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  #301  
Old March 25th, 2003, 02:14 AM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by klausD:
quote:
Real time combat will do nothing but make SE5 better. It will be nothing like Starcraft, as that is obviously where your confusion is. A simple pause feature and the ability to do anything while paused (except watch ships move and fire, just look and issue orders) removes any possible problems with RT combat.
Maybe you like realtime. I do not. (if pauseable or not)
To claim that SEV will be better with a RT modus is a pure assumption and a matter of taste. I (and I am sure many old vets of the SE series too) can live without it.

tschüß
Klaus

Oh God, you are joking aren't you? Surely Shrapnel won't do this? So-called realtime combat in MOO3 is my biggest gripe, and I don't see the justification for it - it's just eye-candy, and gets in the way.

As you can tell, I play SEIV in non-simultaneous tactical combat mode, exclusively. The only way you'll get me playing a RTS-style game is if I can pause and slow it down to my speed, or (preferably) turn it off.
Steve.
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  #302  
Old March 25th, 2003, 03:29 PM

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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by oleg:
Actually, I think it would be better to increase "seaker damage resistance" instead of speed. Make it two PDC shots per missile instead of one.
And you would be acomplishing exactly the same, one shot per missile.....

With speed 30 they behave like real missiles now. There no more outrunning the missile. If you are far away you might still get out of range, cause the missile still behaving like a cruise missile, launching in one turn and flying to target in the next, so if you see missiles launched and you dont have PDCs, make a run for your life....

Also, this uber-missile benefits mostly the AI, cause we humans know that pound by pound missiles are not worth the effort. They weight too much and reload too slow. Even the lowly Meson BLaster is a better weapon.
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  #303  
Old March 25th, 2003, 04:23 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
It isn't a matter of taste, it is a matter of making the game better.
It will certainly make strategic combat better.
Tactical combat would be hit hard, if not removed altogether.

Although, if instead of jsut play and pause, you had a "step forward" button that would leave the game paused, but move it a head some minimum amount of time, it would effectively become turn based in tactical... Seeing the missiles and torpedoes and beams paused in mid-flight would be pretty cool too
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  #304  
Old March 25th, 2003, 08:09 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

SJ: That solution works too, and just goes to prove that real-time can be not bad at all.
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  #305  
Old March 26th, 2003, 12:20 AM
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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 oleg:
Actually, I think it would be better to increase "seaker damage resistance" instead of speed. Make it two PDC shots per missile instead of one.
And you would be acomplishing exactly the same, one shot per missile.....


Increasing the seeker damage resistance wouldn't be exactly the same effect, though it would be similar in some ways.

I would tend to recommend taking advantage of the new ability in 1.84 for giving seekers a to-hit penalty. Unfortunately, it is applied in Settings.txt to all seekers, rather than being assignable per weapon model.
Quote:
With speed 30 they behave like real missiles now. There no more outrunning the missile. If you are far away you might still get out of range, cause the missile still behaving like a cruise missile, launching in one turn and flying to target in the next, so if you see missiles launched and you dont have PDCs, make a run for your life....

Also, this uber-missile benefits mostly the AI, cause we humans know that pound by pound missiles are not worth the effort. They weight too much and reload too slow. Even the lowly Meson BLaster is a better weapon.
Hmm, I tend to think both Meson BLasters and missiles are both effective weapons in Proportions fleet battles, with different strengths and weaknesses, of course. It's true that just heavy missiles will tend to be intercepted by heavy PD, but if you include rapid-firing light missiles, and/or swarms of cheap ships, it can become quite hard to shoot them all down. If the PD also have fighters and drones to deal with, suddenly even large amounts of PD can be overwhelmed.

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  #306  
Old March 26th, 2003, 12:55 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

I never been able to use Light Missiles effectively. May be I just not good in ship design
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  #307  
Old March 27th, 2003, 09:37 AM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

They need to be combined with the heavies. I've beaten technologically superior (bonus'ed) beam-armed AI Druschockans who had been wiping out my direct-fire ships, by engaging them with greater numbers of mostly small cheap missile ships with a mix of missile types.

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  #308  
Old April 21st, 2003, 01:08 AM

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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Could somebody please tell me if it is possible to develope a race which can only invest in its own unique tech structures and not in the normal standard SE4 tech structure?

This would be fine, because if this is possible a race could be totally different from others. (other ships sizes, different facility structures and builtup strategy - eg hives instead of cities, other units types than the others etc.)

thanks for the info
tschüß
KlausD
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  #309  
Old April 21st, 2003, 01:36 AM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

you will have to do something like Pirates or Nomads in Pirates&Nomads mod or Space Monsters in Devnull mod. Basically you make all normal tech a new racial trait and give it to all races except few unique races !
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  #310  
Old April 21st, 2003, 03:53 AM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Precisely.

1) Copy the applicable components and adjust their abilities as desired. Add a racial tech requirement.
2) Delete the original components.
3) Set the new racial trait to start at tech level 1, so the critical components like bridges and spaceports are available right from turn #1.

Note that this will invalidate all of your EMP files, and the AIs will have to be modded to pick one of the new racial traits.

[ April 21, 2003, 02:55: Message edited by: Suicide Junkie ]
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