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  #31  
Old February 10th, 2003, 08:24 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by PsychoTechFreak:
Is it still possible to use both, computers and biomass to avoid allegiance subverts?


Yes.

Quote:
I mean, if I put a ship under human control with the backup solution of a computer in standby mode, but the negative combat values would still subtract from the total, right?


Yes.

Quote:
For this case I think about a proposal to add a neutral component with the shielding effects against AS but without any control features, maybe called "councillor", is that even possible?


Not currently possible. MC is a monolithic ability, even though it accomplishes two things.

Quote:
EDIT: I guess it has been patched recently that even if the computer has been destroyed the AS would not take effect, so forget about it...
Yes, it has.

BTW, in any SE4 ship where there are multiple life support and crew quarters, one can put, say, one MC, a bridge, and one LS and one CQ, and the ship will still fly at full speed after getting hit by a virus, and in the new patch, will still be immune to subVersion.

PvK

[ February 10, 2003, 18:25: Message edited by: PvK ]
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  #32  
Old February 10th, 2003, 08:47 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by Phoenix-D:
You can partially counter-act the negative effects of the computer by adding a Combat Bridge. That will add 10 to your ship's attack/defense Ratings.

Phoenix-D
Combat Bridge gives even more bonus than the penalties for the higher-level master computers. Combat Aux Con will add another three, not to mention the sensor and combat support trees are very deep in Proportions, and there are other things that add modifiers.

It is a problem though for the AI, because MC's remain expensive, so it's a big waste that can't be modded around for the AI to be putting MC's on transports and escorts etc. If it weren't for John Sullivan's enthusiasm and work on the AI for Proportions, I'd've given up trying to make a decent AI opponent for Proportions. If I get time to make a new major Version, I think I will probably give the AI a lot of unique abilities to balance around its stupidity, instead of trying to walk tightropes to get it to play with the same rules as humans.

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  #33  
Old February 10th, 2003, 09:54 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

I've noticed that the Terran's are mixing phased shields with regenerating sheilds in the Battleship sizes in a game I'm currently playing (latest proportion) it kind of makes them an easy kill for my PPB equiped ships. Just a small bug.

I love, and play exclusivly your mod PVK
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  #34  
Old February 11th, 2003, 03:50 AM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Thanks Mudshark. Hmm, that might be tricky (or a lot of work) to mod away properly, though it could be done. They will eventually get regenerating phased shield generators.

What year is it, and what level of phased weapons are you using on them?

PvK
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  #35  
Old February 11th, 2003, 03:15 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by PvK:
quote:
Originally posted by Phoenix-D:
You can partially counter-act the negative effects of the computer by adding a Combat Bridge. That will add 10 to your ship's attack/defense Ratings.

Phoenix-D
Combat Bridge gives even more bonus than the penalties for the higher-level master computers. Combat Aux Con will add another three, not to mention the sensor and combat support trees are very deep in Proportions, and there are other things that add modifiers.

It is a problem though for the AI, because MC's remain expensive, so it's a big waste that can't be modded around for the AI to be putting MC's on transports and escorts etc. If it weren't for John Sullivan's enthusiasm and work on the AI for Proportions, I'd've given up trying to make a decent AI opponent for Proportions. If I get time to make a new major Version, I think I will probably give the AI a lot of unique abilities to balance around its stupidity, instead of trying to walk tightropes to get it to play with the same rules as humans.

PvK

With 1.84 AI fix I found Proportion' AI rather tough with medium/high bonus. Especially after I moded population*10 for AI pop.minister sake. The major problem is AI still can not mount a takeover of highly defended planets like homeworld.
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  #36  
Old February 11th, 2003, 03:25 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

FWIW by the way, Iain M Banks' Culture novels have, indeed, got AI in charge of fleets - indeed, arguably, simply in charge, full stop.

Terrific reading. I especially liked - and recommend - "Excession" in this respect.

Steve.
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  #37  
Old February 11th, 2003, 04:21 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Yeah, the Culture Minds are pretty much how I have always envisaged the SE4 Master Computers, althoguh I think PvK is right to tone them down in Proportions- they just become too powerful otherwise.

Have you read "Consider Phlebas"? I think that's my favourite Culture novel so far, a real tour of the Culture universe=-)
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  #38  
Old February 11th, 2003, 09:26 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Well that's the problem - if you develop a truly intelligent and superior computer-controlled fleet, that's represented during race creation in the background text, e.g.:

"The X Imperium was originally a biological democracy who failed to restrain their technological developments to match the wisdom of their politicians. They developed a very clever warrior artificial intelligence system. So clever that it is now in complete control of the new X Imperium, with only a few biologicals retained mainly for experimental purposes."

So, perhaps I should add this as a racial trait (new racial tech area), rather than a simple component available to everyone on the computers research path.

It could even be something still discovered during play. At that point, components become available which make the bridge/crew completely superfluous. Hmm... sounds like a good idea, actually.

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  #39  
Old February 12th, 2003, 01:21 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Yup - good idea for V3 I think!

Mind you, I also like the idea of a Racial Trait, so either way - I think both would be too much? - would be fine with me.

By the way, I still love Proportions - now play SE4 exclusively with it.

Steve.
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  #40  
Old February 13th, 2003, 12:37 AM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Thanks Steve!
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