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March 6th, 2003, 05:01 PM
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Lieutenant Colonel
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Quote:
Originally posted by PvK:
Unfortunately, the AI seems to have no ability to use SYS to any advantage, even if they can be made to build them.
PvK
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Agreed on the AI’s use of the SYS, remember PvK we spent weeks Last year, trying to get the AI to build on them other then hanging out at the home world, we came so close, just to find the AI also would build Colony Ships away from a habituated planet then sending the ship off to colonize with no POP
Quote:
Originally posted by PvK:
Perhaps there should be a set of optional patches which players can choose from to get the changes they want to deal with it. Yeech.
PvK
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In regards to separate “patches” what would that do to Multiplayer?
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March 6th, 2003, 05:08 PM
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Lieutenant Colonel
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Quote:
Originally posted by PsychoTechFreak:
A bit off topic (I mean out of this specific question):
Medium Transporters with SY components. I have not yet found an AI race using this cheap solution, at least they don't use it in the later states of a game 60-100 years.
My question to PvK, was it even intended? If so, I think some AI ship designs could be improved by this, if not, I guess the cargo capabilities of SY components will be removed soon (3.00 Foundations).
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PsychoTechFreak,
If you would check out the Abbidon and Cue Cappa from Proportions races, you will notice I put Cargo Ability on their Mine Layers, Satellite & Drone launchers as well as other Support Ships. Allowing there use In ST, MT and Large Transports. AI uses them very well 
[ March 06, 2003, 15:09: Message edited by: JLS ]
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March 6th, 2003, 05:12 PM
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Lieutenant Colonel
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Quote:
Originally posted by PsychoTechFreak:
quote: Originally posted by PvK:
Perhaps there should be a set of optional patches which players can choose from to get the changes they want to deal with it. Yeech.
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Noooo !
EDIT: I do not even think subverters need to get more disadvantages. I am with you here, PsychoTechFreak.
I also like the way PvK has the subverters fine tuned, as is now.
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March 6th, 2003, 06:06 PM
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Lieutenant Colonel
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
For any one interested, I wrote this post Last year in regards to Space Yard Ships (SYS) in relation to some neat creative/inventive abuse’s.
-----------------------------------
NAV : posted May 20, 2002 01:17
Private
Member # 2879
Quote:
Originally posted by PvK:
A group that has been playing Proportions multi-player LAN games on weekends has suggested removing the ability to put shipyards on medium (or larger) transport hulls, because it with the ~30% maintenance reduction, it makes a really powerful and economical mine/satellite layer in Proportions.
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~ Regarding Space Yards on cheap transports, in itself is fine, even though the AI does not make good/same use as Humans do.
But us crafty human players put a sat or mine Launching bay on it and bring it to our warp point, in 2 turns we build enough mines to stop any Incursion probe, in 3 more turns we have enough built and launched to probably stop the AIs entire Incursion. 5 more turns-we have enough mines from that Mine Fabricator built and launched, to stop the AIs Attack State sending it Back to infrastructure State to rebuild and try again.
Also goes on to say
http://www.shrapnelgames.com/cgi-bin...3;t=005496;p=3
[ March 06, 2003, 16:10: Message edited by: JLS ]
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March 6th, 2003, 11:23 PM
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National Security Advisor
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Quote:
Originally posted by JLS:
quote: ...
Agreed on the AI’s use of the SYS, remember PvK we spent weeks Last year, trying to get the AI to build on them other then hanging out at the home world, we came so close, just to find the AI also would build Colony Ships away from a habituated planet then sending the ship off to colonize with no POP
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Yep. That would actually work out ok, IF the AI were better at using population transports, but there's no way for us to help that. So, better for the AI to just not build them.
[quote]...
Quote:
Perhaps there should be a set of optional patches which players can choose from to get the changes they want to deal with it. Yeech.
PvK
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In regards to separate “patches” what would that do to Multiplayer? It would be up to players to decide which patches they wanted to use, if any. No perfect solution. A few semi-solutions with different side effects. Choose some or none.
PvK
[ March 06, 2003, 21:24: Message edited by: PvK ]
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March 6th, 2003, 11:36 PM
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National Security Advisor
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Regarding the ECM upgrade choice, I had reasons for the way it behaves, but I don't remember the specifics well enough and can't look it up at the moment. The (b)(c) etc variations are not just smaller but also cheaper. At the earlier levels they are mainly good for smaller ships/units and such, but the later ones can be quite tempting. You always get a better bonus with the full Version, but it begins to get quite expensive, for not that much difference.
Quote:
Originally posted by Aloofi:
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By the way, one of the most wonderful things of Proportions is how small hulls remain usefull way after they become obsolete in the unmodded game. Its almost impossible for my little Empire to afford more than one of those Dreadnaughts!
I used to play with 2 designs at most in the unmodded game because pound by pound a Dreadnaught was more cost efficient that any smaller ship, something I find completely unrealistic in a military vessel.
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Thanks Aloofi.
PvK
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March 7th, 2003, 08:29 AM
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Private
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
I've read this entire thread and I can't locate this tidbit of info anywhere:
It appears that, I can't upgrade my colony to a minor city?
So...
Could someone clarify the "city type" upgrade path?
Thanks to you.
- Cornelius Scarecrow
__________________
Jikan wa mo nai...
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