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  #1  
Old February 21st, 2006, 08:16 PM
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Default paging PvK

Excellent work on your proportion 3.05 mod. I've been a big fan of it and the derivative mods like AICampaign and the Grau mod.Just a couple of comments, when can we expect to see point defense missiles in your mod? Any chance you will be incorporating Fyron's quadrant mod in your mod? What about anti-fighter seekers? One thing I liked in the grau mod (se.net) was that the cultural centres and cities didn't give resources multiplyer bonuses to planets. This was done through
population modifiers, as it was the high pop which generated the massive resource production, not the population centers. It also gave construction bonuses of up to 350% for homeworlds
which is in keeping with the central nature of the homeworld.

The mod also has some interesting techs in it which are available only after an extended research path.

Anyway we hope to await your next evolution.


ggm
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Old February 21st, 2006, 08:50 PM
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Default Re: paging PvK

Thanks for the feedback!

To answer your questions:

I have had a note to consider anti-fighter seekers for a long time, but it's remained low on my priority list. Anti-seeker seekers will be even lower on the list until I get an inspiring idea about them.

I think (but am not certain) that FQM can be combined with Proportions by just creating maps in FQM and then loading them into new Proportions games... though Proportions had its own quadrant mods so I'm not sure what all the side-effects would be. Fyron ran a Proportions 2.x PBW game on an earlier FQM map which I played on once, but it caused massive balance problems because there were so many asteroid fields and moons that remote mining provided essentially infinite resources. So, probably what I'd do instead would be to look at FQM and then make carefully designed new stuff to add to Proportions. Again, low on my to-do list.

I have considered changing the population effects scale to increase the effect of higher levels of population. However there would be some side effects to consider. Organic cloning facilities would become more important than they already are, for example. Also, I really like the new cultural facility multipliers in Proportions 3.x. I don't think that the population should be the only factor - a mining colony built on an alien uninhabited planet in a few years should, I figure, be able to be run by a few million population and/or droids not enormously less efficiently than if you added a billion population or droids to the planet. In fact, suddenly moving a billion people off a developed homeworld and onto a newly-adapted alien world with alien environment and no thousand-year-developed infrastructure, would (in the short-term of decades at least) probably mainly cause chaos and strife more than it would result in multiplied production. So I think I would leave the facility multipliers in, but alter the population effects so they are somewhat more beneficial at higher levels than they currently are.

I have several things I'd like to change, improve and add to Proportions mod if I get the time, but recently doing so has been getting only a little of my time, and the things I want to add and change are fairly large. Playing my Proportions PBW games, and working on other new secret game projects, and other stuff, has been taking most of my time.

The top of my Proportions to-do list looks sort of like this:

* Improve fighter balance (probably by cutting costs, especially of EW components, reducing some component sizes, restoring RoF)
* Teach AI to use 3.x.
* Add scale mods to control components of smaller ships to make them less expensive.
* Add more advanced mine techs.
* Tweak weapon mount balance.
* Add advanced sensor & stealth techs.
* Add some AI balance stuff.
...

PvK
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  #3  
Old February 21st, 2006, 09:19 PM
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Default Re: paging PvK

I must say there is a fine balance in your mod which doesn't exist in many of the spinoff mods.

ggm
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Old February 21st, 2006, 10:39 PM
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Default Re: paging PvK

There are low asteroid versions of FQM quadrants available, which have only 2 asteroids per solar system (though there will still typically be a few with more floating around that you would want to remove for use with Proportions). I may have only included a Mid-Life "no ast" quadrant by default, but it is pretty easy to recreate "no ast" versions of most other quadrants since they share the same system definitions, just different layout headers at the top. Notable exceptions include Paradise, Ideal, Old, and Ancient.

You can generate maps with FQM Standard that work in stock and many mods. If Proportions made no changes to SectType.txt, these maps should work fine. FQM Deluxe is much more interesting, however, because it seeks to make the planet types and atmospheres be balanced, largely through massive editing of SectType.txt. You could probably just put that file into any other mod and get the balancing. You may have to remove entries for small RWs and Irradiated planets, and change Ringed planets to Tiny size, but I am not sure.

Also, note that FQM includes some maps and system ability modifications based on some stuff from Proportions.
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Old February 21st, 2006, 11:21 PM
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Default Re: paging PvK

Gosho, thanks.

Fyron, thanks for the notes. I may take a look the next time I make a push to a new version (whenever that might be). In Proportions 2.x and especially the version in that PBW game the asteroids were a real killer, but in 3.x it probably won't be so bad to have at least some extra places to mine, because remote mining is not so powerful.

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Old February 21st, 2006, 11:46 PM
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Default Re: paging PvK

I should point out that the Deluxe SectType.txt file requires use of Image Mod planets pack.
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