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May 22nd, 2002, 10:51 AM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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Re: Proportions mod Version 2.2 released
Quote:
Originally posted by PvK:
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
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Thks PvK, indeed I didn't know - I play a PBW Proportion 2.1 game but never dived into 2.2 !
Anyway my idea was to generally reduce costs of Liners even without any high tech just to see faster colony development, and those low maint/combat unable comps looked right, and simpler than the "module" system. But I have to experience it more before talking again 
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May 22nd, 2002, 03:06 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
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Re: Proportions mod Version 2.2 released
Quote:
Originally posted by PvK:
That's weird. I'm really swamped at present - if you have time and inclination to test it, please try changing the sMB weapon family number to something else in components.txt, and see if this changes the design.
PvK
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Yes, it is an overlap in weapon family numbers that drives AI crazy.
__________________
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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May 22nd, 2002, 04:46 PM
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Lieutenant General
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Join Date: Jan 2001
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Re: Proportions mod Version 2.2 released
PvK,
Add "Ancient Ruins" and "Planet - Change Ground Defense" to small scaners and ECM, AI makes fighters with extra engines.
__________________
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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May 22nd, 2002, 10:40 PM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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Re: Proportions mod Version 2.2 released
PvK - and Derek too
I've found that developing Research and Intel is real sloooow in your mods (more than production): the Research and Intel Centers are indeed very weak, at 100 Research/200 Intel ea.
In addition lvl II and III just add a paltry 20% each... Who wants level III research center at 140 RPs ?? Ridiculous...
So we have either to waste precious facility space with that junk, or go for "general" facilities (cities...) that just produce a few Research and Intel too !
Why not boost the Centers by at least x2 or x5 (or make small/medium/large ones), adjusting costs accordingly ?
Waddaya think ?
Facilities are a
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May 22nd, 2002, 11:22 PM
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Corporal
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Join Date: Dec 2000
Location: Salinas, CA
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Re: Proportions mod Version 2.2 released
Been thinking about that, as I have also noticed research is incedibly slow. Probably will be changed in next release, but not drastically so.
Derek
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May 23rd, 2002, 04:26 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Thanked 33 Times in 31 Posts
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Re: Proportions mod Version 2.2 released
Quote:
Originally posted by oleg:
PvK,
Add "Ancient Ruins" and "Planet - Change Ground Defense" to small scaners and ECM, AI makes fighters with extra engines.
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Oh ya I remember that now - will do, thanks.
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May 23rd, 2002, 04:27 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Thanked 33 Times in 31 Posts
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Re: Proportions mod Version 2.2 released
Quote:
Originally posted by oleg:
Yes, it is an overlap in weapon family numbers that drives AI crazy.
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Thanks Oleg - will fix!
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