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Old August 24th, 2004, 09:49 AM
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Default Proportions Mod 3.0.1 available

Proportions mod verision 3.0 is available for download from:
www.latibulum.com/pvk/proportions/Proportions3.0.zip
(That address is case-sensitive.)

I'm about to go on a trip and will be back Friday.

Unless my plane goes down, there will be a 3.1 which will
do some more with higher-tech stuff, especially weapons.
Code:

Version 3.0 design notes:
=========================
Version 3.0 is a new reworking of the mod and the AI HAS NOT BEEN REVISED
very much, AND WILL BE HANDICAPPED RESEARCH pretty critically. If you
want to play with the AI, I suggest using races with racial technology
such as the Xi'Chung, Cryslonites, and Abbidon. But they too may be
messed up. In a later patch the AI will try to get revenge.

Version 3.0 is NOT backwards-compatible with games created with earlier
Versions of Proportions. I have again re-shuffled many components so they
appear in a more logical order. This would completely mix up any games that
attempt to upgrade. Similarly, only games numbered 1.x can upgrade to each
other, and only games numbered 2.x can upgrade to each other.

Changes Log:
============

Version 3.0:

--------------
New Additions:
--------------
* Added a 250 kT warship hull, called Frigate. Old Frigate renamed Corvette.
* Added a 350 kT Heavy Destroyer.
* Added a 600 kT Heavy Cruiser.
* Added a 1300 kT Juggernaut.
* Added three sizes of Utility Station (uses Resource Base graphic).
* Added an Express Transport (uses Tiny Transport graphic).
* Added a Bomber (uses Huge Fighter graphic).
* Added a Heavy Bomber (uses Massive Fighter graphic).
* Added a Huge Troop.
* Added a Large Space Station (1000 kT).
* Added a 2500 kT Large Battle Station (uses War Station graphic).
* Added a Large Starbase (3000 kT).
* Added a Massive Starbase (5000 kT).
* Added some random events (mostly minor).
-----------------
Gameplay Changes:
-----------------
* Reduced costs of armored plating.
* Added boarding defense strength to bridge components.
* Fleshed out Crew Quarters components with levels and abilities.
* Reduced combat penalties of computer control components.
* Extended Master Computers to tech level 10.
* Branched and extended Organic Armor technology into two types.
* Increased costs of higher-tech Gestation Vats, Medical Labs,
Climate Control Facilities, Events Predictors, Temporal Vacation
Services, Training Facilities, Crystalline Restructuring Plants,
Energy Transmission Lenses, Resource Storage, Cargo Facilities,
Mineral Scanners, Eco - Farms, Radioactives Colliders, Robotoid
Factories, Computer Complexes, Citizen Databanks, Shrines, Resource
Converters, and Ultra - Recyclers.
* Increased unhappiness from Citizen Databanks.
* Reduced effect and massively increased costs of Replicant Centers.
* Added an unhappiness effect to Replicant Centers.
* Added five more levels of Planetary Gravitational Shield Facilities
and four more levels of System Gravitational Shield Facilities and a
new tech area for them, making them available much earlier but at a
steep price.
* Split technologies previously under "Shields" into "Shields",
"Phased Shields", and "Shield Regeneration" (and the new
"Gravitational Shields" tech area mentioned above). The various
branches require research in basic "Shields" to level 3.
* Shields generators and regenerators extended to higher levels.
* Increased research cost of Starliner Modules.
* Increased research cost of Massive Base Ship Construction.
* Added Stealth Armor tech requirement to Stealth Structure.
* Added Reflective Alloys tech requirement to Scattering Structure.
* Added Emissive Armor tech requirement to Emissive Armored Structure.
* Removed Fighter technology from carrier hulls - reworked carrier
tech level requirements.
* Split Mines technology into mine and sweeper trees, and made major
changes to minefield statistics.
* Renamed Medical Labs to Organic Medical Labs and added a Medical Lab
facility that is like Organic Medical Lab I, but does not require
the Organic Manipulation racial trait to produce.
* Made Replicant Gravitational Shield, and Psychic Scanner facilities
NOT upgrade to higher tech levels, because higher tech levels only
offer reduced construction costs, so this would be counter-productive
(and the AI would probably not notice and do it anyway).
* Extended Temporal Vacation Service facilities to level 6.
* Extended Energy Transmission Lens facilities to level 6.
* Extended drone warheads to use higher explosives tech levels.
* Added tech areas for smaller and larger weapon mounts.
* Reduced costs of smaller (non-PD) weapon mounts.
* Added a Robotics tech area which is required for robot factories
and drones.
* Added Computer Defense tech area, which provides countermeasures
against Computer Combat.
* Added additional mundane tech requirements to research some unique
ancient technologies.
* Removed AFV Shield Depleters, due to bug in combat resolution.
* Changed colonization tech so it is ten times harder to trade or
capture, since it will be colony techniques for aliens from an
alien environment. This also makes it a less obvious and easy
strategic decision to share them or rob them from the AI. I would
have made it even harder, but sadly this has the side-effect of
delaying deployment of colonizers for ten turns.
* Completely reworked tech requirements for Stellar Manipulation,
also changing some others, such as Quantum Engines and Warp
Weapons.
* Imported laser and charged particle weapons from Foundations mod.
----------------
Fighter Changes:
----------------
* Rate of fire of all fighter weapons halved.
* Added Fighter Propulsion tech area, starting with Chemical Thrusters.
* Removed supply storage from most fighter engines.
* Added Fighter Power Plant (supply) components.
* Increased fighter supply use per turn from 5 to 50.
* Increased fighter engine supply use per sector.
* Due to the above two, fighter range in-system is now severely limited.
* Increased fighter weapons' supply use.
* Stretched some fighter weapon tech requirements, adding some levels.
* Changed fighter propulsion to a one-component-per-fighter system, to
allow combat modifiers to be more firmly based on maneuverability.
--------------------------
Construction Yard Changes:
--------------------------
* Reduced organic construction rate of ship/base spaceyards by 9/10.
* Reduced radioactives construction rate of ship/base spaceyards by half.
* Added base spaceyards (Orbital Space Yard Facilities) with higher
organic construction rates, but these have high organics costs.
* Added Organic Space Yard under Organic Manipulation tech tree, with
higher organic build rate than is available under ordinary tech tree.
* Increased organics costs of colony modules from 2000 to 6000. This
doesn't change their construction rate much except on the new ship-based
spaceyards. This makes it impractical to use space-yard ships to
build colony ships at or near their destinations, instead of having
to send colony ships long distances under their own power.
* Extended Space Yard facilities and components to 15 levels each.
--------------------
Empire Cost Changes:
--------------------
* Lowered value of "Advanced Power Conservation" to 900 points.
* Lowered value of "Supply Guzzlers" to -700 points.
* Lowered value of "Natural Merchants" to 1100 points, as it will no
longer give an extra cultural center.
* Renamed "Propulsion Experts" to "Transcendental Navigation" with a new
description, since it has a bizarre disproportionate effect.
* Added a new "Propulsion Experts" trait, which is a new racial tech
area that provides better propulsion components.
* Renamed "Mechanoids" to "Plague Immune" and dropped cost to 400 points.
* Physical Strength values lowered.
* Intelligence costs tweaked. "Dumb" races get more points back.
* Cunning adjusted per PvK Balance Mod.
* Happiness and Environmental Resistance values slashed, but Happiness
ranges increased, in light of research into lack of effect of racial
Happiness.
* Reproduction maximum increased. Now limited only by cost.
* Aggressiveness and Defensiveness adjusted per PvK Balance Mod.
* Political Savvy adjusted per PvK Balance Mod.
* Resource extraction aptitudes left as in Proportions 2.5.3.1.
* Construction Aptitude adjusted per PvK Balance Mod, except positive
threshold. Also extended allowed minimum range to 25.
* Repair Aptitude adjusted per PvK Balance Mod, with increased min and
max values.
* Maintenance Aptitude left as is, because it uses SJ's base-100 system.
-----------------
Economic Changes:
-----------------
* Raised infantry and crewed unit organics costs from 0-10 to ~25-35.
* Added 1 rad cost per kT tonnage to mechanical ground units.
* Added org costs to crew quarters.
* Added rad costs to bridge components.
* Added rad and increased other costs to Weapon Platform Command Centers.
* Increased capacity of Resource Storage facilities.
* Added org costs to training facilities.
* Increased Base maintenance reduction from 50% to 73%.
* Lowered Maximum Trade Percentage to 10%.
* Changed Cultural Centers to one-per-homeworld facilities
which multiply production of facilities there by many times.
This allows players to develop and customize their homeworlds
to focus and embelish production, etc.
* Gave multipliers to many cultural facilities.
* Adjusted various other facility values in various other ways.
* Added some organics and radioactives costs to some facilities.
* Increased research costs of Industry, complexes and megacomplexes.
* Massively increased costs of Value Improvement Plants and Atmospheric
Modification Plants.
* Less massively increased costs of Nature Shrines, and reduced their
maximum effect to 1%/year.
* Added planet and system happiness effects to Nature Shrines.
* Slowed the effect of Atmospheric Modification Plants.
* Per Dogscoff's suggestion, made Resource Converters require Physics
and Biology as well as Chemistry. Also made it a deeper tree that
starts out less efficiently.
* Also per Dogscoff's suggestion, added Construction as a requirement
for Ultra - Recyclers.
* Adjusted Planetary Mineral Scanners and Hybrid Eco Farms to fit in
and provide a role now that cultural facilities provide more
production modifiers.
* Increased technology requirements of robotoid factories. They now
require robotics and industry, so they are not just a side-effect
of computer research.
* Urban facilities sized city and higher reduced in cost somewhat to
reduce effect of lower organic construction rates.
* Removed ability to upgrade to complexes and megacomplexes.
* Reduced organics costs of lower-tech starliner modules.
---
UI:
---
* Moved efficient scanners and ECM before most powerful models, so that
the design screen's Upgrade function (and the AI) will choose the more
powerful models over the efficient ones.
---------
Cosmetic:
---------
* Added some new system names.
* Removed all the now-unneeded Inaccessible Technology leftovers.
* Corrected MM typo in Planet Utilization description.
* Rearranged positions of various components to group them together in
the design interface.
* Added some images from Dogscoff's Neo-Standard page.
* Stellar Manipulation renamed Universe Manipulation.
* Added new tech categories to organize tech areas.[\code]
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