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  #21  
Old July 19th, 2002, 12:06 AM
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Default Re: Proportions Version 2.4 released

out of curiosity, why are rock/ice/gas colony centers seperate tech areas? they dont do anything unique, as far as i can tell. why not just leave them as one type?

and, is there any plans on including space-yard expansions into future Versions of the mod? perhaps adding spaceyard abilities to higher level cities. maybe they could be part of the arcology, and the arcology could be upgraded to via a foundation facility.

Lastly, i presume i can use pieces of this mod in other mods, for my personal enjoyment. if i wanted to upload one of those mods to PBW for multiplayer support, and i credited PvK/Porportions for the parts i stole, would that be kosher? or do you want to keep the unique features in porportions exclusive to your mod?
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  #22  
Old July 19th, 2002, 10:37 AM
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Default Re: Proportions Version 2.4 released

The settlement and colonies are in different tech areas mainly because I wanted to use those graphics for them, and there were different graphics available, so they seemed appropriate. I also thought to maybe make them a little bit different (more mins on rock, more orgs on ice, more rads and almost no mins on gas), but I didn't make up my mind to do that yet.

Originally the cultural centers had shipyard abilities, which was interesting (and is the reason why there are colony world cultural centers even though they have identical stats now to the homeworld ones). However, the hard-coded limits against adding shipyard facilities to planets which already have them, seemed to outweigh the benefit. Also I enjoyed the effect of reducing build speeds for major items, as well as the requirement to pay some maintenance and so on for orbital shipyards.

However, I do think I may adjust shipyards a bit, but what I was thinking of was to add a number of intermediate levels and then reduce the base research cost, so the scale would be about the same, but research into it could pay off faster.

Adding shipyard/city combination facilities would make sense, but would be a bit of work and doesn't add all that much, since you can just build them separately.

As for making your own variants and playing them on PBW, please do. I only ask that you give an acknowledgement that you are borrowing elements from Proportions, and I hope you'll let me know how it goes.

People have already borrowed stuff from Proportions for Derek's mod, Babylon 5 mod, and the new quadrant types mod.

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  #23  
Old July 19th, 2002, 03:01 PM
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Default Re: Proportions Version 2.4 released

This sounds a completely stupid question (OK it is a stupid question) but what does the proportions mod do?
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  #24  
Old July 19th, 2002, 03:15 PM
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Default Re: Proportions Version 2.4 released

Quote:
Originally posted by Growltigga:
This sounds a completely stupid question (OK it is a stupid question) but what does the proportions mod do?
Cool Mod, it changes the rates that you 1 build 2 grow and move people IF you have not done it give it a go Dek's mod uses this also (others also) great mod I play it the most.
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  #25  
Old July 19th, 2002, 05:53 PM
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Default Re: Proportions Version 2.4 released

GT, you should try this mod if you have not already. there are many small changes, but to me the biggest one is this:

there are now several levels of 'city' type facilities. these take considerably longer to build than other facilities, and provide greater benefits to boot. a homeworld starts covered in cities, and is therefore very powerful. it makes colony development a longer and more involved process.

when i play it, i have the feeling that i am running a real colonial power with a central powerbase, rather than a vast distributed empire where every measly colony world is just as powerfull as my capitol.
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  #26  
Old July 19th, 2002, 07:31 PM
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Default Re: Proportions Version 2.4 released

Can I install Proportions 2.4 over 2.2 or do I need to get 2.3 first?
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  #27  
Old July 19th, 2002, 08:06 PM

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Default Re: Proportions Version 2.4 released

With this mod I wished we could update to any researched level not just the newest one. I.E. If I have researched Facility X to level 3 I only could upgrade my Facility X 1 to a Facility X 3 not just to a Facility X 2.
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  #28  
Old July 19th, 2002, 08:45 PM

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Default Re: Proportions Version 2.4 released

I'm not sure, but I think GrowlTigga ment, (and I would like to know also),
What is the "Proportional" aspect of it?

This was probably explained befor. does anyone have the link?
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  #29  
Old July 19th, 2002, 08:45 PM
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Default Re: Proportions Version 2.4 released

what if there were multiple facilities of the same level?

for example:

facility type 666: city-type-things

basic city, roman numeral I

bigger city, roman II
spaceport city, roman II
spaceyard city, roman II

huge city, III
bigger spaceport city III
bigger spaceyard city III
spaceport/spaceyard city III

monsterous city IV
huge spaceport city IV
huge spaceyard city IV
bigger spaceport/spaceyard city IV

im not sure if this will work or not, but it could be an interesting approach. its a departure from the current method, and has its own advantages and disadvantages.
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  #30  
Old July 19th, 2002, 10:50 PM
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Default Re: Proportions Version 2.4 released

Very sneaky PvK! I just noticed that infantry weapons are Engines, so they can't be placed on larger Troops. Very clever.

Wait a minute... AFV Armor IV has emmissive ability or 25. Small DUC III does 15 damage. One troop could hold of billions of invaders like that. I assume that more advanced troop weapons do more damage.

[ July 19, 2002, 21:53: Message edited by: Imperator Fyron ]
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