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October 2nd, 2002, 07:11 PM
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Private
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Re: Proportions mod Version 2.5 available
Pvk,
I used WinAce, and it was as Geoschmo said. I used the default name as I always do and it put a empty structure along with a proportions subdirectory under a directory name of Proportions 2.5. As Geoschmo points out this is not actually a bad feature as I kept my Proportions 2.4.2 directory intact in case I want to revert back (or look back) at files that you or I have changed. I'll just have to make a mental note for next time to skip the empty directories from above and extract only the directory stucture under the proportions directory.
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October 2nd, 2002, 07:28 PM
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National Security Advisor
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Re: Proportions mod Version 2.5 available
Ah that makes sense. 
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October 2nd, 2002, 07:52 PM
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Lieutenant General
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Re: Proportions mod Version 2.5 available
Quote:
Originally posted by PvK:
I was running a major war against the Nostropholo AI, for example, and it was mainly building its largest ships (light cruisers at the point I was playing).
PvK[/QB]
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So, how do you like Shield Depletor + Shard Cannon combo ? When I testet Nostropholo AI, it wiped out two other Proportions AI, basicaly because single LC with two CA III can kill hordes of escorts without getting any damage at all. This is why I am so adamant about rearranging AI_designcreation file and making AI build bigger ships.
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October 4th, 2002, 03:12 AM
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Shrapnel Fanatic
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Re: Proportions mod Version 2.5 available
I honestly cannot see any use for Solar Sails. They are way too large for the amount of thrust they provide. I can use contra terrane engines and solar panels on a LC and get infinite range (just like 10 more supplies used per turn than generated), and use 20 fewer kilotons than Solar Sails 3, and both get 6 MP.
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October 4th, 2002, 03:54 AM
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Lieutenant General
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Re: Proportions mod Version 2.5 available
cheaper?
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October 4th, 2002, 04:01 AM
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Shrapnel Fanatic
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Re: Proportions mod Version 2.5 available
The cost difference is too small to be relevant.
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October 4th, 2002, 05:57 AM
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National Security Advisor
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Re: Proportions mod Version 2.5 available
Oleg, I agree about the AI ship size choices, and adjusted them all a couple of days ago. I'll release them in 2.5.1 very shortly - I'm just waiting to see if there's anything else I should sneak in before I package it up and release it.
The Nostropholo (and by inheritance, the Chryslonite) ship designs up to LC look good. The weapon mix is effective against either shields or armor, and is very good against ships with most types of armor. One possible counter-design would be a lot of plain armored structure and low/no shields, or shields and strong shield regeneration. They were making good use of mines, too.
They might benefit from an occasional PD ship, too.
Imp. Fryon, yes I'm afraid your assessment of Solar Sails is more or less right, at least for large combat ships. The Contra-Terrene/Panel design uses the same mass, gives one greater speed, gives a +11% defense bonus, has a larger supply storage capacity, with the disadvantages being cost (about 1800 vs. 3000) and supply income (the sail design generates 120/star/turn, but big deal).
The Proportions solar sails aren't intended to be superior warship drives, but I think they're probably a bit undesirable, given the output of solar collectors (which are I think probably more powerful than they ought to be, since they can make infinite-range ships fairly easy to develop).
So, I'm thinking of cutting the size of solar sails in half (to 10 kT, like engines), and also perhaps halving the supply generation of solar collectors.
Would anyone be heart-broken by this, or have any preferred suggestions?
PvK
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