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  #1  
Old February 27th, 2003, 01:03 PM
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dogscoff dogscoff is offline
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

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Still, building cities should be considered something like a personal goal or a show of power.
If you're talking purely in terms of mineral production, then yes, but you forget all the other advantages a city facility can provide:
Resource storage
Shield generation
Unit storage
Research, intel, org and rad production
Space port and resupply (in some cities).

These are not to be discounted, especially on those planets or systems where you only have one or two facility slots and you want to cram as much as possible into a limited space. In my single player proportions games the vast majority of my facilities are cities of one kind or another.
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  #2  
Old February 27th, 2003, 03:42 PM

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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Well, I was just posting some numbers I took to find out my own building path, but I don't feel like any change needs to be made.
The way I see it, the goal of unreplicable homeworlds have been acomplished, and as I said before, not everything in a city is for profit.
The only change I made on Facilities.txt was to add shields and more cargo space to spaceport facilities to represent the spaceport fortifications that I believe every spaceport should have by default.

One question though, how do you guys feel about adding 3 more shipyards facilities to regular tech comparable to temporal shipyards?
I just think that most racial traits are highly unbalancing.
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  #3  
Old February 27th, 2003, 04:07 PM
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PsychoTechFreak PsychoTechFreak is offline
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

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Originally posted by PvK:
* Upgrades and return-on-investment times are generally things I have studied and done deliberately. That is, I expect people to consider upgrading from a city to a metropolis, instead of building a metropolis from scratch. It also makes more sense - metropoli are generally cities for a long time before they become metropoli.
I understand, some questions pop up on my forehead.
Is the AI somehow programmed/programmable to use similar upgrade paths?
Why did you take the Arcology (350,000) out of the path, I mean it could have a nice place after Megalopolis (250,000)?

Sidenote: It is really hard to capture AI homeworlds even in tactical combat after some 25 years. I guess in simultaneous/PBW it could be a non-capturable fortress with a few WP, troops and long range weapons...
I think, turn-based/tactical for single player is recommendable similar to Pirates&Nomads from my perspective. Mmh, or is it just that I am too bad...
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  #4  
Old February 27th, 2003, 04:24 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Well, reading these Posts is really bumming me out. I hadn't played Proportions yet, and was all set to after downloading the new patch, when my computer got zapped by lightning. Now, it may take me awhile before I get a new one. But reading these Posts gives me the idea that this is one much altered mod that I've got to play when I get a new computer.
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  #5  
Old February 27th, 2003, 04:45 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

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One question though, how do you guys feel about adding 3 more shipyards facilities to regular tech comparable to temporal shipyards?
Maybe... not really sure about that one. Whatever you do to regular yards, I think the temporal spaceyard definitely needs to remain superior in some way.

Maybe allow some super-high level spaceyards (normal *and* temporal), but the increases in research/ price give diminishing returns in build rates, so that you can spend a century researching and building a level XII yard but only get 6000 build rate out of it. In this case, temporal yards should be 2 or 3 levels ahead of normal ones in terms of price and research cost, or make them comparatively expensive/ innefficient for the lower levels but the better option as you start to get to the higher build rates.

What I would really like to see is greater use of the repair ability on facilities: Distribution centres could have a repair rate of 1, and maybe the space port + resupply combo facility too. Also, how about a range of "repair yard" facilities that can be built alongside/ instead of space yards to help get all those damaged fleets repaired? Sure, you might end up with a huge breathable repairing 60+ components per turn, but given the premium value of facility slots in Proportions I don't think this could be considered an abuse/ exploit, especially with the armour getting leakier and leakier in this mod
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Old February 27th, 2003, 04:47 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by PsychoTechFreak:

Is the AI somehow programmed/programmable to use similar upgrade paths?
...[/QB]
Up to a point. I tried to disperse Colonial tech so AI will have time to build minor cities on first colonised planets and then upgrade to cities+ It worked But once AI reseacrh high level buildings it starts to build them from scratch.

Hmm... I think there is a way around it: PvK should assign different bogus ability to high level cities. Then if only minor cities bogus ability is used in construction_facilities, AI will always follow build-upgrade path !
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  #7  
Old February 27th, 2003, 05:02 PM

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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by PvK:
Uuf... I catch the flu and fall way behind on this discussion.
PvK
Good to see you back and well !
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