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  #1  
Old March 4th, 2003, 04:57 PM

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

Quote:
Originally posted by JLS:
2nd Wave: Launch but do NOT send Cluster bombers with first wave. Time that wave to attack the turn after the first wave. You should have Fighter cover left from the previous turns attack for your cluster bombers. (keep a careful eye on any reinforcement the AI may bring to bare and strike there ships with Fighter-bombers from afar).

Third turn:
With the right amount of cluster bombers getting thru to the Planet (Observe that battle report and/or check the planets Last Unit cargo) you should now be ready to send in your main body with Troop Ships and a few Thousand Infantry (Fleet orders Capture Planet), be sure to have transports from the Home System ferrying troops on a regular bases, it may take in access of 6000-10000 infantry to capture a Home World in fair order.
That sounds like an epic battle!
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  #2  
Old March 4th, 2003, 05:01 PM

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

Quote:
Originally posted by henk brouwer:
Maybe it would be fun to mod the neutrals so they have special techs.. something like the master of orion guardian. problem would be that there can't be a tech-reward for destroying them
Maybe you could let them have a couple of special buildings on their homeworld that you could capture, a ship training facility that trains upto 40% or something.. anyhow just some ideas..

Henk
Nah, that would be just more bonus for the human player. In any case, I would make them more unrewarding than they are now.
Basicly, the current game is the Last game I'll play with Neutrals.
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  #3  
Old March 4th, 2003, 05:14 PM

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

Quote:
Originally posted by Aloofi:
quote:
Originally posted by JLS:
2nd Wave: Launch but do NOT send Cluster bombers with first wave. Time that wave to attack the turn after the first wave. You should have Fighter cover left from the previous turns attack for your cluster bombers. (keep a careful eye on any reinforcement the AI may bring to bare and strike there ships with Fighter-bombers from afar).

Third turn:
With the right amount of cluster bombers getting thru to the Planet (Observe that battle report and/or check the planets Last Unit cargo) you should now be ready to send in your main body with Troop Ships and a few Thousand Infantry (Fleet orders Capture Planet), be sure to have transports from the Home System ferrying troops on a regular bases, it may take in access of 6000-10000 infantry to capture a Home World in fair order.
That sounds like an epic battle!
This won't work with an experienced Proportions Human player so be on gaurd in multiplayer, he will launch from his planet first on your fleet taking out EVERY THING!!!!

So park outside your intended target system and send a SCOUT (always scout first, scout everything if not just to keep him guessing)
(Waist a scout so you can count the planets fighter reserves first)
And if you catch the Human napping; with not enough Home World Fighter reserves and low Point-Defense on WPs!
1,2,3 maybe 4 and with so little income with the Home World Blockaded and Contested: it's OVER

Send me the subjugation papers and where do I sign. So sad

[ March 04, 2003, 17:05: Message edited by: JLS ]
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  #4  
Old March 4th, 2003, 05:39 PM

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

Quote:
This won't work with an experienced Proportions Human player so be on gaurd in multiplayer, he will launch from his planet first on your fleet taking out EVERY THING!!!!

So park outside your intended target system and send a SCOUT (always scout first, scout everything if not just to keep him guessing)
(Waist a scout so you can count the planets fighter reserves first)
And if you catch the Human naping, with no Home World Fighter researves; it's OVER

~
Actually this sounds like the USA position now, with so many of our Fighter Groups abroad.

[ March 04, 2003, 17:27: Message edited by: JLS ]
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~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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  #5  
Old March 4th, 2003, 05:58 PM

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

No matter how you stack umm, its tuff to beat PvKs Proportions many options of Play.
I believe that is why this Mod will endure.!
And to most that play Proportions, is the GAME from the GAME.

[ March 04, 2003, 16:07: Message edited by: JLS ]
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~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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  #6  
Old March 4th, 2003, 06:09 PM

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

See that, for over a year some have been trying to get me to Post.

Now, I can’t stop.
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  #7  
Old March 5th, 2003, 04:35 PM

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

My current game is in turn 123, and yesterday I did an AI design check, and it turns out that the Cue Cappa AI have small troops with infantry weapons, and every single ship have the master Computer component that cost 4000 minereals!
And still they are ranking number 2 in scores....
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