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  #1  
Old November 18th, 2002, 07:42 AM
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Default Proportions 2.5.2 mini-patch feature preview

Speak now or upgrade your organic shipyards.

These are the few features I am thinking of posting as Proportions 2.5.2. The Last four are a set designed to restrict the exploitation of space yard ships to avoid the difficulty of moving colony ships long distances. However, I am thinking some players in existing games (especially those using Organic technology) would prefer that I not do this until the next major Version (3.0) because it would mean that they would need to upgrade their existing base space yards in order to be able to use them to build organic ships effectively. Just say so and I'll put these off until 3.0.

Version 2.5.2:

* Added restriction on remote miner components per unit to two, halved
structure, and doubled size of ship/base Versions. This prevents
massively productive mining bases, which were possible before but
were unintentionally overproductive. It also presents interesting
choices between ship, base and satellite miner designs. Pre-existing
bases in upgraded games will retain their former abilities (except
structure).
* Fixed crippling Sergetti design bug - thanks to Oleg again!

Unless someone in an existing game objects:
===========================================
* Reduced organic construction rate of ship/base spaceyards by 9/10.
* Added base spaceyards with higher organic construction rates, but
these have organics costs.
* Added Organic Space Yard under Organic Manipulation tech tree, with
higher organic build rate than is available under ordinary tech tree.
* Increased organics costs of colony modules from 2000 to 5300. This
doesn't change their construction rate except on the new ship-based
spaceyards. This makes it impractical to use space-yard ships to
build colony ships at or near their destinations, instead of having
to send colony ships long distances under their own power.

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  #2  
Old November 18th, 2002, 08:53 AM
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Default Re: Proportions 2.5.2 mini-patch feature preview

Oh, there is another option, too, which is to implement the shipyard changes, but make it so that existing ships and bases in old upgraded games retain their abilities, as I am doing for the remote mining components.

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Old November 18th, 2002, 09:36 AM

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Default Re: Proportions 2.5.2 mini-patch feature preview

Wouldn't the change make organic races more powerful, since they could still build colony ships on-site but no one else could?

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Old November 18th, 2002, 10:10 AM
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Default Re: Proportions 2.5.2 mini-patch feature preview

The Organic Space Yard is a base-only component that requires organics to build, so it takes 2-3 years to build with a space yard ship. It's just a somewhat improved Version of the base space yards available to non-organic races. It is a minor compensating advantage, because the other changes are a net disadvantage to organic races, which suddenly can't effectively build their weapons and armor techs with space yard ships.

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Old November 18th, 2002, 04:58 PM
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Default Re: Proportions 2.5.2 mini-patch feature preview

Good changes, but it can probably wait till next major Version: it will create confusion in existing games and in new games one can make a gentlemen agreement not to exploit space yard feature. BTW, forthcoming SE patch removes double tech by analizing carriers, so may be you should now dump "carrier ships" technology ?
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Old November 18th, 2002, 07:26 PM
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Default Re: Proportions 2.5.2 mini-patch feature preview

Ya, I was thinking it might cause confusion or aggravation for some, so perhaps you're right. As for the carrier ship tech, since the next patch fixes the double-analysis bug, I might not have put it in, but now that I have, it'd be odd to remove it, also since some PBW games have been playing with it. Also, it seems to me to make sense - fighters and 800kT carrier ships are different sorts of technologies.

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