.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old May 23rd, 2002, 02:23 PM

Tenryu Tenryu is offline
Sergeant
 
Join Date: Dec 2000
Location: Uranus
Posts: 340
Thanks: 0
Thanked 0 Times in 0 Posts
Tenryu is on a distinguished road
Default Re: Proportions mod Version 2.2 released

PVK,
You could ask MM to add an EVENT Type or Types such as: "Research - Complete project" or "Research - Add Points" or "Research - Multiply(labs) by n" ,then scatter a few of these around the Events file with different values. That might well simulate sudden unexpected breakthroughs and such.
Reply With Quote
  #2  
Old May 23rd, 2002, 03:40 PM
oleg's Avatar

oleg oleg is offline
Lieutenant General
 
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
oleg is on a distinguished road
Default Re: Proportions mod Version 2.2 released

PvK, drones need some balancing.

As it is now, large drone is completely and utterly useless ! With max. speed 7 it can not catch up with same tech level cruiser !!!

Why not make 2,3 and 4 engines for small, medium and large drones ? They will have the same speed.
In normal SE IV, drones are fastest space ships and I do not see any reason why it should be different in Proportions. If you think it is way too much, add at least one engine to large drone. Right now I can see no reasons whatsoever to build even medium drones.

-----------------------------------------

Regarding to research, I think the best way is to add one or two levels to research facilities. And may be increas a little the output of RC-2 and RC-3. But not too much of course, or it will spoil the whole idea of Proportions mod.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
Reply With Quote
  #3  
Old May 24th, 2002, 04:39 AM
oleg's Avatar

oleg oleg is offline
Lieutenant General
 
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
oleg is on a distinguished road
Default Re: Proportions mod Version 2.2 released

PvK, another problem with drones:

Drone launcher cargo capacity is broken.
It is completely wrong to have 3(!!!) drone launchers to accomodate 1 drone.

Even if you think that default drone launchers
are most efficient cargo bays in the game, take into account its research cost:
DL-1 cost 10K and only marginaly better than CB-2 (6K). Yes, DL-3 is the best cargo bay available, but it is rather late discovery.
May be it is nesseccary to increase DL size to 40K, but please restore capacity to 100,140 and 180 for small, medium and large DL.

Right now (take into account the broken speed of drones) Proportions is completely drone free
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
Reply With Quote
  #4  
Old May 24th, 2002, 04:47 AM

Tenryu Tenryu is offline
Sergeant
 
Join Date: Dec 2000
Location: Uranus
Posts: 340
Thanks: 0
Thanked 0 Times in 0 Posts
Tenryu is on a distinguished road
Default Re: Proportions mod Version 2.2 released

POOR PVK!
NEVER-THE-Less, Nice work!
Reply With Quote
  #5  
Old May 24th, 2002, 07:24 AM
jimbob's Avatar

jimbob jimbob is offline
First Lieutenant
 
Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
Posts: 738
Thanks: 0
Thanked 0 Times in 0 Posts
jimbob is on a distinguished road
Default Re: Proportions mod Version 2.2 released

PVK: Don't ya just hate it when people drone on and on and on..?

(Oleg: I'm totally joking... )
__________________
Jimbob

The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
Reply With Quote
  #6  
Old May 24th, 2002, 07:28 AM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: Proportions mod Version 2.2 released

Quote:
Originally posted by Tenryu:
PVK,
You could ask MM to add an EVENT Type or Types such as: "Research - Complete project" or "Research - Add Points" or "Research - Multiply(labs) by n" ,then scatter a few of these around the Events file with different values. That might well simulate sudden unexpected breakthroughs and such.
You can ask them - malfador@malfador.com - although I agree this would be a neat thing to add, and it has been mentioned before in the context of the "derelict" picture in the events folder, I don't think I'd put it very high up the list of other suggestions in terms of ease of implementation for MM and urgency compared to other features.

PvK
Reply With Quote
  #7  
Old May 24th, 2002, 07:52 AM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: Proportions mod Version 2.2 released

Quote:
Originally posted by PDF:
PvK,
In fact I have two issues :
* While slow progress is perhaps more realistic it is also just plain boring ... 100 turns ahead research progress some 20%, while research costs rise fourfold, so tech goes slower and slower. I just NEED something to go faster
I feel your pain. But seriously, I know what you mean. Use Low research cost, and/or mod the research facility abilities. I think I will add some more facs though.

Quote:
* But the main point is "facility space usage" in Proportions. My colonies often have only 5 to 10 spaces, my HW are full of CC since start, so what can I do ? I just cannot specialize any planet in anything : either I put "general purpose" settlements/cities etc that produce a little of everything, and the specialized ones are pure crap, even 10 of them doesn't produce much !
Well, the specialized ones don't produce much compared to entire freaking continental space age civilizations, not surprisingly, to me anyway. I would submit that the proportion there is about right, give or take. However compared to the standard game, the total amount of production for a mid-to-late game empire is a lot smaller. That, though, can be changed by editing settings.txt planet values, and you can change the relative values of homeworlds compared to colony worlds there too. Malfador means to change the 250% limit on homeworld values, too.

I am thinking though that the production facilities should probably all be jacked up so that building a facility provides more that you can do with it. I would increase the cultural center amounts by essentially the same factor, though.

Quote:
Additionnaly the facilities limit comes weird : I can put only 5 small research labs, but (supposing I can produce them) 5 Col CC on the same world will take the same space !
Well the SE4 model of facility space isn't something I can change. However notice that a cultural facility is generally the equivalent of several ordinary facilities at once - it's not that it "takes the same space" - it's that space is NOT the limiting factor. Planetary development, and the limits of what can be done with just building labs on a planet without any infrastructure, are the limiting factors. Don't take the facility "space" literally.

Quote:
So I really think that bigger specialized facilities, for colonies as well as HW. These should be on an "upgradable" path to the smaller ones to speed up the process (and let AI handle them).
/rant
Ya, I'll look into adding something like that.

Quote:
One idea :I'm thinking of using "multiplier" facilities for "cultural" simulation (CCs): what about some expensive facilities that would set production, research or Intel to 200-500% instead of producing a (big) flat resource output ? That would give a comparable result (HW will produce much more than colonies for long) but be simpler to handle for AI (no need of bogus abilitie !), and closer to original SEIV design as well.
Yes I've been thinking of trying this again too, but it will take some thought and work to do right. I believe that only the highest planetary production multiplier applies, so it becomes a problem trying to do something like this to a meaningful degree without also making all of the high-tech facilities that do this obsolete or pointless.

Of course, what you can do is use a homeworld slot for something that multiplies production of a particular kind.

PvK
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 09:38 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.