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October 22nd, 2002, 11:36 PM
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Re: Proportions mod Version 2.5.1 available
Wow it's been so long since i visited here (just after gold was released if i remember right), and so much has been achieved. Anyway, to my question, are the updates to the proportions mod posted in this thread, also updated to the mod on the proportions web site.
Tic
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October 23rd, 2002, 01:44 AM
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Re: Proportions mod Version 2.5.1 available
To me, (totally) loosing a war in Proportions is a pretty hard thing to do. I'm in turn 400 or something in a game aganist the AI and I'm still trying to take down a _neutral_ empire's homeworld. Apparently 35 ships with 8 point defense cannons V isn't enough to take down a planet with a bunch of missile weapon platforms. Maybe this new design with shield depleters will be more effective... Then again, I think the reason my fleet died was because they couldn't punch through the 4000 infantry on the planet. Oddly enough, the infantry were taking damage first, and providing a _lot_ of cushioning, considering their 100kt damage resistance for 1 kt of space.
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October 23rd, 2002, 01:58 AM
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Re: Proportions mod Version 2.5.1 available
All Versions of Proportions are available here:
http://g2.latibulum.com/pvk/proportions/
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October 23rd, 2002, 03:17 AM
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Re: Proportions mod Version 2.5.1 available
Quote:
I'm still trying to take down a _neutral_ empire's homeworld.
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If you're just trying to kill it, just use a tectonic bomb.
And you don't need to cut down the shields to drop troops for a capture.
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October 23rd, 2002, 11:15 AM
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Re: Proportions mod Version 2.5.1 available
Quote:
Originally posted by Mylon:
To me, (totally) loosing a war in Proportions is a pretty hard thing to do. I'm in turn 400 or something in a game aganist the AI and I'm still trying to take down a _neutral_ empire's homeworld. Apparently 35 ships with 8 point defense cannons V isn't enough to take down a planet with a bunch of missile weapon platforms. Maybe this new design with shield depleters will be more effective... Then again, I think the reason my fleet died was because they couldn't punch through the 4000 infantry on the planet. Oddly enough, the infantry were taking damage first, and providing a _lot_ of cushioning, considering their 100kt damage resistance for 1 kt of space.
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AFAIK, the units take damage in the reverse order they have been constructed, ie Last build is killed first. It would make sense to build WP with weapons only first and then cover it with troops. Heroes cover cannons with their bodies and stuff...
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October 24th, 2002, 04:08 PM
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Re: Proportions mod Version 2.5.1 available
Well the most annoying part about infantry is the fact they're so darned cheap. My homeworld can church out nearly 200 per turn. 200 + 100kt damage resistance = 20,000 in "shielding" added per turn. I guess the bonus to blowing up the enemy's infantry first is even though I may loose 50 turns or so just producing the ships that can punch through that armor, the enemy planet won't have any defenses left when I send my own troops down.
[ October 24, 2002, 15:09: Message edited by: Mylon ]
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October 24th, 2002, 04:49 PM
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Re: Proportions mod Version 2.5.1 available
Unfortunately, planetary bombardment damage assessment has always been severely retarded. I believe the actual order, is more or less "the units with the lowest amount of structure per unit die first, and before any facility damage." (I could be more precise, but that's essentially it.)
So, if your WP's have more structure per unit than your troops, the troops get hit before the WP's.
If you build larger troops than infantry, though, and use shields and armor, they will probably have more structure than a WP, and so they won't get killed before the WP's, so an invasion attempt will encounter the troops.
I despise that bombardment damage allocation system BTW, and have complained about (as have Baron Munch. and others) it several times over the years - it's really lame.
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October 24th, 2002, 08:27 PM
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Re: Proportions mod Version 2.5.1 available
Quote:
Originally posted by Mylon:
Well the most annoying part about infantry is the fact they're so darned cheap. My homeworld can church out nearly 200 per turn. 200 + 100kt damage resistance = 20,000 in "shielding" added per turn. I guess the bonus to blowing up the enemy's infantry first is even though I may loose 50 turns or so just producing the ships that can punch through that armor, the enemy planet won't have any defenses left when I send my own troops down.
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20K is not that much if you use anti-planetary weapons like napalm. One battleship can do 10K per turn or even more 
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October 24th, 2002, 09:02 PM
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Re: Proportions mod Version 2.5.1 available
Quote:
Originally posted by oleg:
quote: Originally posted by Mylon:
To me, (totally) loosing a war in Proportions is a pretty hard thing to do. I'm in turn 400 or something in a game aganist the AI and I'm still trying to take down a _neutral_ empire's homeworld. Apparently 35 ships with 8 point defense cannons V isn't enough to take down a planet with a bunch of missile weapon platforms. Maybe this new design with shield depleters will be more effective... Then again, I think the reason my fleet died was because they couldn't punch through the 4000 infantry on the planet. Oddly enough, the infantry were taking damage first, and providing a _lot_ of cushioning, considering their 100kt damage resistance for 1 kt of space.
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AFAIK, the units take damage in the reverse order they have been constructed, ie Last build is killed first. It would make sense to build WP with weapons only first and then cover it with troops. Heroes cover cannons with their bodies and stuff... No, it is first loaded, first hit. So if you don't move your units, the first built get hit first. Also, the first troops you load onto a transport are the ones that get dropped first, and so get hit first in ground combat.
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October 25th, 2002, 03:43 AM
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Re: Proportions mod Version 2.5.1 available
Quote:
Originally posted by oleg:
20K is not that much if you use anti-planetary weapons like napalm. One battleship can do 10K per turn or even more
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It may not _seem_ like much, but when they have 200,000 worth of armor (only 10 turns worth) to punch through and have some 100 weapon platforms behind it... Thankfully the computer isn't smart enough to build more than 20 weapon platforms, but if they did... Ouch!
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