|
|
|
 |

May 17th, 2002, 08:43 PM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Proportions mod Version 2.2 released
There is already something like this, that I'm not sure if you've noticed yet or not. The small starliner with standard bridge is the low-tech model for transporting population, and is slow and expensive and so on. With research into ship construction and/or cargo and/or starliner modules, however, you can use the "Basic Bridge," "Basic Life Support," and "Starliner Module" components, and also transport hulls will about 30% maintenance reduction, to reduce costs of pop transports. Higher levels of research allow more population to be stuffed onto ships of different sizes, too. It does take some time to develop this technology, of course.
Or did you already know about all that, and think there should be more to reduce the maintenance costs?
PvK
|

May 17th, 2002, 09:14 PM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Proportions mod Version 2.2 released
Quote:
Originally posted by oleg:
Thanks, it was indeed a problem with space,
RT 1 takes 100 K More like Pyramids, I should say !
|
Are you whining about divine gifts? That's not very pious of you! You've also written incorrectly:
Religious Talisman I is actually 50 kT. It only provides +10 to-hit, but this stacks (in SE4's mathematically exaggerated way) with all other modifiers, and thus gives a major advantage - the equivalent of a 1250-racial-point investment in Aggressiveness, so it's actually pretty awesome, especially since it's just the beginning.
Religious Talisman VI is 100 kT, and is the first one that allows the mega-powerful "always hits" ability.
PvK
|

May 18th, 2002, 07:03 AM
|
 |
Lieutenant General
|
|
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Proportions mod Version 2.2 released
Yep, I should be more careful when writing.
I like what you made with RT. It makes more sense than standard SE IV "all or nothing" effect.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
|

May 18th, 2002, 04:48 PM
|
 |
Lieutenant General
|
|
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Proportions mod Version 2.2 released
PvK, could you please assign some bogus ability to minor cultural facilities, like megapolies. I want to make AI gradually build colonies by building and upgrading cultural facilities but can not call them in sonstuction.txt file, AI likes to build cultural centers (for obvious reason) 
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
|

May 18th, 2002, 08:13 PM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Proportions mod Version 2.2 released
Yes. I'm adding:
Component Destroyed On Use means Best Cultural facility besides Cultural Center
for 2.3. You can go ahead and add it in for testing, and it'll be the same in 2.3.
PvK
|

May 19th, 2002, 08:57 AM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Proportions mod Version 2.2 released
A group that has been playing Proportions multi-player LAN games on weekends has suggested removing the ability to put shipyards on medium (or larger) transport hulls, because it with the ~30% maintenance reduction, it makes a really powerful and economical mine/satellite layer in Proportions.
I also noticed that it is kind of irritating to build units on orbital shipyards, and have them appear on the base and have to be manually transferred down to the planet.
I was thinking what I would do, to respond to this without breaking existing games, would be to increase the cost and/or maintenance cost of shipyards with cargo capacity, and add a new shipyard type which will simply be like the old one, with no cargo and thus unable to be loaded on transport hulls. This will mainly have the effect of increasing the cost of transport-hull spaceyard ships so they are nearly as expensive as maintaining a cruiser-hull spaceyard ship.
The main side-effect for existing games would be that existing spaceyard components would become more expensive and ones not on transport hulls would want to be upgraded to non-cargo Versions.
I want to know if anyone will be miffed or sees any problems with this, particularly anyone currently playing in my Proportions game on PBW.
PvK
|

May 19th, 2002, 06:49 PM
|
General
|
|
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Proportions mod Version 2.2 released
I used to have both base space yards and space yard ships in the AI design files include cargo. But the AI was too stupid to remove the units it built from either type of vehicle so it ended up with wasted units that were never used clogging the base space yards and space yard ships.  Have you noticed the AI in Proportions do this? If it's smart enough to actually find the units in the cargo of space yard bases and ships now then I'd keep the cargo space. It's very useful to include the space to hold units you have contructed in the same vehicle.
And I don't think it's unbalancing in itself to have a ship or base able to build and launch units. A BSY with mine/satellite laying bays is an excellent thing to put on a warp point. 
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|