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  #141  
Old February 27th, 2003, 09:12 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by gregebowman:
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?[/QB]
PvK gives good instructions in readme file you will get with download from his webpage.
You'll need the latest Version - 2.5.3
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  #142  
Old February 27th, 2003, 11:48 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Latest Version is 2.5.3.1.

Aloofi, you might want to consider fighters with cluster bombs for planetary attacks. Of course, you might also want to be careful not to wipe out the colony entirely. ;-)

Homeworlds are supposed to be very difficult to capture, naturally. This is both a realism issue, and a game balance issue, since capturing an intact or even semi-intact homeworld can give the captor a critical advantage over all empires with only one homeworld. However, it's quite possible (though certainly not easy without a very strong and appropriate force) to take one from the AI, or an unprepared player (humans are tempted to deploy outward rather than stock up on home defense that might never be tested).

I may add some more repair and construction levels and variations in a future Version, if/when I get to it. However, I tend to think that bases with construction and repair components provide plenty of ability to do this, and I like that they have a maintenance cost, a separate presence/target in combat, don't compete for facility slots, and don't remove the interesting obstacle and balance factor of having a signifigant time requirement to build major units and facilities. If it's possible to get a really big planetary construction rate, then it sort of erodes the balance and interesting limit on how long it takes to build the more expensive items. I like Dogscoff's suggestion of adding levels with diminishing returns. I had been thinking of adding more wimpy starting levels and a slower progression to the current levels, too, so construction becomes a more interesting choice for major research (or not).

Temporal tech has a major advantage there, but are you saying that their advantages are better than other racial techs', or better than 1500 points spent on other advantages? So far, I don't really see any of the racial techs as being clearly more powerful than the others. JLS was helping me evaluate that a bit, though I think one or both of us sort of forgot about doing that, or maybe an email didn't get through.

I'd be interested to hear from players who have tried a Temporal empire in Proportions - what were your game settings, how long did it take you to develop temporal spaceyards, and how much of an advantage did it seem to be once you got them?

PTF, Arcology is not on the urban upgrade path for two reasons. Firstly, the upgrade benefit of going from Minor City to Arcology seemed too much to me at 50% upgrade cost. Secondly, an Arcology is really not just a larger Megalopolis. You can't pile a bunch of megabuildings on top of a Megalopolis and get and Arcology (instead, you'd get two Megalopoli). An Arcology is something quite different, and has to be built from the ground up (also, it has cool new pics courtesy of Bill Elliott (mlmbd) ).

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  #143  
Old February 28th, 2003, 12:46 AM

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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by PvK:
Latest Version is 2.5.3.1.

JLS was helping me evaluate that a bit, though I think one or both of us sort of forgot about doing that, or maybe an email didn't get through.
PvK
I remember we were talking about race balance, I sent you a list with a brief eval. of currant Racial Facilities�. As you recall I felt in BASE SE4 the Psychics got a bum deal with facilities and that religious trait is a possibly a very strong second selection

In regards to Temporal Ship yards if called by (Palace): We discussed that late in the game the Temporal AI may get in trouble with Net resources by investing 3500 to 4500 Minerals a turn just to build a ship that has 400 to 1500 Maintenance.


[ February 27, 2003, 22:58: Message edited by: JLS ]
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  #144  
Old February 28th, 2003, 01:44 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
I'd be interested to hear from players who have tried a Temporal empire in Proportions - what were your game settings, how long did it take you to develop temporal spaceyards, and how much of an advantage did it seem to be once you got them?
I'm playing one now. It took me a few hundred turns to get it, but it has been a hard game. It is really nice having such a huge construction potential- I can turn out a battlecruiser in 3 turns at my homeworld- but what with my limited economy and the fact that my existing ships never seem to die (due to the leaky armour effects) I don't build that many new ships. I tend to just upgrade the old ones, and occasionally throw out little escorts and scouts to top up my harrassment fleet.

Building temporal yards on new colonies takes forever, and by the time the low-pop modifiers have been applied, they don't seem so great anyway- even with 80 million pop, they still only build 4 or 5 small troops in a turn.

I guess what I'm trying to say is that temporal yards don't seem to be over-powerful, imho. PvK: I can send you the savegame if you like. It's an interesting game for a number of reasons, not least the AI's state after four or five hundred turns...
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  #145  
Old February 28th, 2003, 05:18 PM

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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

I'm confused with the armor, do the armor abilities stack?
If I put in a design 3 armored structures of the same kind that negates 3 damage per shot each will I get a total 9 damage negated?
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  #146  
Old February 28th, 2003, 05:47 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by Aloofi:
I'm confused with the armor, do the armor abilities stack?
If I put in a design 3 armored structures of the same kind that negates 3 damage per shot each will I get a total 9 damage negated?
No. Emmisive armor abilities do not stack. Only crystalline and organic abilities stack.
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  #147  
Old February 28th, 2003, 05:56 PM

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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by oleg:
No. Emmisive armor abilities do not stack. Only crystalline and organic abilities stack.
Wait wait, this one is just the regular armor in Proportions, Armored Structure III, and it says that it deflects 3 damage per shot.
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  #148  
Old February 28th, 2003, 06:01 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Wait wait, this one is just the regular armor in Proportions, Armored Structure III, and it says that it deflects 3 damage per shot.
Yeah, PvK has smeared the emissive ability all over the armour techs. I kinda like it this way. For the highest emmissive abilities, put in some of that armour that requires scaling.
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  #149  
Old February 28th, 2003, 06:04 PM

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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by dogscoff:
quote:

I'd be interested to hear from players who have tried a Temporal empire in Proportions
I guess what I'm trying to say is that temporal yards don't seem to be over-powerful, imho. PvK:
I agree with dogscoff; the guys that play Temporal in our LAN group also don't put much stock in the Temporal Yard Facility with the exception of just building it at the Home World.
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  #150  
Old February 28th, 2003, 06:23 PM

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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by dogscoff:
[]
Yeah, PvK has smeared the emissive ability all over the armour techs. I kinda like it this way. For the highest emmissive abilities, put in some of that armour that requires scaling.
So you are saying that its pointless to have more than one armor structure?
I was using the scaled Armor Plating II and 3 armor structures.....
What if I put one Armor Structure III, one Advanced Armor Structure II and one Ultra Armor Structure II?
Will they stack?
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