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  #1  
Old March 27th, 2002, 11:58 AM
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Default Proportions mod 1.5.3 released

See http://www.latibulum.com/pvk/proportions/ for the new files.

This Version is mainly a set of adjustments and corrections to 1.5.2. I'm hoping to post a 1.6 tomorrow which will involve greater changes. This Version is designed to fix things while changing as little game balance as makes sense, for players that want fixes without having equipment abilities change during an existing game.

Changes in Version 1.5.3:

* Corrected size of Advanced Armor II.
* Corrected tech level requirement of Singularity Generator V.
* Changed standard armor availability to Ship/Base/Sat, because all-armor
drones were so hard to stop, due to the "all or nothing" drone damage
allocation.
* Added old armor types as "Ablative Armor", for use on drones or other
units (if people want weaker but always "hit first" protection).
* Also added standard and emissive drone armor.
* Added new armor types for satellites and weapon platforms, to better
balance against shield abilities, since units don't track component
damage.
* Changed efficient engine family so that regular engines won't upgrade
to efficiency models, and so both types are shown when "show latest"
is selected.
* Fixed an apparently harmless typo in Combat Sensors VIIa.
* Fixed the spatial rupture typo bug from Gold.
* Changed the previous default system type name to "Abnormal Sidereal"
and added a new "Sidereal" variant as the default type. This type
does not have so many planetless systems, so it is much better for
the current AI to navigate through.
* Reduced the average number of planets per system, introducing
seven new system types and adding them to all quadrant types.

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Old March 28th, 2002, 02:43 AM

Tenryu Tenryu is offline
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Default Re: Proportions mod 1.5.3 released

Very interseting Mod. Now I don't know what to do, LOL. Wait for 1.6 tomorrow or start this tonight. Anyway, thanks!
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Old March 28th, 2002, 03:15 AM
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Default Re: Proportions mod 1.5.3 released

This is in fact reply to 1.52 thread, but anyway:

I raised a question about very odd AI planetary constraction in Proportions mod. Namely, every single colony builds spaceport firstly. Even if it is a colony in home system with fully operational home world spaceport.

In standard SE IV, AI does not do it even though space port ability is the first line in planetary type description. The explanation is of course simple- "space port" is system wide ability. If we have one, AI skips this line and build next item in the list. The Proportin's problem is, IMHO, in diffferent coding of space ports on home worlds (it is "space port") and on other colonies (is is "emergency energy", IIRC). I understand why it was made this way - to code unique Proportion's facilities like cities and cultural centers.
May be this dual coding must remain as it is, but still, we must do something about erratic AI constraction. NO ONE expects 8 space ports in one system !

The best way IMHO is to assign some, however small, production/reserch values to spaceports and call them villages or something. Alternatively, make all AI players Natural Merchants.


Another note: It is certainly nice to have more system types. Unfortunately, it produces even more disparity in players staring locations: It is usually better to start in 9 planets system than in say one or two planets system. I suggest to set the "Empire can start" to False for most sparse systems. This way, we can average (slightly) the playing field but still have the wide variaty of systems.

[ 28 March 2002: Message edited by: oleg ]

[ 28 March 2002: Message edited by: oleg ]

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Old March 28th, 2002, 04:05 AM
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Default Re: Proportions mod 1.5.3 released

Tenryu, thanks, and sorry for the quandry.

Thanks too, Oleg - I understand now what's going on with the space ports - naturally you're right (although I don't think it's really the first thing it will build on all planets, but that's not the main point). What I would need, then, is an ability that is considered system-wide... hmm... I can't think of one off hand that wouldn't have side effects.

Or, like you suggest, maybe I should just add a new facility, like "Military Space Port" or "Industrial Space Port" or ... that is more expensive but combines space port with some other function that is useful to have on multiple planets in a system. Then it'd still be a quirk of the AI to invest in one of those on each planet, but at least it'd be useful rather than redundant.

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Old March 28th, 2002, 04:31 AM
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Default Re: Proportions mod 1.5.3 released

Hmm, on the point of High Energy Magnifier seeming worthless compared to Quantum torpedo V, I am thinking not, although I don't mind tweaking it a bit. HEM does less damage at same range and is 50% larger, but it used half the supplies per shot and has a +30 to-hit mod (which is a big deal). Also, HEM comes with the Shard Cannon X in one tech. A real comparison would of course look at the reasearch points and lower levels of the weapons, since in Proportions max levels are harder to achieve. In general though, I think the +30 to hit makes up for the lower damage and larger size. Opinions?

Edit: not to mention that on the way to getting HEM, you get crystalline torpedoes and energy dampeners. However, torp weapons are currently at 10K research base, while Crystal weaps are at 40K research base. Four times the cost, but you get four different weapon systems... all around, seems ok to me, but what do others think?

Any other balance issues anyone wants to mention before I get 1.6 ready?

One thing that is going to change is Phased Poloron Beams. I made them more difficult to research in 1.5, but I think I will now make them a little less difficult but start out with shorter and weaker Versions (shades of SE3) before building up to the current models.

PvK

[ 28 March 2002: Message edited by: PvK ]

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Old March 28th, 2002, 12:22 PM
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Default Re: Proportions mod 1.5.3 released

Ok, I didn't get 1.6 ready yet. I got a bunch done, and found several little silly issues with the AI running 1.5.3, so there will be a 1.5.4 and then a 1.6, now hopefully tomorrow.

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