 AM
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Default Re: Proportions Version 2.0 available

Which quadarant type is the best to use in Proportion mod for the AI. I'm trying to edit a generated map to customize my game a bit. Before I do any of this I just want to get find out the best quadarant type with out causing problems for the AI.
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  #90  
Old April 7th, 2002, 02:01 AM
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Default Re: Proportions Version 2.0 available

The best type for the current AI is one without very many uncolonizable systems (at least one planet each). That's the main issue, I think. The Proportions 1.6 and 2.0 Sidereal (default) type is a good start.

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