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July 20th, 2002, 01:41 AM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: Proportions Version 2.4 released
Quote:
With this mod I wished we could update to any researched level not just the newest one. I.E. If I have researched Facility X to level 3 I only could upgrade my Facility X 1 to a Facility X 3 not just to a Facility X 2.
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AFAIK, this behavior is hardcoded into SE IV, not moddable.
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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July 20th, 2002, 07:49 AM
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National Security Advisor
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Join Date: Dec 1999
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Re: Proportions Version 2.4 released
Quote:
Originally posted by capnq:
quote: With this mod I wished we could update to any researched level not just the newest one. I.E. If I have researched Facility X to level 3 I only could upgrade my Facility X 1 to a Facility X 3 not just to a Facility X 2.
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AFAIK, this behavior is hardcoded into SE IV, not moddable. That's correct. I wish we could do it too, especially for several reasons in Proportions, where I had to limit several facilities I would like to be able to upgrade between, but the hard-coded choice limit, and hard-coded price system, made me have to restrict them.
PvK
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July 20th, 2002, 07:52 AM
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National Security Advisor
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Re: Proportions Version 2.4 released
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Originally posted by Imperator Fyron:
Very sneaky PvK! I just noticed that infantry weapons are Engines, so they can't be placed on larger Troops. Very clever.
Wait a minute... AFV Armor IV has emmissive ability or 25. Small DUC III does 15 damage. One troop could hold of billions of invaders like that. I assume that more advanced troop weapons do more damage.
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Thanks. The thing about the emissive armor though is that troop armor is summed up per army before the emissive effect is applied, and the emissive ability does not stack. So, it only applies if the enemy force is pretty small. Even a relatively small infantry group can overpower it.
And, there are more powerful troop weapons out there... <g>.
PvK
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July 20th, 2002, 07:59 AM
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National Security Advisor
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Re: Proportions Version 2.4 released
2.3 introduced exactly this sort of thing, but for cities, only for City + Port + Depot, with all of the city sizes from minor on up. There is also a Port + Depot without a city.
I didn't do spaceyard combos yet, mainly because it seems like a pain because it will also need more than you have listed, because space yards have multiple tech levels, and I was thinking of adding even more spaceyard tech levels. I.e., there would be:
Minor City with SY 1
Minor City with SY 2
Minor City with SY 3
Minor City with SY 1 + Port + Depot
Minor City with SY 2 + Port + Depot
...
City with ...
...
Major City with ...
...
Metropolis with ...
... ... ...
And I can already see John telling me it's not fair unless I also include City + Temporal SY 1 + Port + Depot... ... ...
There are other things I might rather do with my time. Meanwhile I think it's ok to have people building SY's as separate facilities.
PvK
Quote:
Originally posted by Puke:
what if there were multiple facilities of the same level?
for example:
facility type 666: city-type-things
basic city, roman numeral I
bigger city, roman II
spaceport city, roman II
spaceyard city, roman II
huge city, III
bigger spaceport city III
bigger spaceyard city III
spaceport/spaceyard city III
monsterous city IV
huge spaceport city IV
huge spaceyard city IV
bigger spaceport/spaceyard city IV
im not sure if this will work or not, but it could be an interesting approach. its a departure from the current method, and has its own advantages and disadvantages.
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July 20th, 2002, 08:12 AM
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National Security Advisor
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Join Date: Dec 1999
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Re: Proportions Version 2.4 released
The link is HERE .
Most of the changes in Proportions are changes of the proportions of everything (if you accept a broad meaning of the term) from population size (proportion of a million civilians' cargo requirements to other items) to reproduction rate (proportion of increase to base population) to effects of ship sizes (effects of proportions of scale on combat, maintenance, speed, supply use, etc) to ground combat times (proportions of time and logistics required to conquer a whole planet) to construction rates (proportions of construction rate on colonies compared to developed worlds is more proportional to their population [representing both workforce and equipment and infrastructure]) and economics (proportion of reserves to production), and proportions of research (lengthened to more realistic proportions relative to other events, and extreme changes to the relative proportional effects of colonizing planets on research rates), and unit design (many new worthwhile design choices of what proportion of a unit to devote to previously-deprecated components like armor, shield generation, supply storage, boarding defense, etc), fighters (are now viable even in late-game in proportionally appropriate ways, given proportionally appropriate combat mods and proportionally appropriate [low] damage output), and planetary capacities (the deployment area on breathable planets is now more proportionally appropriate), and of course homeworlds versus colony worlds (homeworlds have appropriate proportional advantages over new colonies) and game pace (more realistic time to accomplish events, resulting in hugely slower colonial development, but equally fast combat...), and the QNP movement system (proportions of ship size affect speed, supply use, etc).
PvK
Quote:
Originally posted by The High Gryphin:
I'm not sure, but I think GrowlTigga ment, (and I would like to know also),
What is the "Proportional" aspect of it?
This was probably explained befor. does anyone have the link?
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July 20th, 2002, 08:15 AM
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National Security Advisor
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Join Date: Dec 1999
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Re: Proportions Version 2.4 released
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Originally posted by Ed Kolis:
Can I install Proportions 2.4 over 2.2 or do I need to get 2.3 first?
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You can just install 2.4 over any earlier Version (as long as you get more than the 0.2MB patch that only does 2.3->2.4).
PvK
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July 20th, 2002, 11:03 AM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
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Re: Proportions Version 2.4 released
Pvk, as a next step, may be you should make some cross-over race technology, like in P&N and Devnull mods ? It will not require AI changes - none is using 2+ racial traits and will make game more interesting.
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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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July 21st, 2002, 12:05 AM
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National Security Advisor
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Re: Proportions Version 2.4 released
Sure, though I don't know how many empires will get to use them.
PvK
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July 21st, 2002, 12:13 AM
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Shrapnel Fanatic
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Re: Proportions Version 2.4 released
If you add cross-over techs, more people will design empires with multiple racial tech traits.
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July 21st, 2002, 12:36 AM
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General
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Location: Ohio, USA
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Re: Proportions Version 2.4 released
Even better than 'crossover' between racial techs would be 'exportable' Versions of some racial tech components. If you had less powerful organic armor or weapons that had some other tech requirement so it could be traded/sold to other races you'd be able to bargain with your special abilities.
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