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  #1  
Old February 11th, 2003, 04:21 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Yeah, the Culture Minds are pretty much how I have always envisaged the SE4 Master Computers, althoguh I think PvK is right to tone them down in Proportions- they just become too powerful otherwise.

Have you read "Consider Phlebas"? I think that's my favourite Culture novel so far, a real tour of the Culture universe=-)
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Old February 11th, 2003, 09:26 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Well that's the problem - if you develop a truly intelligent and superior computer-controlled fleet, that's represented during race creation in the background text, e.g.:

"The X Imperium was originally a biological democracy who failed to restrain their technological developments to match the wisdom of their politicians. They developed a very clever warrior artificial intelligence system. So clever that it is now in complete control of the new X Imperium, with only a few biologicals retained mainly for experimental purposes."

So, perhaps I should add this as a racial trait (new racial tech area), rather than a simple component available to everyone on the computers research path.

It could even be something still discovered during play. At that point, components become available which make the bridge/crew completely superfluous. Hmm... sounds like a good idea, actually.

PvK
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  #3  
Old February 12th, 2003, 01:21 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Yup - good idea for V3 I think!

Mind you, I also like the idea of a Racial Trait, so either way - I think both would be too much? - would be fine with me.

By the way, I still love Proportions - now play SE4 exclusively with it.

Steve.
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Old February 13th, 2003, 12:37 AM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Thanks Steve!
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Old February 13th, 2003, 03:46 AM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by PvK:
Thanks Mudshark. Hmm, that might be tricky (or a lot of work) to mod away properly, though it could be done. They will eventually get regenerating phased shield generators.

What year is it, and what level of phased weapons are you using on them?

PvK
The year is 2478.6 I have phased level 8. I'm a glutton for punishment,255 systems. They happen to be 8 systems homeworld to homeword away. I have captured 1 planet 1 sys of of their home system. they still have a good presence in that system. One planet start game.

[ February 13, 2003, 01:58: Message edited by: Mudshark ]
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Old February 13th, 2003, 06:19 AM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

786 turns! Cool... sounds like an epic game. I'd be interested to check out the saved game file, to see what mischief you and the AI have gotten into by that point. I don't think I've run tests of Proportions AI much longer than that.

What research cost setting did you use? Does the AI have a "bonus"?

PvK
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Old February 13th, 2003, 01:18 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

For a really really epic game, generate a map where you will start the game stranded in an isolated group of systems. By the time you generate stellar manip and break out the AI empires will have huge economies and high tech fleets.

Dogscoff's pointless proportions suggestion of the day:
How about some cheaper-than-spaceyards "repair only" facilities, or maybe allowing distribution centres to repair one component per turn?
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