Proportions 2.3 nearing completion
	
			 
             
			
		
		
		
		I tried really hard to get Proportions 2.3 ready for posting tonight, but there are still some things that should be done to the AI before posting it. Once again, I've ended up piling a LOT of things into one Version. Hopefully it'll be worth the wait. Current changes list, subject to change: 
 
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. 
  --------- 
  Cosmetic: 
  --------- 
* 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). 
 
PvK 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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