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  #1  
Old April 21st, 2003, 01:08 AM

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

Could somebody please tell me if it is possible to develope a race which can only invest in its own unique tech structures and not in the normal standard SE4 tech structure?

This would be fine, because if this is possible a race could be totally different from others. (other ships sizes, different facility structures and builtup strategy - eg hives instead of cities, other units types than the others etc.)

thanks for the info
tschüß
KlausD
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Old April 21st, 2003, 01:36 AM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

you will have to do something like Pirates or Nomads in Pirates&Nomads mod or Space Monsters in Devnull mod. Basically you make all normal tech a new racial trait and give it to all races except few unique races !
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Old April 21st, 2003, 03:53 AM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Precisely.

1) Copy the applicable components and adjust their abilities as desired. Add a racial tech requirement.
2) Delete the original components.
3) Set the new racial trait to start at tech level 1, so the critical components like bridges and spaceports are available right from turn #1.

Note that this will invalidate all of your EMP files, and the AIs will have to be modded to pick one of the new racial traits.

[ April 21, 2003, 02:55: Message edited by: Suicide Junkie ]
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Old April 21st, 2003, 10:29 AM

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

many thanks for your prompt reply.
klausD
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Old April 21st, 2003, 07:54 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by Aloofi:
Also, this uber-missile benefits mostly the AI, cause we humans know that pound by pound missiles are not worth the effort. They weight too much and reload too slow. Even the lowly Meson BLaster is a better weapon.
Do you really think so? I have always found the stackable damage of missiles to be quite painful against things like leaky shields, since you tend to have a lot more damage hollowing out the hull before the shields have a chance to compensate.
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Old February 26th, 2004, 07:55 AM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Edit:

LOL! I was doing a search to dig up the old PvK Balance Mod thread when I noticed Talenn's post from a year ago and thought it was recent. I think I'd already replied. Rather than delete what I just typed, I'll just leave it.

PvK

...

Hi Talenn,

I just noticed your message here.

Quote:
Originally posted by Talenn:

...
Has anyone else noticed Torps as a good buy or is everyone just used to them being useless in the basic tech set and not really bothered with them?
It's been noted before that I made torpedoes a good weapon in Proportions. They were dreadful in unmodded, but yes they are a good early choice. I actually like the low-tech ones pretty well because they do some damage and are dirt cheap. There are several techs that are made good in Proportion by their cheapness, which is more of a concern in Proportions than in unmodded, because you don't have runaway production, and small cheap ships can end up being cost-effective. See for example Armored Structure I, Efficient Engines, the cheap advanced sensors/ECM, small hulls, Basic Life Support, etc.

I don't know that torpedoes need to be toned down any, but lowering the to-hit is an appropriate change for the effect you have in mind - sounds good.

Many weapon stats have been adjusted, extended, and rebalanced in various ways. Pretty much all of the slow-reload weapons have more power than in unmodded. There are other heavy weapons that are more powerful higher on the tech tree, but they take more research to get to.

The various armors available also shift the weapon balance in a few ways.

Quote:
Is there some updated listing of how emissive armor works now? I remember threads on it ages ago, but I'm sure they are outdated with the newer patches. Do emissive effects stack or is it only the highest...ie, if I have 2 Armored Hulls (11 Emissive each), do I have 22 total? Does it stack from different component (ie, 1 Armored Structure giving 1 + the Hull giving 11 = 12?)? I also wasnt aware that Emissive effects were 'global'. I was under the impression that the Emissive component had to be 'hit' for the damage reduction to apply. Has this been thoroughly tested and confirmed?
...
It is confirmed that Emissive Armor on ships and bases is always applied to each hit, unless the hit is with an armor-piercing weapon. The highest EA value of any component on the ship is used, regardless of which component is being hit. EA effect never stacks in 1.84 or 1.91.

Regards,

PvK

[ February 26, 2004, 06:05: Message edited by: PvK ]
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  #7  
Old February 26th, 2004, 04:30 PM

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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Can I use proportions with the new patch?
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