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  #1  
Old September 30th, 2002, 11:10 AM
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Default Proportions mod Version 2.5 available

Proportions mod Version 2.5 is available from The Proportions mod web page.

Version 2.5:

-------------------------------------------------
Gameplay - Component Enhancement (i.e. "Mounts"):
-------------------------------------------------
* Added Scale mounts. These make the size, cost and supply use of certain
components directly proportional to the size of the thing they are
built on. Applies to components which naturally require effort and size
based on design size: Stealth Armor, Scattering Armor, Emissive Armor,
Scanner Jammer, Emergency Propulsion, Cloaking Devices.
Note: Upgraded games from earlier Proportions Versions will find existing
components of these types unchanged, but unable to be repaired until
retrofit with scale-mounted Versions.
-----------------
Gameplay - Armor:
-----------------
* Added a new type of standard armors - armor "plating", which is armor
covering the entire hull. Its size and cost is based on hull size (via the
scale mounts). Its structure is not particularly high, but it is not hit
first - its main feature is that it absorbs damage per non-armor-skipping
hit, at a level between armored structure and emissive armor.
This represents a completely armored hull's ability to reduce the damage
of every incoming hit without generally getting "shot off". It can be
combined with armored structure to prolong this protection.
* Renamed standard armors as "armored structure". These represent armor
reinforcing the hull, and work as before, though they now have a very small
emissive effect.
* Stretched emissive armor to six levels, reduced its structure back near
what it is in the unmodded game, and restored its "hit first" status.
It offers the highest emissive ability, but can be shot apart fairly
quickly. It can be combined with Ablative armor to increase its longevity.
* Added tech areas for specialized armor types (stealth, scattering, emissive).
* Adjusted costs of stealth, scattering, and emissive armor.
* Added three levels of "Scattering Shell" non-armored hull coating.
* Added Niche Reinforcement for obessive designers who must use every space.
-----------------
Gameplay - Other:
-----------------
* Changed Graviton Hellbore damage type to Skips All Shields. They really
needed enhancement, and it seems reasonable that shields would fail to
interact with a gravitational weapon.
* Extended Tachyon Cannons to level V, similar to extensions to other heavy
weapons in Proportions.
* Solved problem with SE4 not offering upgrades to Complexes and Megacomplexes.
This required re-assigning Roman numerals to them, so now Complexes are
IV through VI, and Megacomplexes are VII through IX.
* Re-defined Smart Bombs to new weapons which bypass planetary shields.
There are missile and bomb Versions, with different multiple prerequisites.
* Added a new tech area for Tectonic Bombs, and extended them by two levels,
adding cheaper low-tech Versions, as well as Small Tectonic Bombs, which
inherit the abandoned damage types from the old smart bombs (because it
was discovered that these would destroy entire cultural centers with
single hits once planetary shields were down). The old tectonic bombs are
now harder to research, and require specific research rather than being
always included in Stellar Manipulation.
* Quartered damage done by Neutron Bombs, for balance reasons.
---------
Cosmetic:
---------
* Added "B" code to Standard Base Mount, as a visual indication that one
has remembered to use this to get the free +30 to-hit on space station
weapons.
* Removed all trailing spaces from Math.txt design names file.
----------------------------
Design Upgrade Improvements:
----------------------------
* Thanks to Gimboid's Component Editor, it was easy to spot a number of
components which would change type during an automatic design upgrade.
Thanks also to those who pointed out some continuing problems with
certain components. I think I've now done them all.
The changes are as follows:
* Computer Pilots no longer upgrade to Master Computers.
* Shield Generators no longer upgrade to Phased Shield Generators.
* Fighter shield generators no longer upgrade to AFV ones (!).
* PD Beams no longer upgrade to phased polaron beams.
* Allegiance Subverters no longer upgrade to short-ranged Versions.
* Massive Shield Depleters no longer upgrade to short-ranged Versions.
* Massive Ionic Dispersers no longer upgrade to short-ranged Versions.
* Small Electric Discharge no longer upgrades to surface Version (!).
* Small Acid Globule no longer upgrades to surface Version (!).
---
AI:
---
* Ukra-Tal would never research rock planet colonization (fixed by oleg).
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  #2  
Old September 30th, 2002, 11:18 AM
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Default Re: Proportions mod Version 2.5 available

Oh, I forgot to document one other change:

Fighter Carriers (ship types) now require their own tech area, as well as Ship Construction. This was done because it makes sense, offers interesting decision (research carriers, or make do with other ways to deploy fighters), and also because it solves the bug where analyzing a light carrier would give an empire (which lacked fighter tech) level 2 knowledge of fighter technology.

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Old September 30th, 2002, 11:14 PM

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Default Re: Proportions mod Version 2.5 available

PvK, what happens if you already have carriers and upgrade to the new Version?

Oh, and
"Fighter shield generators no longer upgrade to AFV ones (!)."

Thank you. That was a nasty bug.

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  #4  
Old September 30th, 2002, 11:23 PM
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Default Re: Proportions mod Version 2.5 available

Not a bug but an annoying typo. "Agrarian" is spelt "Agrarian" not "argrarian".

What a pendantic bastard I am...
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Old October 1st, 2002, 03:33 AM
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Default Re: Proportions mod Version 2.5 available

I see you left AI_designcreation.txt without changes but modified AI_construction.txt file.
Does AI now build nice mixture of ships or is it still escorts as major hull size ??

Theres is a bug in carrier design for most races such as eee/jraenar/phong... :
Carrier design gas "must have" launch/recover fighters and also launch/recover fighters as a majority component with "spaces per one=60". When AI choose carrier hull, it AUTOMATICALY fill it up to 50% with fighter bays. Then, when it reads "spaces per one=60", it load another 800/60=14(round up) fighter bays ! The end result is a carrier with bays and nothing else (well, except engines and 1 shield). Looking at list of miss. abilities, I am sure this is not what you had in mind !

Simple change "spaces per one=6000" in major. component results in much more blanced design, with cargo bays, supply, etc.

Also, as I mentioned before, there is a bug in Xiati research file - they never research second level of temporal studies and can NOT research temporal weapons for whole game and are forced to use DUC. Or is it intential because of TDB bug ??
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Old October 1st, 2002, 05:56 AM
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Default Re: Proportions mod Version 2.5 available

Quote:
Originally posted by Phoenix-D:
PvK, what happens if you already have carriers and upgrade to the new Version?
...
If you have already built some, you can either analyze your own ships to get the tech, or research the carrier tech, which you will have the Ship Construction and Fighter tech prerequisites for already, and is not a particularly expensive tech.

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Old October 1st, 2002, 05:57 AM
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Default Re: Proportions mod Version 2.5 available

Quote:
Originally posted by dogscoff:
Not a bug but an annoying typo. "Agrarian" is spelt "Agrarian" not "argrarian".

What a pendantic bastard I am...
This was of course done to keep in spirit with the original SE4 texts...

Thanks dogscoff - I will fix that. "Arg!"

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  #8  
Old October 1st, 2002, 06:08 AM
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Default Re: Proportions mod Version 2.5 available

Quote:
Originally posted by oleg:
I see you left AI_designcreation.txt without changes but modified AI_construction.txt file.
Does AI now build nice mixture of ships or is it still escorts as major hull size ??
I haven't seen the AI building mostly escorts for a long, long time. If you run a High tech game and just look at the first few turns, maybe, but generally I haven't seen any problem with the AI building a nice mix of ship sizes, as long as they are programmed to. The races you made do this, for example. I was running a major war against the Nostropholo AI, for example, and it was mainly building its largest ships (light cruisers at the point I was playing).

Quote:
Theres is a bug in carrier design for most races such as eee/jraenar/phong... :
Carrier design gas "must have" launch/recover fighters and also launch/recover fighters as a majority component with "spaces per one=60". When AI choose carrier hull, it AUTOMATICALY fill it up to 50% with fighter bays. Then, when it reads "spaces per one=60", it load another 800/60=14(round up) fighter bays ! The end result is a carrier with bays and nothing else (well, except engines and 1 shield). Looking at list of miss. abilities, I am sure this is not what you had in mind !

Simple change "spaces per one=6000" in major. component results in much more blanced design, with cargo bays, supply, etc.
I wasn't aware of this. I'd seen carriers from the Terrans looking ok, but I hadn't studied it much. I'll check it out, thanks.

Quote:
Also, as I mentioned before, there is a bug in Xiati research file - they never research second level of temporal studies and can NOT research temporal weapons for whole game and are forced to use DUC. Or is it intential because of TDB bug ??
Ach, yes, I see you're right. Funny, since I'd seen them doing extremely well even without the temporal weapons. And, there is a variant of the Xiati that doesn't even have Temporal Knowledge. It's kind of interesting, but inefficient. Probably not too bad because of the TDB bug, as you mention, but ya, I should fix it.

Thanks!

PvK
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  #9  
Old October 1st, 2002, 06:16 AM

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Default Re: Proportions mod Version 2.5 available

"I haven't seen the AI building mostly escorts for a long, long time."

I'm doing a MP Proportions game, and the Sergetti seem to be building mostly escorts. (as in, 20 escorts, 2 carriers, with the odd light cruiser thrown in somewhere) Unless that isn't an AI that has been tweaked..?

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  #10  
Old October 1st, 2002, 07:03 AM
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Default Re: Proportions mod Version 2.5 available

What about a MP junkyard and proportions? crazy hard. and very slow, sounds like something for TCP/IP or for you ministers
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