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  #1  
Old March 22nd, 2002, 10:38 AM
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Default Proportions mod 1.5.2 released (and web page)

Proportions 1.5.2 is now available from the new Proportions web page at www.latibulum.com/pvk/proportions.

Like 1.4.2 did for 1.4, 1.5.2 corrects some issues with 1.5, without changing much else, for players who have started a game with 1.5 and who don't want things to change much, but would like to fix some problems with certain components.

The next Version will be 1.6, and will change some more things, but it should still be possible to upgrade any game started with an earlier Version to a later Version. Just some abilities of existing things may be adjusted around.

Below are the changes introduced with 1.5.2:

Changes Log:
============

Version 1.5.2:

* This Version mainly fixes things in 1.5, without making major changes
to balance or function.
* Fixed problem with upgrading sensors turning into platform fire control
centers.
* Added small supply generation and storage to solar sails to allow them
to drive ships without other supply components, and because it's
appropriate for them to do some of this.
* Fixed lower-tech quantum generators.
* Adjusted cultural maintenance modifiers to compensate for shift to the
new relative scale it uses. Also tweaked a couple of other cultural
modifiers.
* Adjusted ground combat damage multiplier to extend ground combat times.
* Added small supply and tiny to-hit modifiers to gravitic drives.
* Changed graphics, names, and descriptions for Armors IV through VII.
* Added cargo ability to shipyards, repair bays, remote miners, cobalt
warheads, and mine sweepers, to allow them to use non-military hull
types (e.g. transport hulls).
* Reduced damage resistance of cobalt warheads.
* Made supply compartment and niche appear even with "show latest."
* Added a -10 bad event chance to homeworld cultural centers, to decrease
the chance of game-upsetting catastrophic events.
* Made minor adjustments to system type abilities. Organic infestations
and forming stars now do something, and nebulae effects are more varied.
* Reduced size of self-defense cannon slightly.

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  #2  
Old March 22nd, 2002, 11:40 PM
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Default Re: Proportions mod 1.5.2 released (and web page)

Hey man, I would just like to say thanks for the mod, it is one of my Favorites, right next to the Pirates & Nomads mod, it makes SEIV a lot more like what I want it o be.

I was wondering about ship construction though, this is something that has bothered me from the beginning. Shouldn't it be quicker to build ships at an orbital spaceyard?
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  #3  
Old March 23rd, 2002, 01:08 AM
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Default Re: Proportions mod 1.5.2 released (and web page)

Thanks for the feedback, ZeroAdunn!

Do you mean faster, in absolute terms, or "faster than on a planet"?

If you mean the latter, then I can see arguments from both sides. In Proportions, you do have to have 100 million people (and a spaceyard) on a planet before the planetary rate reaches the rate of an orbital yard (and 100M people can take some effort to achieve on a colony).

In a yard in space, you wouldn't have to get the completed ship into orbit, but you would have to get the materials there, probably work in a weightless vaccuum (which has both pros and cons), and are isolated from planetary infrastructure support, and so on. I'd say it was up to a lot of technical details and could go either way.

I figure a developed planet like a homeworld should have a higher rate than a single orbital yard.

So in Proportions, the planetary rate, once the planet is developed (represented semi-abstractly by population), includes being able to multi-task the construction in a way that has to be abstracted since there can only be one planetary queue in the game. Meanwhile, you can build as many orbital shipyards as you want, so in that sense, orbital can always out-produce planetary, even if not in a one-on-one comparison.

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Old March 23rd, 2002, 09:05 PM

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Default Re: Proportions mod 1.5.2 released (and web page)

PvK,

there is something I'm missing about Self-Defense cannons. It looks like they require the same tech as Point-Defense cannons, cost only marginally less (e.g. 15 vs 20 tons) and are almost useless against fighters (at least in multiplayer). And if that's not enough, they lack the 70% bonus PD cannons have.

What is the reason to install them then? It looks like I'm better off with the original point-defense cannons!

Now what did I miss?

Aub
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Old March 23rd, 2002, 09:13 PM
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Default Re: Proportions mod 1.5.2 released (and web page)

That's about right, Aub. They also cost half as much, and I will likely be adjusting the to-hit mods and size (probably to 10kt) more for 1.6.

The idea is that sometimes you want an important ship, base, or planet to protect only itself. The short range in this case is something you want, because it prevents non-essential targets from drawing your defenses away. Even with the +70 PDC, fighters in Proportions will often be missed.

PvK

quote:
Originally posted by Aub:
PvK,

there is something I'm missing about Self-Defense cannons. It looks like they require the same tech as Point-Defense cannons, cost only marginally less (e.g. 15 vs 20 tons) and are almost useless against fighters (at least in multiplayer). And if that's not enough, they lack the 70% bonus PD cannons have.

What is the reason to install them then? It looks like I'm better off with the original point-defense cannons!

Now what did I miss?

Aub

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  #6  
Old March 23rd, 2002, 09:19 PM

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Default Re: Proportions mod 1.5.2 released (and web page)

Hey, love the mod. I have one question though. How did you get the default facilities changed to use your culture centers instead of the normal facilities
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