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  #21  
Old October 2nd, 2002, 07:28 PM
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Default Re: Proportions mod Version 2.5 available

Ah that makes sense.
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  #22  
Old October 2nd, 2002, 07:52 PM
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Default Re: Proportions mod Version 2.5 available

Quote:
Originally posted by PvK:
I was running a major war against the Nostropholo AI, for example, and it was mainly building its largest ships (light cruisers at the point I was playing).

PvK[/QB]
So, how do you like Shield Depletor + Shard Cannon combo ? When I testet Nostropholo AI, it wiped out two other Proportions AI, basicaly because single LC with two CA III can kill hordes of escorts without getting any damage at all. This is why I am so adamant about rearranging AI_designcreation file and making AI build bigger ships.
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  #23  
Old October 3rd, 2002, 01:30 AM
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Default Re: Proportions mod Version 2.5 available

Quote:
Originally posted by nitey:
Okay, I found the problem. Apparently the zip file makes a subdirectory called Proportions under the Proportions2.5 directory. It apparently duplicated the structure (or I extracted it incorrectly).

Anyway, once I cut and pasted the lower complete structure to where it was supposed to be everything is fine.
If you are using Winzip I have an idea what happened. Winzip allows you to right click on a zip files and get some quick unzip options. One is "Extract here" and one is "Extract to folder nnnnnnn" and for the n's it will insert the name of the zip file. If you used the second option it would have created a folder named the same as the zip file and then unzipped the contents of the zip file into that. The zip file itself was archived using a folder simply called "proportions".

What you did Nitey actually isn't a bad thing because not everybody does as good a job zipping up their mods as Pvk. Sometimes you will get one that is just the data folders ond other stuff that goes in the mod folder without the mod folder itself. If you just do a simple extract on those instead of "extract to folder" you run the risk of overwriting your stock SEIV folders. And if you end up with the mod folder inside another folder it's a simple matter as you say of moving the mod folder up a level.

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  #24  
Old October 4th, 2002, 03:12 AM
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Default Re: Proportions mod Version 2.5 available

I honestly cannot see any use for Solar Sails. They are way too large for the amount of thrust they provide. I can use contra terrane engines and solar panels on a LC and get infinite range (just like 10 more supplies used per turn than generated), and use 20 fewer kilotons than Solar Sails 3, and both get 6 MP.
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  #25  
Old October 4th, 2002, 03:54 AM
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Default Re: Proportions mod Version 2.5 available

cheaper?
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  #26  
Old October 4th, 2002, 04:01 AM
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Default Re: Proportions mod Version 2.5 available

The cost difference is too small to be relevant.
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  #27  
Old October 4th, 2002, 05:57 AM
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Default Re: Proportions mod Version 2.5 available

Oleg, I agree about the AI ship size choices, and adjusted them all a couple of days ago. I'll release them in 2.5.1 very shortly - I'm just waiting to see if there's anything else I should sneak in before I package it up and release it.

The Nostropholo (and by inheritance, the Chryslonite) ship designs up to LC look good. The weapon mix is effective against either shields or armor, and is very good against ships with most types of armor. One possible counter-design would be a lot of plain armored structure and low/no shields, or shields and strong shield regeneration. They were making good use of mines, too.

They might benefit from an occasional PD ship, too.

Imp. Fryon, yes I'm afraid your assessment of Solar Sails is more or less right, at least for large combat ships. The Contra-Terrene/Panel design uses the same mass, gives one greater speed, gives a +11% defense bonus, has a larger supply storage capacity, with the disadvantages being cost (about 1800 vs. 3000) and supply income (the sail design generates 120/star/turn, but big deal).

The Proportions solar sails aren't intended to be superior warship drives, but I think they're probably a bit undesirable, given the output of solar collectors (which are I think probably more powerful than they ought to be, since they can make infinite-range ships fairly easy to develop).

So, I'm thinking of cutting the size of solar sails in half (to 10 kT, like engines), and also perhaps halving the supply generation of solar collectors.

Would anyone be heart-broken by this, or have any preferred suggestions?

PvK
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  #28  
Old October 4th, 2002, 06:08 AM
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Default Re: Proportions mod Version 2.5 available

That sounds like a decent plan for the sails.

However... I am not really liking the move of Stealth Armor to a new tech area. I don't mind Stealth Armor being moved to its own tech tree for new games, but PBW games in progress get messed up. It really screws up star ship designs.
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  #29  
Old October 4th, 2002, 07:20 AM
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Default Re: Proportions mod Version 2.5 available

Quote:
Originally posted by Imperator Fyron:
That sounds like a decent plan for the sails.

However... I am not really liking the move of Stealth Armor to a new tech area. I don't mind Stealth Armor being moved to its own tech tree for new games, but PBW games in progress get messed up. It really screws up star ship designs.
I can see where it's a bit unfair that those who have already deployed stealth armor could deconstruct and analyze their own ships to gain a research advantage. Are there other reasons I'm missing?

PvK
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  #30  
Old October 4th, 2002, 07:22 AM
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Default Re: Proportions mod Version 2.5 available

Umm... that's not my point at all. I can no longer build my warships, which is a big problem. I can not afford to scrap any to get the Stealth Armor tech.
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