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January 21st, 2003, 12:10 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: Proportions....
Quote:
Originally posted by MacLeod:
And why is it set so AI's won't surrender except against the most absolutely absurd odds (10000 to 1). Means there nothing left to do with them but destroy them and that's just a boring waste
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Because the hard-coded AI logic would otherwise have intact homeworlds surrendering to aliens who did something like:
1) Blockade their homeworld
2) Build many large ships, even unarmed colony ships, causing the score to tip extremely, even though the high-score empire doesn't really pose a particular threat to the AI.
3) or other silliness
Also, an AI surrender of an intact homeworld, particularly to a human player, is a major game event with major effects in Proportions. It also allows both homeworlds to directly add their research, multiplying research rate, which is something the rest of the mod tries to tone down.
So, the idea is if you want that massive prize, you may have to actually earn it and not take advantage of AI foolishness.
PvK
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January 21st, 2003, 12:11 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: Proportions....
Oh, and of course, you can also try capturing the planet via invasion.
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January 21st, 2003, 01:33 PM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
Thanks: 6
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Re: Proportions....
Quote:
Originally posted by PvK:
If I get time to do 3.0, I may expand the fighter tech tree a bit, though, and adjust things a bit, so it takes more research to get the better fighters, and add other toys.
PvK
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Race specific techs, like small organic armor, small talismen engines?
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January 21st, 2003, 05:21 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
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Re: Proportions....
I like how fighters are handled in Proportions.
They are tough to hit by regular weapons (even PDC) and you must build dedicated anti-fighters ships. Even better way is to use fighters against fighters ! They have equal attack bonus !
I also like how PvK design fighter weapons. In short, there are two Groups: high accuracy, low damage weapons like small APB, DUC. They are optimal for interceptors but not very efficient against ships. Second group are less accurate, high damage anti-ship weapons like small rocket pods or antimatter torpedos. It really forces you to build both fighters and bombers, not just generic SE fighter !
In fact, fighters are my second most favorite aspect of Proportions after planet development.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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January 21st, 2003, 11:58 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: Proportions....
Thanks oleg.
PTF, yes to racial fighter toys, and probably something for Religious - I don't know exactly what a "talisman engine" would be.
Mainly I'd probably flesh out the fighter tech tree more, giving less capable early fighters, and requiring research into specific abilities. I'd probably add some anti-fighter seekers and some countermeasure components. I'd probably make engine variants too which more closely associate speed and maneuverability with defensive and offensive bonuses. Also might revisit the to-hit advantages for the heavy weapons, damage done by PD, and damage resistance of fighters, to further accentuate the differences between anti-fighter, anti-ship, and PD weapons.
I do think it seems to work pretty well as is, though. In Fryon's Adamant PBW game, I have been having some fun massive multi-turn battles with the Druschocka involving fighters and a wide range of ship sizes on both sides, and lots of missile boats slowly wearing through PDC.
PvK
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January 22nd, 2003, 12:41 AM
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Lieutenant General
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Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
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Re: Proportions....
i think a talisman engine runs on a prayer. sort of like a chevy nova.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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January 22nd, 2003, 03:42 AM
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General
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Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
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Re: Proportions....
Quote:
Originally posted by oleg:
I also like how PvK design fighter weapons. In short, there are two Groups: high accuracy, low damage weapons like small APB, DUC. They are optimal for interceptors but not very efficient against ships.
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This Last statement depends on how many you happen to have built. If you are using Fyron's Quadrant Mod, the abundance of asteroids makes it easy to afford thousands of fighters, which make even low damage weapons very scary.
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