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March 18th, 2003, 11:00 PM
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Lieutenant General
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Me too, but as a cortesy to vast majority of SE players I'm obliged to check AI in "turn-based" mode. This is how I get to this bug I never knew about.. !
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March 18th, 2003, 11:02 PM
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Lieutenant Colonel
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Gotcha
Makes good sense, Oleg
[ March 18, 2003, 21:15: Message edited by: JLS ]
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March 18th, 2003, 11:23 PM
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Second Lieutenant
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Sorry, but was the diference between Turn Based and simultaneous?
Is it there tactical combat in simultaneous?
Is it better?
Is the AI better?
I love turn based, so i haven't tried the simultaneous. Sounds like RTS... 
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When somebody says he is going to kill you.........believe him. -Holocaust survivor
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March 18th, 2003, 11:26 PM
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Shrapnel Fanatic
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Quote:
I love turn based, so i haven't tried the simultaneous. Sounds like RTS...
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There is absolutely no correlation between simultaneous and RTS. 0% exactly, in fact. 
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March 18th, 2003, 11:29 PM
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Second Lieutenant
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Quote:
Originally posted by Imperator Fyron:
There is absolutely no correlation between simultaneous and RTS. 0% exactly, in fact.
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Fyron, I love your short uninformative Posts, but i would like more info in why is so, please. 
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When somebody says he is going to kill you.........believe him. -Holocaust survivor
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March 18th, 2003, 11:33 PM
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Shrapnel Fanatic
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
How could they be similar? RTS is fast-paced, simul. is just the same pace as seq. (actually, maybe a little slower). There is no possibility of click-festing in simul as in RTS.
The only difference between sequential and simultaneous move in SE4 is that you don't have the unbalancing effects of player order making a huge difference in simul. like it does in seq.  Well... you don't get to thoroughly abuse the AI's inability to deal with tactical combat like human players can in simul., which is a good thing. 
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March 19th, 2003, 12:37 AM
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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: Originally posted by klausD:
sorry to post such a naiv question, but please can anybody tell what the mod "foundation" is?
danke und tschüß
KlausD
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I believe it was the Foundation for PvK's Proportions, either way, Proportions is a Diamond from any and all consequence.
John
Yeah, it ended up being the foundation for Proportions. It was intended to do a lot more, but I didn't finish it in time for the Gold CD, so I just included the basic scale changes as Proportions mod, and since then have just tweaked and expanded Proportions, rather than going back to finish Foundations. The name similarity to Azimov's Foundation is unintended. The mod name refers to the need to build up fundamental prerequisites before cranking out fantastic abilities. This is most visible in Proportions with the need to do a lot of long-term building and transport in order to develop powerful colonies. The main missing parts that Proportions still doesn't have and that would take a daunting amount of work to complete properly are: the re-worked tech tree with more long-term decisions; the more drawn out weapons techs that vary from wimpy to devastating [edit: also for non-weapon techs, such as propulsion, defenses, etc, though there is a lot of this in Proportions already]; and the various racial tech areas which allow more different types of empires.
PvK
[ March 18, 2003, 22:39: Message edited by: PvK ]
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