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  #1  
Old February 18th, 2003, 01:52 AM
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PvK PvK is offline
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Is this for Proportions 2, or for a new mod which won't have cultural centers? Because, cultural centers already include spaceports and resupply depots. It'd be odd to be able to somehow lose the ability of a spacefaring homeworld with intact industrial civilizations, to resupply ships, or to act as a space port.

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  #2  
Old February 19th, 2003, 04:46 PM

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

Quote:
Originally posted by PvK:
Is this for Proportions 2, or for a new mod which won't have cultural centers? Because, cultural centers already include spaceports and resupply depots. It'd be odd to be able to somehow lose the ability of a spacefaring homeworld with intact industrial civilizations, to resupply ships, or to act as a space port.

PvK
Nope, its just to mod your mod into my personal mod. I hope you don't mind.
Ok, you are right, its an overkill, I'll forget about the spaceport-resuply part. I just want a regular Shipyard facility but with a diferent graphic that its only avaliable for the Homeworld as an starting facility. Is that possible?

[ February 19, 2003, 14:47: Message edited by: Aloof ]
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Old February 19th, 2003, 10:12 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
I just want a regular Shipyard facility but with a diferent graphic that its only avaliable for the Homeworld as an starting facility. Is that possible?
Yes. Copy the Space Yard III facility, and place it right after the original SY III. Make the new one slightly more productive (or however you want to do it) and make it cost as much as Cultural Centers. Actually, doing this will probably cause the AIs to try to build them on colonies. Maybe you should try experimenting with placing it before the other SYs, try different family numbers, etc., to try to get the AIs to not build them on colonies.
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Old February 19th, 2003, 10:41 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Ya, gotta watch out for the AI. I'm not sure, but it might work to (do either of the things Fryon suggested) or to give it no Roman numeral, and put it before the other Space Yards.

BTW, yes, of course, I'm glad people apply tweaks to Proportions to suit their own tastes, and it's very interesting to hear about them.

If you come up with a neat new image and a way to get this to work, I might try to include it in some later Version.

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Old February 20th, 2003, 05:53 AM

leo1434 leo1434 is offline
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Hello Mr. PvK:

I would like to know something about the armor platings present in Proportions Mod:

What are the pros and cons of using them instead of the normal small armor components. Has something to do with hit probability (I suppose that as the plating is the bigger component installed in a ship, it will probably take the majority of shots?) Are there any other purpose for it? I would thank you alot if you drop a line about this topic.

By the way, the scale mount concept is a very clever one. It accuartely represents some components wich are directly related to the ship hull size in which they are used. I adapted it to make a cargo/supplies external pod mounting, but it is being tested at the moment. If someone is interested in seeing what is all about. I can upload the CompEnh.txt and Components.txt file fragments (to copy an paste in any mod folder).

I also like Proportions because it makes homeworlds different from new colonies, as a long time inhabited world has to be more developed in facilities that a colony. Real good mod. Keep the good work!
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Old February 20th, 2003, 08:25 AM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Thanks leo1434!

I'm currently teasing Fryon about not being able to figure out the armor choices, so I'll reply in private and post publically later after he guesses the answer.

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Old February 20th, 2003, 08:40 AM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Well, let's see.

Armored Structure III: 12 HP/kT. 3 emmissive ability.
Armor Plating II: 2.6 HP/kT. 11 emmissive.

Hmm... do I want 182 HP, or 840. Tough decision. 11 emmissive is not enough to justify losing 658 hit points.

Advanced Armored Structure III: 18 HP/kT. 5 emmissive ability.
Advanced Armor Plating II: 4 HP/kT. 13 emmissive.

Still has the same problems that normal armored structure does compared to armor plating. So does Ultra armor.

As 120 is more hit points than nearly anything else (that isn't armor), normal Armored Structure components provide just as good coverage as those Plating components (esp. since there are 7x as many of them).

What is so good about these Armor Plating components?

[ February 20, 2003, 06:42: Message edited by: Imperator Fyron ]
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