.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
World Supremacy- Save $10.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old March 31st, 2002, 09:13 AM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Proportions Version 2.0 available

Snag it HERE.

This Version adds a lot of stuff (see below) compared to 1.5.3, especially solving some balance issues with fighters against ships.

This is also the first Version of Proportions <i>NOT</i> to support upgrades from games created with earlier Versions. However, I do plan to release a Version 1.6, which includes almost all of these changes, and will upgrade earlier Versions.

If anyone wants Version 1.5.4 (described in the changes notes below), which changes minimal aspects compared to 1.5.3, but includes many little fixes, I could make one, but I'm not planning on it - I'd recommend people go to 1.6 if they want to upgrade and continue an existing game session.

Here's a bunch of new notes from the readme:


Version 2.0 design note:
========================
Version 2.0 is NOT backwards-compatible with games created with earlier
Versions of Proportions. The highest Version that is backwards-compatible
(more or less) is Proportiosn 1.6.x. This is because of the new PD mounts
added in 2.0, which I felt were important enough to do this for. These had
to be added at the beginning of the list, which breaks existing games. The
new mount could not be added to the end, because SE4 AI always chooses the
LAST mount available, so if it were at the end, it would have made the AI
only use PD mounts on ships. An entire second set of AI mounts could have
been added after that, but they would still appear on the player mount list,
which would be cumbersome. Because of the above, I also re-shuffled many
components so they appear in a more logical order. This would also completely
mix up any games that attempt to upgrade, but since it would already have
happened due to the mount shift, I decided it was a good time to do this.


Common Questions:
=================

?? "It won't let me load existing empires." Yes, empire files created with
other mods won't load, because SE4 doesn't know what do do with the
different racial traits that have been modded. It can still create new
empire files.
?? "The map is blank when I start a game." This sometimes happens when
running a mod for the first time. The solution is to save your game, and
then load that game. (You can do this without exiting the program.) The
map will then appear, and it shouldn't happen on later playings.


Notes for better game setups:
=============================
<> Don't set the game to limited resources!
<> If you choose a new warp-point "rich" quadrant type, try turning off the
option to connect all systems with warp points. The "richness" will
probably accomplish this anyway, and the map will tend to be much more
interesting.
<> Setting starting tech levels to "high" (i.e., all) is not recommended
except for testing. Because some techs can be researched to very high
levels, the highest techs are very specialized and not representative
of the typical balance of equipment in regular play.
<> If you are upgrading from a game that was played against the AI with
a Version earlier than 1.5, and you want to continue that game, the
AI will be greatly helped if a human player plays them for one turn,
and cancels all of the cultural center construction projects on all
(or almost all) of their colonies. Otherwise, those colonies will
probably remain stuck trying to build those for a century or two, or
three...
<> As of Proportions Version 1.6's release, the effect of the Lucky and
Cursed abilities was in question, but this was reported to Malfador.
Selecting it on the notion that it may have no effect is a gamble
against it working, now or later.


Tips for effective play:
========================
<> Consider building several or more population transports to help colony
development progress, ferrying population with auto-repeat orders.
<> Note that there is an "efficient" Version of every engine type. It is
slower but much greater ranged. They can be mixed with other engines
to trade off between speed and fuel efficiency.
<> Note that security stations and supply storage are much cheaper, and
come in small Versions.
<> If you have researched high tech standard armor, pay attention to the
cost of the higher levels - it is strong but quickly gets enormously
expensive.
<> Note that fighters are extremely difficult to hit in Proportions, but
(as of Version 1.6+) they don't do a lot of damage to ship-sized
targets. Main ship weapons will often not be able to hit fighters
except by very lucky shots. If your enemy uses fighters, you should
deploy _something_ that can hit them: PD mounts, small WP or base mounts,
PD weapons, other fighters, or perhaps very small maneuverable ships
with appropriate equipment.


Changes Log:
============

Version 2.0:

* Added PD ship _mounts_. This finally is a change that will mess
up existing games. Games upgraded from earlier Versions would
have all of their mounts messed up on existing units that use
mounts.
* Component order re-grouped so newer high level Versions appear
in sequence with older ones.


Version 1.6:

* Greatly increased non-domed planet cargo capacities (by x 10).
* Phased polaron beams extended with seven new lower-strength and
intermediate marks, and reduced in research difficulty from 1.5's
high cost.
* Added distribution centers, which are space ports with storage
depots in one facility. This should help compensate the AI for its
investment in redundant space port construction.
* Numerous adjustments to cultural modifiers. They are now almost
all mostly balanced, in theory, including "Neutral" culture.
* Changed self-defense cannon size to 10kT, and set to-hit mod to 0.
* Added point-defense beam turrets, for anti-fighter use.
* Increased cost of Natural Merchants trait to account for the extra
cultural center it generates.
* Adjusted tech requirements cost, and effect of various small weapons.
* Added AFV and fighter shield generator intermediate/extended levels.
* Gave organic infestations, ruptures, and hyper-dense cores some bite.
* Removed the chance that homeworlds would start in planet-poor systems.
* Expanded and adjusted small unit electronic warfare components.
* Adjusted afterburner costs and added defensive bonus.
* Added light missile launchers.
* Increased max shield tech level to 12.
* Spread out shield regenerator tech requirements.
* Added regenerating shield generators and phased Versions.
* Adjusted small ship mount to-hit bonus.
* Greatly decreased fighter weapon damages, to get them back in
proportion with their size, and also because their defensive bonuses
meant not only were they extremely hard to hit, but they could smash
ships left, right and center. Some of the higher tech weapons are
still very powerful, but those are the anti-ship Versions, so those
fighters are very vulnerable to other fighters.
* Halved fighter shield strengths.
* Adjusted fighter engine and armor structure Ratings.
* Added range attenuation to TK projectors.
* Added high-energy magnifier levels IV and V.
* Tweaked incinerator beam damage up a wee tad.
* Added null-space projector marks IV and V, and increased their
research costs and requirements.


Version 1.5.4:

* Added an Empires folder, so empires for Proportions will be stored
separately from empires for normal and other mod types.
* Added a sample empire, the Soluk, so that there would be an empire
that would cause the Empires folder to be created.
* Made rippers and incinerators appear on "show latest".
* Corrected weapon family number of heavy infantry weapons IV.
* Corrected cost of small combat sensors I.
* Added to-hit modifiers to descriptions of all weapons that have them.
* Multiplied neutron bomb damage to compensate for population damage
resistance increase.
* Corrected typo in the names of the Organic Generation Facilities.
* Stopped AI from illegally using satellite armor on non-satellites.
This shouldn't have happnened, but was mainly a cosmetic issue.
* Corrected tech requirements of AFV DUC's.
* Reduced shield generation on cultural facilities.
* Corrected typo in to-hit mod description for small arms III and IV.
* Corrected max shield tech level to 11.
* Improved Amon'krie weapon selection.
* Fixed some apparently benign typos in Weapon Platform Computer Cores.
* Cosmetic fix - added troop tech requirements to AFV components.
* Increased number of system names from 243 to 286, to support 250
systems in a quadrant, and to add some more neat names.
* Corrected shield generation on AFV shield generator IV.


PvK
Reply With Quote
  #2  
Old March 31st, 2002, 11:19 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Proportions Version 2.0 available

I don't know if you have done this already, but could you put the efficient engines in a different family than the normal engines? It's really annoying to have to remove all of a ship design's engines and re-adding them when upgrading it.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #3  
Old March 31st, 2002, 11:32 AM

Gimboid Gimboid is offline
Corporal
 
Join Date: May 2001
Location: Sydney, Australia
Posts: 157
Thanks: 0
Thanked 0 Times in 0 Posts
Gimboid is on a distinguished road
Default Re: Proportions Version 2.0 available

quote:
Originally posted by Imperator Fyron:
I don't know if you have done this already, but could you put the efficient engines in a different family than the normal engines? It's really annoying to have to remove all of a ship design's engines and re-adding them when upgrading it.


It looks like its been done

Normal engines are family 9, the efficient engines are family no. 309, and gravatic drives are a different family again...
__________________
Latest program Version. Updated 9/30!!
Component Modding Program Version 0.92
Reply With Quote
  #4  
Old March 31st, 2002, 11:34 AM
raynor's Avatar

raynor raynor is offline
Captain
 
Join Date: Jan 2001
Location: Texas
Posts: 830
Thanks: 0
Thanked 0 Times in 0 Posts
raynor is on a distinguished road
Default Re: Proportions Version 2.0 available

What exactly is this? Could you please include a short description of what this is? Thanks!
Reply With Quote
  #5  
Old March 31st, 2002, 11:35 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Proportions Version 2.0 available

quote:
What exactly is this? Could you please include a short description of what this is? Thanks!

Do you mean component families, or the Proportions Mod?
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #6  
Old March 31st, 2002, 11:36 AM

Gimboid Gimboid is offline
Corporal
 
Join Date: May 2001
Location: Sydney, Australia
Posts: 157
Thanks: 0
Thanked 0 Times in 0 Posts
Gimboid is on a distinguished road
Default Re: Proportions Version 2.0 available

Component families relate to how SEIV Groups components

If u press the upgrade design button then u will see Groups in action as SEIV will attempt to find the most up to date components for all the component Groups on the ship u have selected.

Say for example u finish quantum engines 1 this turn. Then u press upgrade design for one of your ships. Now normally in seiv it upgrades the ships engines (+ any other more modern components) with the latest designs, thus giving u quantum engines on that ship design being upgraded.

If the quantum engines were a different component family to the others then when u pressed upgrade u would have to totally redesign the ship to put the engines on as it wouldnt automatically substitute the newer engines over the older engines on the ship.

[ 31 March 2002: Message edited by: Gimboid ]

__________________
Latest program Version. Updated 9/30!!
Component Modding Program Version 0.92
Reply With Quote
  #7  
Old March 31st, 2002, 03:54 PM

Askan Nightbringer Askan Nightbringer is offline
Corporal
 
Join Date: May 2001
Location: Sydney, Australia (the 3rd island!)
Posts: 198
Thanks: 0
Thanked 0 Times in 0 Posts
Askan Nightbringer is on a distinguished road
Default Re: Proportions Version 2.0 available

First off I'll say "WOW". I've had a look and this mod is a radical change that would make for some interestuing strategies.

I've just got one question -

I noticed you can't upgrade cities into metropoli and so forth. To me this seemed like a natural progression thingie.

Cheers,
Askan
__________________
It should never be forgotten that the people must have priority -- Ho Chi Minh
Reply With Quote
  #8  
Old March 31st, 2002, 08:00 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: Proportions Version 2.0 available

Thanks askan!

I'd like to have the urban facilities upgradable, yes, but I'm not sure what's preventing it. The space ports are upgradable into distribution centers... let's see...

Ah, ok, I just needed to add Roman Numerals to them... I'll add that in the next patch. Thanks for prompting me to look into that!

oleg, yes you're quite right. Going through and tweaking all of the AI empires takes a lot of time, and the Last time I tried to touch all of them with unique changes was in 1.3. There are probably a number of other simple tweaks that would help them out, too. Thanks very much for taking the time to go through the AI setup files and adjusting them. I'll take a look and include in the next Version.

PvK
Reply With Quote
  #9  
Old March 31st, 2002, 08:23 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Proportions Version 2.0 available

Why do the City thru Arcology have these abilities, but all set at 0?

quote:
Ability 11 Type := Change Population Happiness - System
Ability 11 Descr :=
Ability 11 Val 1 := 0
Ability 11 Val 2 := 0
Ability 12 Type := Change Population Happiness - System
Ability 12 Descr :=
Ability 12 Val 1 := 0
Ability 12 Val 2 := 0
Ability 13 Type := Change Population Happiness - System
Ability 13 Descr :=
Ability 13 Val 1 := 0
Ability 13 Val 2 := 0
Ability 14 Type := Component Repair
Ability 14 Descr :=
Ability 14 Val 1 := 0
Ability 14 Val 2 := 0
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #10  
Old March 31st, 2002, 10:42 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: Proportions Version 2.0 available

Those have no effect. They exist because I made them by cut & paste from the Cultural Centers, which have more abilities that the smaller urban facilities do. If I removed those entries, I would have to re-number the later ones, which would have been a fair amount of work with no effect, except to avoid this point of confusion for people trying to figure out the files. So, I just replaced them with do-nothing abilities.

PvK
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 08:12 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.