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  #131  
Old February 27th, 2003, 04:07 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by PvK:
* Upgrades and return-on-investment times are generally things I have studied and done deliberately. That is, I expect people to consider upgrading from a city to a metropolis, instead of building a metropolis from scratch. It also makes more sense - metropoli are generally cities for a long time before they become metropoli.
I understand, some questions pop up on my forehead.
Is the AI somehow programmed/programmable to use similar upgrade paths?
Why did you take the Arcology (350,000) out of the path, I mean it could have a nice place after Megalopolis (250,000)?

Sidenote: It is really hard to capture AI homeworlds even in tactical combat after some 25 years. I guess in simultaneous/PBW it could be a non-capturable fortress with a few WP, troops and long range weapons...
I think, turn-based/tactical for single player is recommendable similar to Pirates&Nomads from my perspective. Mmh, or is it just that I am too bad...
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  #132  
Old February 27th, 2003, 04:24 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Well, reading these Posts is really bumming me out. I hadn't played Proportions yet, and was all set to after downloading the new patch, when my computer got zapped by lightning. Now, it may take me awhile before I get a new one. But reading these Posts gives me the idea that this is one much altered mod that I've got to play when I get a new computer.
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  #133  
Old February 27th, 2003, 04:45 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
One question though, how do you guys feel about adding 3 more shipyards facilities to regular tech comparable to temporal shipyards?
Maybe... not really sure about that one. Whatever you do to regular yards, I think the temporal spaceyard definitely needs to remain superior in some way.

Maybe allow some super-high level spaceyards (normal *and* temporal), but the increases in research/ price give diminishing returns in build rates, so that you can spend a century researching and building a level XII yard but only get 6000 build rate out of it. In this case, temporal yards should be 2 or 3 levels ahead of normal ones in terms of price and research cost, or make them comparatively expensive/ innefficient for the lower levels but the better option as you start to get to the higher build rates.

What I would really like to see is greater use of the repair ability on facilities: Distribution centres could have a repair rate of 1, and maybe the space port + resupply combo facility too. Also, how about a range of "repair yard" facilities that can be built alongside/ instead of space yards to help get all those damaged fleets repaired? Sure, you might end up with a huge breathable repairing 60+ components per turn, but given the premium value of facility slots in Proportions I don't think this could be considered an abuse/ exploit, especially with the armour getting leakier and leakier in this mod
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  #134  
Old February 27th, 2003, 04:47 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by PsychoTechFreak:

Is the AI somehow programmed/programmable to use similar upgrade paths?
...[/QB]
Up to a point. I tried to disperse Colonial tech so AI will have time to build minor cities on first colonised planets and then upgrade to cities+ It worked But once AI reseacrh high level buildings it starts to build them from scratch.

Hmm... I think there is a way around it: PvK should assign different bogus ability to high level cities. Then if only minor cities bogus ability is used in construction_facilities, AI will always follow build-upgrade path !
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  #135  
Old February 27th, 2003, 05:02 PM

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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by PvK:
Uuf... I catch the flu and fall way behind on this discussion.
PvK
Good to see you back and well !
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  #136  
Old February 27th, 2003, 06:26 PM

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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by dogscoff:
[
What I would really like to see is greater use of the repair ability on facilities: Distribution centres could have a repair rate of 1, and maybe the space port + resupply combo facility too. Also, how about a range of "repair yard" facilities that can be built alongside/ instead of space yards to help get all those damaged fleets repaired? Sure, you might end up with a huge breathable repairing 60+ components per turn, but given the premium value of facility slots in Proportions I don't think this could be considered an abuse/ exploit, especially with the armour getting leakier and leakier in this mod
That is a very good idea. I think all Spaceports should repair 5 comp per turns. Or 3.
Maybe the new levels of shipyards that i had in mind should not have that much of a building capacity increase but instead a huge repairing bonus.....maybe 10 components per turn or more?
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  #137  
Old February 27th, 2003, 06:37 PM

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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by gregebowman:
Well, reading these Posts is really bumming me out. But reading these Posts gives me the idea that this is one much altered mod that I've got to play when I get a new computer.
You don't know what you are missing!
Proportions plays completely diferent. I never built any space shipyard base in the unmodded game, but in proportions you need to build them because your new colonies are real colonies, with a very low building capacity. Your Homeworld looks like a real homeworld, with an Orbital Ring of Shipyard Bases, huge cultural centers to represent the diferent cultures that make a race (think of countries) and your Homeworld produces the lion share of resources your empire gets.
And forget about those easy battles to conquer a Homeworld, in Proportions they can have a zillion WP defending them, as well as fighters and even troops.
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  #138  
Old February 27th, 2003, 07:23 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by PsychoTechFreak:
Sidenote: It is really hard to capture AI homeworlds even in tactical combat after some 25 years. I guess in simultaneous/PBW it could be a non-capturable fortress with a few WP, troops and long range weapons...
I think, turn-based/tactical for single player is recommendable similar to Pirates&Nomads from my perspective. Mmh, or is it just that I am too bad...[/QB]
Did't yet attempt to capture developed planets with latest 1.84 patch. It has a new feature(bug fix): WP die first, before troops. Prior to 1.84 it was almost impossible to slesh through infantry to kill WP and one can loose hundreds of ships. How is it now ?
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  #139  
Old February 27th, 2003, 08:52 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by Aloofi:
quote:
Originally posted by gregebowman:
Well, reading these Posts is really bumming me out. But reading these Posts gives me the idea that this is one much altered mod that I've got to play when I get a new computer.
You don't know what you are missing!
Proportions plays completely diferent. I never built any space shipyard base in the unmodded game, but in proportions you need to build them because your new colonies are real colonies, with a very low building capacity. Your Homeworld looks like a real homeworld, with an Orbital Ring of Shipyard Bases, huge cultural centers to represent the diferent cultures that make a race (think of countries) and your Homeworld produces the lion share of resources your empire gets.
And forget about those easy battles to conquer a Homeworld, in Proportions they can have a zillion WP defending them, as well as fighters and even troops.

Like I mentioned earlier, it does sound like fun. Is there some sort of strategy guide for this mod, or do I just have to read all of the Posts in this thread?
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  #140  
Old February 27th, 2003, 08:56 PM

Aloofi Aloofi is offline
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

I've been thinking about putting in some "Atmospheric Bombers" and probably some fighters to be dropped on a planet like troops.

I was wondering which bonus they should have, to simulate air attacks on ground units.

Humm.... i think this is an overkill. When a regular fighter fires on a planet they are already doing this.

Oh well,....
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