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January 27th, 2003, 08:05 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: Proportions....
Ok, I made a quick beta Version for you folks. 2.5.3BETA is available at: THIS LINK. It includes the modded 3rd party races and everything, so it's about 4 megabytes.
Let me know what's broken.
PvK
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January 28th, 2003, 02:30 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Proportions....
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Not enough to stop playing Proportions mind, but I do wonder why you can't upgrade smoothly from one type of facility to the next.
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Because you're only allowed to upgrade to the Last Version of the facility you've researched.
His point is that you will not always want to do that in proportions, and it may even be a bad move.
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Things you want:
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January 28th, 2003, 10:40 AM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
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Re: Proportions....
Quote:
Originally posted by PvK:
If I recall correctly, Starliner Modules, and high-tech Cargo Bays are both intentionally more expensive than their counterparts, because they represent attempts to do what some players asked for - the ability to use high technology to stuff as much cargo into a design as possible. The Starliner Modules help for mass exodus in minimum time (reduces build costs by distributing resource types used) and in some cases for more cost-effective population transports (both by spending orgs, and by increasing capacity per ship, which divides down the other non-cargo costs of the ship). The high-tech cargo bays are good when you want a more capacious transport of other types. Cargo Bay I remains the cheapest component for simply transporting some units, when your design has enough space that you don't feel like maximizing capacity with expensive tech.
There's a similar situation with armor - you have to decide whether you want to max out structure or save some resources to buy something else as well.
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Ah, I understand, and that's now ok with me. I often use a mix of higher tech cargos with cargo I to achieve 2kT or 3kT. Maybe my small starliner module problem is because I always do not know (yet) where to spend all of the minerals to not exceed the stock limits. Mostly I start with producing fighters/mines which make up a nice defense barrier in Proportions. But when I am going to max out the ship fleets, I expect to reconsider the sl modules to save minerals from about midgame on.
PTF
[ January 28, 2003, 08:45: Message edited by: PsychoTechFreak ]
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January 28th, 2003, 10:55 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Proportions....
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SE3 fighters - slow, weak, easy to kill, and unable to move out of the sector they are launched in.
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That doesn't work. Fighters get 1 MP even if they have no strategic movement generating engines.
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dogscoff, your suggestions are mostly in line with my Foundations mod design, and some can appear in 3.0, though not in 2.5.x because folks like Fryon don't want the tech tree to change.
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Its just bad form to force changes like that on games in progress. I really did not relish having to have all of my ship designs suddenly made obselete and having to research a whole lot of new technologies to build them agian in order to get a few bugs fixed.
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January 28th, 2003, 11:09 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: Proportions....
Quote:
Originally posted by Imperator Fyron:
quote: SE3 fighters - slow, weak, easy to kill, and unable to move out of the sector they are launched in.
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That doesn't work. Fighters get 1 MP even if they have no strategic movement generating engines.
Ah right, well that's too bad, but 1 MP is slow enough to make the point, and doubly so if they don't have a lot of supply storage, since fighters use supplies each turn. I might increase that monthly rate of use too, which will also help reduce their efficiency as warp point defenses. It would realistically take a specialized design to allow fighters to deploy without carriers for months, especially if they have biological crews. The suggested drone fighters could offer an alternative to address that particular issue.
Quote:
quote: dogscoff, your suggestions are mostly in line with my Foundations mod design, and some can appear in 3.0, though not in 2.5.x because folks like Fryon don't want the tech tree to change.
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Its just bad form to force changes like that on games in progress. I really did not relish having to have all of my ship designs suddenly made obselete and having to research a whole lot of new technologies to build them agian in order to get a few bugs fixed. Ya, I remember. I hope you enjoy the return of the "legacy techs" in 2.5.2+, and the special 2.5.2 which will refrain from changing remote mining, so the remote mining games in progress can continue to be savage.
PvK
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January 28th, 2003, 12:52 PM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
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Re: Proportions....
What's that story about fighter supplies, something I might have missed? Fighters use supplies every turn, even without doing anything, like Drones? Or is this just a matter of your Mod?
What I have also seen is, if you put fighters into a fleet together with ships, the ship supplies will get halved with the next turn (just the attempt has to get punished).
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January 28th, 2003, 04:47 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
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Re: Proportions....
The new SE patch has an interesting feature that can have a direct effect on Proportions: weapon platform will be destroyed first, before troops. No more brave infantry covering missile silos with their bodies !
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January 28th, 2003, 07:48 PM
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Lieutenant Colonel
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Join Date: Jul 2001
Location: Orlando, FL
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Re: Proportions....
I thought that a previous patch had eliminated supply sharing between fighters and ships. It used to be that you could launch fighters (which started with full supply) and fleet them with your ship; next turn, your fleet's resupplied, and you'd load up your fighters and move on along.
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The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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January 28th, 2003, 10:16 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: Proportions....
Quote:
Originally posted by PsychoTechFreak:
What's that story about fighter supplies, something I might have missed? Fighters use supplies every turn, even without doing anything, like Drones? Or is this just a matter of your Mod?
What I have also seen is, if you put fighters into a fleet together with ships, the ship supplies will get halved with the next turn (just the attempt has to get punished).
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Krsqk is correct - the fighter fleeting supply effect was removed in the previous Gold patch (1.78). You can fleet fighters with ships (which is great for escorting them) but they will track supplies independently, which is good.
Fighters also now use supplies per turn as of the previous Gold patch (1.78). The default for the unmodded game is:
Fighter Supply Usage Per Turn := 5
(See Settings.txt)
PvK
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January 28th, 2003, 11:48 PM
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National Security Advisor
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Re: Proportions....
You can fleet fighters with ships (which is great for escorting them) but they will track supplies independently, which is good."
Even better would be if bases worked the same way..
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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