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  #41  
Old April 12th, 2002, 07:35 PM

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Default Re: Proportions 2.1 available

"Also, bstripp is quite right that mass and volume are different things"

Anecdotal but related: Goering forgot about that as he sought to supply the 6th Army.
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  #42  
Old April 12th, 2002, 07:54 PM

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Default Re: Proportions 2.1 available

PvK,

The Last level in Industry (level 3 I think) does not produce anything. Was this done on purpose?
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  #43  
Old April 12th, 2002, 08:08 PM
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Default Re: Proportions 2.1 available

quote:
Originally posted by RabidFan:
PvK,

The Last level in Industry (level 3 I think) does not produce anything. Was this done on purpose?



Actually, it does allow you to build Arcologies, if/when you also research Construction level 4. There are several multiple tech-level requirements in Proportions. During play, these will look like some tech levels allow nothing new to be built, or less than they are prerequisites for, until you research the other prerequisite techs. SE4's basic game set does not use many multiple tech requirements, and unfortunately, the game does not display partial prereqs in the main research interface.

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  #44  
Old April 12th, 2002, 08:47 PM
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Default Re: Proportions 2.1 available

OK I get it I was just seeing IF I did something wrong......Have to play a lot different in this mod than SEIV normal so far so good
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  #45  
Old April 13th, 2002, 01:26 AM
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Default Re: Proportions 2.1 available

Is it right that a transport ship in this mod only hold 4M?
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  #46  
Old April 13th, 2002, 01:53 AM
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Default Re: Proportions 2.1 available

quote:
Originally posted by mottlee:
Is it right that a transport ship in this mod only hold 4M?



Yes, and I think it is quite generous. Can you imagine a starship capable to transfer four million people to another world ?
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  #47  
Old April 13th, 2002, 02:12 AM
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Default Re: Proportions 2.1 available

Yes, the Proportion's gameplay is totally different.

Speaking about cargo load, I would like to see more benefits of high level cargo. Example: whatever is the level of cargo, there is no way to transport more than 1 M people untill you research large transports. As it is now, there is almost no incentive for cargo advance. Medium transport with cargo III still transports the same 1M as with cargo I. It would be nice if the progress in cargo let you to squeeze another million or so.
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  #48  
Old April 13th, 2002, 02:38 AM

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Default Re: Proportions 2.1 available

"During play, these will look like some tech levels allow nothing new to be built, or less than they are prerequisites for, until you research the other prerequisite techs."

What was suggested to me when I was griping about the same problem is putting in "prototype" techs. These are just copies of the normal stuff, but with one less tech requirements.. and seriously deficent in one or more areas. Maybe they even do nothing, and just say you need to research "blah blah blah" tech area before this will be of any use.

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  #49  
Old April 13th, 2002, 03:33 AM
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Default Re: Proportions 2.1 available

PVK, have you though about adding more levels to cargo storage??
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  #50  
Old April 13th, 2002, 03:52 AM
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Default Re: Proportions 2.1 available

quote:
Originally posted by oleg:
Speaking about cargo load, I would like to see more benefits of high level cargo. Example: whatever is the level of cargo, there is no way to transport more than 1 M people untill you research large transports. As it is now, there is almost no incentive for cargo advance. Medium transport with cargo III still transports the same 1M as with cargo I. It would be nice if the progress in cargo let you to squeeze another million or so.


Yes, I noticed that too, and agree it would be nice to have the possibility of a 2M pop transport before getting to Large Transport. (I found one possible design, but it's speed 1 and requires other high tech, so doesn't count.) Cargo tech is useful of course for other types of cargo. I just want to be a little careful to try to get a 2M medium pop transport without making the max transport too big, or allowing too much other cargo to be jammed in one ship (ala the standard tech set). I guess I should revisit the idea of making a Population Transport module that can hold 1M people but is more expensive and fragile than regular cargo, and too big for most ship designs (so people aren't tempted to abuse it for extra unit storage space, or whatever). Anyway I'll give it some thought and try to come up with something that suits.

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