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  #1  
Old March 13th, 2003, 09:26 PM

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

When somebody has the solution for the world not requiring Oil any longer.

Are you going to say that was your Idea, because you were going to use it in Foundations?

Or you posted it as Etc. at one time, long ago?

Come on PvK.
Either have it in Proportions or not!

[ March 13, 2003, 20:08: Message edited by: JLS ]
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Old March 13th, 2003, 09:39 PM

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

JLS, cool down man, the Last thing we want to see is fighting between modders.
Aren't mods suppose to be public?
Just take Proportions and merge it with the AIC and the Tactical fighter Mod.
If you don't, I will.
I definitively want an improved fighter combat model with Proportions.
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Old March 13th, 2003, 09:43 PM
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oleg oleg is offline
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by Aloofi:
JLS, cool down man, the Last thing we want to see is fighting between modders.
Aren't mods suppose to be public?
Just take Proportions and merge it with the AIC and the Tactical fighter Mod.
If you don't, I will.
I definitively want an improved fighter combat model with Proportions.
Hehe, Aic IS the merge of Proportions with some JLC ideas
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Old March 13th, 2003, 09:45 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by Aloofi:
I definitively want an improved fighter combat model with Proportions.[/QB]
Hmmm, I actually like current Proportions' fighters. Very balanced weapon selection IMHO. "combat-only" fighters would be a nice addition but overall it looks about right for me.
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Old March 13th, 2003, 09:57 PM

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


Ok, im cooled down!

My intent with the AIC Mods was not to improve Proportions;

But was to show that the AI can compete, with a Human Players with the Modifications I released with AIC and only with Proportions as the Host!
~~~~
This thing is of me (“REWORKING his fighter idea”???) did get me inflamed.
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~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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  #6  
Old March 13th, 2003, 10:05 PM

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

Quote:
Originally posted by oleg:
quote:
Originally posted by Aloofi:
I definitively want an improved fighter combat model with Proportions.
Hmmm, I actually like current Proportions' fighters. Very balanced weapon selection IMHO. "combat-only" fighters would be a nice addition but overall it looks about right for me.[/QB]
I agree, Oleg...

There is nothing wrong with current Proportion fighters; they are pretty much the same as, the base se4 fighters.
~
But the premise, is that the AI can not defend properly against a Long Range Carrier attack on his home world!

This was my reason for the Tactical Fighter Mod
Fighters now move in Tactical combat only. On the Strategic map, when launched over a planet or any sector, they remain on combat patrol for that sector until recovered by a Carrier or your planet.

"(When you attack a planet, you will now need to commit your fleet and Carriers where the AI will be able to defend itself ) ouch!"

I also tried to address some stacking issues with fighters versus Ships.
And I have been getting a lot of positive response for this effort.

[ March 13, 2003, 21:17: Message edited by: JLS ]
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~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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  #7  
Old March 13th, 2003, 11:25 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

Quote:
Originally posted by JLS:

Ok, im cooled down!

My intent with the AIC Mods was not to improve Proportions;

But was to show that the AI can compete, with a Human Players with the Modifications I released with AIC and only with Proportions as the Host!
AI can compete with your modifications as well as with AI bonus turned on in a non-AIcampaign game. You provide the AI cheaper components/facilities and a helping AI research tree. Well, I know it is a lot of work to balance everything out and I certainly do not have the modding experience to see everything about it, but this is easy to see (e.g. AI Wormhole opener components just cost 1000 minerals etc.).

Don't get me wrong, I like your ideas and it is certainly better in order to finetune the given AI bonus instead of just putting the bonus level to low/med/high.
I just don't like the statement "competing AI" if the reality behind it is a bonus in fact.
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