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  #11  
Old July 1st, 2003, 12:33 AM

deccan deccan is offline
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Default Re: Proportions mod bugs / quirks:

A final note about fighters in Proportions: the PD mount of direct-fire weapons only give +40 to hit. If you aren't hitting fighters with regular PD and need beam-PD (+70 to hit), then PD-mounted direct fire weapons aren't going to be of much use anyway.

I'm about done with playing with Proportions, both times because it became clear that I wouldn't have any problems completely dominating the quadrant. The only reason I was playing for so long was because I wanted to be able to take enemy Homeworlds. (Ooh, so Planetary Napalm is there for a reason.)

Some observations:

I really like the huge variety of stuff in Proportions and the fact that new planets are going to take a while to develop. However, one problem I've remarked is that due to the massive Research production of the Cultural Centres, I often zip through the Tech Tree pretty quickly early on, even with slow tech. For example, I'm playing TDM right now, and I find that I appreciate every tech that I get and deploy it immediately. However, in Proportions, I usually go, "Nah, it'll be obsolete in a few turns anyway. I'll skip this one and deploy the next generation Version."

Also, I find that supply is more of a problem in Proportions than in stock SE4, and the fact that Resupply Depots take a while to build compounds this problem. I would love to be able to build some sort of "Resupply Base" in Proportions.

Proportions comes with a note that it's recommended for multi-player so I'll take that into account. Admittedly the AI does seem far too weak. Maybe because it doesn't remote-mine? Anyway, I'll see what comes out of the AIC project.

Anyway, thanks for a great mod!

[ June 30, 2003, 23:35: Message edited by: deccan ]
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  #12  
Old July 1st, 2003, 05:43 AM
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Ed Kolis Ed Kolis is offline
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Default Re: Proportions mod bugs / quirks:

Quote:
Originally posted by deccan:
Also, I find that supply is more of a problem in Proportions than in stock SE4, and the fact that Resupply Depots take a while to build compounds this problem. I would love to be able to build some sort of "Resupply Base" in Proportions.
Try the PBW Version of P&N... there AREN'T any resupply depots and the only way to resupply is at a resupply base! (So THAT'S why you start out with that giant solar panel )

Quote:
Proportions comes with a note that it's recommended for multi-player so I'll take that into account. Admittedly the AI does seem far too weak. Maybe because it doesn't remote-mine? Anyway, I'll see what comes out of the AIC project.
Funny, the one multiplayer Proportions game I played (or at least tried to play ) died off due to lack of interest, as it was soooo sloooow... (That was the one where I picked Psychic/Religious before I knew it was such a killer combo oh wait I did that in a new P&N game too, but P&N doesn't have allegiance subverters, does it?)

(Admittedly, though, I have found P&N to be slow, too, though not as slow as Proportions - sure, there are the production/construction penalties for low population - wonder which one's worse, anyway? - but at least the population can be hauled around at a reasonable rate! )
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  #13  
Old July 1st, 2003, 02:41 PM

deccan deccan is offline
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Default Re: Proportions mod bugs / quirks:

Quote:
Originally posted by oleg:
Hmm... Did you try the latest AI I made for Proportions ? I find them very tough to beat on high bonuses if they start close to me.
Which one is it and where can I get it?
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  #14  
Old July 1st, 2003, 02:46 PM
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Default Re: Proportions mod bugs / quirks:

Quote:
Originally posted by deccan:
quote:
Originally posted by oleg:
Hmm... Did you try the latest AI I made for Proportions ? I find them very tough to beat on high bonuses if they start close to me.
Which one is it and where can I get it?
Here : http://forum.shrapnelgames.com/newup...1054841329.zip

They work with latest proportions patch only !
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  #15  
Old July 1st, 2003, 09:23 PM
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Default Re: Proportions mod bugs / quirks:

Quote:
Originally posted by Loser:
quote:
Originally posted by dogscoff:
Try a fast cruiser full of organic armour set to "ram". If you're not organic, any old armour will do, just make sure you have a few repair components in the fleet.
I thought Ships wouldn't Ram Units in Strategic Combat. Is this not so? Was it a priority problem?
Ships don't ram fighters or planets in strategic combat, I think they avoid even colonizers (at least before the Last patch). Priority settings have no effect on kamikaze ships. Ram strategy settings would be too nice.
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  #16  
Old July 2nd, 2003, 01:24 AM

Loser Loser is offline
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Default Re: Proportions mod bugs / quirks:

Quote:
Originally posted by Rollo:
just a sidenote, I am rather sure that fighters do get these boni.
Do they?

This is something that has gone round and round in a few other threads, and sounded as though it was an issue of some importance, for obvious reasons, in the creation of the Highliner Mod.

[ July 01, 2003, 13:32: Message edited by: Loser ]
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  #17  
Old July 2nd, 2003, 01:46 AM
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Default Re: Proportions mod bugs / quirks:

Quote:
Originally posted by deccan:
...I'm about done with playing with Proportions, both times because it became clear that I wouldn't have any problems completely dominating the quadrant. The only reason I was playing for so long was because I wanted to be able to take enemy Homeworlds. (Ooh, so Planetary Napalm is there for a reason.)...

Hmm... Did you try the latest AI I made for Proportions ? I find them very tough to beat on high bonuses if they start close to me.
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