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Old September 27th, 2012, 09:15 PM
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Arrow New version 3.1.0 of Proportions Mod for SEIV available!

Check the date posted. Yep, 2012. It's time for... a new version of Proportions Mod for Space Empires IV!



Some folks got me playing PBW, and wanted to start a new game, and I just snapped and went on a modding rampage doing things I had wanted to do for years.

Mainly, fighters are now useful again (I think), and Intelligence has been reworked (and is hopefully useful for intelligence gathering now).

The AI is still very uninformed about all these new changes, though it can sort of play.

Anyway, it is available at: https://docs.google.com/open?id=0Bwn...nBHSHpkV0dqcUE
Here is my change list since the last released version, which was 3.0.5:

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

Version 3.1.0:

--------------
New Additions:
--------------
* Added new tech area Light Ship Control Systems, which requires Computers
tech and gives more efficient versions of ship control systems for small
ship classes. This makes smaller ship sizes more proportional and
economically viable.
-----------------
Gameplay Changes:
-----------------
* Moved 20% of defense bonuses from the ship size to the engines, to
increase the effects of losing engines (or omitting engines in designs).
This is also more consistent with to-hit modifiers for bases. The net
effect is zero in almost all cases, unless engines are absent.
* Made Express Transports 5% less easy to hit than they were.
* Halved remote radioactives extraction rates.
* Quartered remote organics extraction rates.
* Seekers are 20% harder to hit.
* Plasma torpedoes are more durable than before.
* Reduced Point Defense Laser mineral costs; added small rad costs.
* Greatly reduced added to-hit bonus from base/planet Fire Control Centers.
* Secondary and Tertiary fire control are fixed size, while Multiplex
Tracking uses a scale mount. This offers a size and resource tradeoff.
* Bridge and Combat Bridge are now scaled to ship size.
* Superior crew quarters are now scaled to ship size.
* Added Long Range Mounts for some long-range ship weapons.
* Reduced research cost of probes.
* Added Photon Jacketing tech area requirement for Jacketed Photon drives.
* Increased research and radioactives cost of Gravitic Drives.
* Upped asteroid damage on ship events.
* Added random events which mimic intelligence operations.
* Reworked intelligence. Missions have very different costs and adjusted
effects, and there are two new research areas: Counter-Intelligence,
and Covert Operations. The general idea is Intelligence should now be
more interesting and useful, and be mostly about actual information-
gathering, while it is still possible (though very very slow) to do
attack missions.
-------------------------
Fighter Gameplay Changes:
-------------------------
* Fighter propulsion reworked.
See "Version 3.1.0 fighter rebalance design notes" above for explanation.
* Fighter engine components redefined as Light, Standard, Heavy, etc.
* Engines/move for larger fighters greatly reduced.
* Fighter engine movement points increased.
* Fighter engines now use scale mounts, with different costs and sizes.
* Fighter engine design space reduced.
* Halved cost of titanium fighter armor, and upped its structure by +1.
* Adjusted emissive fighter armor cost/effect.
* Point Defense Cannon damage roughly halved. Structure of most seekers
equivalently halved.
* Reduced research cost of Fighters technology area.
* Added a Small Craft tech area, representing lower-performance small ships.
* Fighter Combat Sensor and ECM costs divided by 10.
* Fighter weapons improved, generally by extending possible levels a bit
for max damage potential about 50% higher.
* Re-added Small Anti-Proton Beams and Small Meson Blasters.
* Anti-Matter weapon mounts can now be used on some fighter warheads.
---------
Cosmetic:
---------
* Fighter Power Plants categorized as Supply.
* Some spelling corrections.
* Grouped the positions of some similar things together in the mod text files.
* Tidied a few descriptions.


Version 3.0.6:

--------------
New Additions:
--------------
* Added a new tech area for Q-Ships, which appear to be transports or
starliners, but can be nearly fully-equipped warships, though they still
maneuver like transports.
* Added probes, which are small low-tech drones, because any space-faring
nation should be able to deploy simple robot spacecraft. They are inferior
to drones, so one may wish to research Drones and not Probes, so they have
their own tech area which requires Computers at level 1.
-----------------
Gameplay Changes:
-----------------
* Reduced crew and life support requirements for Large Transports from 3 to 2.
* Reduced mineral cost of regular Auxiliary Control from 500 to 100.
------
Fixes:
------
* Corrected supply use for Anti - Proton Beam X.
* Corrected (hopefully no-effect...) double "number or tech req" line in Anti
- Proton Beam XI.
* Added double-tech-req entries to Point - Defense Cannons IV and V, to be
consistent with earlier PD Cannons. (Note: This is an attempt to convince
the AI to prefer these on ship designs.)
* Corrected categorization of Anti-Matter Reactor tech area as Applied Science. (7)
* One can no longer upgrade to Space Port + Supply Depot. This was happening to
Resupply Bases, removing their benefits and sometimes to no good effect (such
as when there was a Space Port City on the planet). (7)
---------
Cosmetic:
---------
* Corrected typo in crew quarters description.
* Adjusted descriptions of Computer Combat and Computer Defense.

((7) Thanks to Edward Kolis for reporting this!)


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