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

This Month's Specials

Raging Tiger- Save $9.00
World Supremacy- Save $9.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old January 31st, 2005, 06:27 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 Mod version 3.0.3 posted

For those interested, here is my change list for the next version so far. I almost got it ready to post today, but not quite.

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


Version 3.0.3:

--------------
New Additions:
--------------
* Added Anti-Matter Warheads, a powerful branch of Anti-Matter Technology
which after much research can multiply the effect of explosive warheads.
* Re-added Anti-Matter Torpedoes, now as an advanced weapon requiring both
torpedo technology and anti-matter warheads.
* Re-added Quantum Torpedoes, now as a very advanced weapon.
* Added Quantum Beam weapons.
* Added religious zealot and holy infantry types.
* Added three levels of AFV Emissive Armor.
* Added Minefield Scanner Jammers.
* Added Single Satellite Launchers.
* Added laser fighter weapons.
* Added charged particle blaster fighter weapons.
* Added laser AFV weapons.
-----------------
Gameplay Changes:
-----------------
* Renamed Small Anti-Matter Torpedoes to Small Explosive Torpedoes and
changed the tech requirements for levels II and III to make them
available in the 3.x research tree. They now come with various
combinations of research in Small Weapons, Torpedo Weapons, Advanced
Explosive Torpedoes and Explosive Warheads.
* Re-set crew quarter requirement for Scouts back from 0 to 1, since
building Scouts without crew quarters halved their speed in practice,
though not on the design screen.
------
Fixes:
------
* Corrected supply ability of Anti-Matter Reactors IV and V.
* Removed supply use requirements from ring & sphere world generators,
because a bug was causing them to fail even with enough supplies. (4)(5)
* Corrected supply use of Small Ion Engine II x 2. (4)
* Corrected actual mine laying rate of Mine Layer III. (4)
* Corrected number of tech areas required for Elite Infantry.
* Removed scale mount trick for Minefield Signature Suppressors. (2)
* Multiple elite Weapons Platform Command Centers no longer stack. (2)
* Emissive armor effects for AFV's removed and added to structure, because
I believe they did not have any effect. (2)
* Balanced (increased) costs of AFV shields, because they had been balanced
for shield depleters, which were removed from ground units in Proportions
version 3 for strong suspicion of not working right. (2)
* Corrected (added) radioactives cost of Small Arms IV.
---------
Cosmetic:
---------
* Added Advanced Explosive Torpedoes to the changes log for version 3.0.2,
where they were added.
* Corrected Sphere World Placement Generator requirement description to
read GT instead of MT. (5)

((2) Thanks to Alneyan for reporting these!)
((4) Thanks to MishimaYukio for reporting these!)
((5) Thanks to Mylon for reporting these!)

PvK
Reply With Quote
  #2  
Old January 31st, 2005, 10:59 AM
Ed Kolis's Avatar

Ed Kolis Ed Kolis is offline
General
 
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
Ed Kolis is on a distinguished road
Default Re: Proportions Mod version 3.0.3 in the works...

AFV emissive armor? I thought that ability doesn't work on troops - or did you just not use the ability but called it that anyway?
__________________
The Ed draws near! What dost thou deaux?
Reply With Quote
  #3  
Old January 31st, 2005, 11:03 AM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Proportions Mod version 3.0.3 in the works...

Just a cosmetic suggestion, but I'd called plain old explosive torpedoes, spatial torpedoes or something like that.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #4  
Old January 31st, 2005, 06:45 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 Mod version 3.0.3 in the works...

Quote:
Ed Kolis said:
AFV emissive armor? I thought that ability doesn't work on troops - or did you just not use the ability but called it that anyway?
Up to now, Proportions used emissive abilities on troops out of hope that it either worked or would be patched. The costs were balanced as if they worked.

Now, abandoning that idea, they've been rebalanced, mainly by just adding the emissive ability to the structure, and fiddling with the costs a little. So there is still an AFV Emissive Armor component, for example, but it is just a way to spend more minerals and rads per kT to get more structure per kT than you can get with ordinary AFV armor.

PvK
Reply With Quote
  #5  
Old February 1st, 2005, 12:15 PM

PTF PTF is offline
BANNED USER
 
Join Date: Feb 2005
Posts: 28
Thanks: 0
Thanked 0 Times in 0 Posts
PTF is on a distinguished road
Default Re: Proportions Mod version 3.0.3 in the works...

Very nice!
PvK, I am still using 3.0.1:
observed something about the research facilities, it looks like the later (and greater) research facs are cheaper to build than the earlier ones?

PsychoTechFreak
(who has not managed to find the old account password, and the board does not reply...)
Reply With Quote
  #6  
Old February 1st, 2005, 06:37 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 Mod version 3.0.3 in the works...

Quote:
PTF said:
...
PvK, I am still using 3.0.1:
observed something about the research facilities, it looks like the later (and greater) research facs are cheaper to build than the earlier ones?
...
Assuming that by "earlier ones" you mean Conventional Research Complexes, yes, that's true and intentional.

PvK
Reply With Quote
  #7  
Old February 2nd, 2005, 03:35 PM

PTF PTF is offline
BANNED USER
 
Join Date: Feb 2005
Posts: 28
Thanks: 0
Thanked 0 Times in 0 Posts
PTF is on a distinguished road
Default Re: Proportions Mod version 3.0.3 in the works...

Quote:
* Removed supply use requirements from ring & sphere world generators,
because a bug was causing them to fail even with enough supplies. (4)(5)
is it impossible to build artificial worlds in 3.0.1 ? [img]/threads/images/Graemlins/Cold.gif[/img]
Reply With Quote
  #8  
Old February 2nd, 2005, 04:23 PM
Alneyan's Avatar

Alneyan Alneyan is offline
General
 
Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
Alneyan is on a distinguished road
Default Re: Proportions Mod version 3.0.3 in the works...

It is impossible to build them in 3.02 (the current version), due to a nasty bug. It should be possible again with the 3.03 patch, comptabible with the 3.XX versions. Of course, it will be *possible*, and certainly not easy.
Reply With Quote
  #9  
Old February 2nd, 2005, 04:27 PM

AMF AMF is offline
Lieutenant Colonel
 
Join Date: Dec 2000
Posts: 1,254
Thanks: 0
Thanked 0 Times in 0 Posts
AMF is on a distinguished road
Default Re: Proportions Mod version 3.0.3 in the works...

What are you talking about? I have a Ringworld in Proportions #3 just about done...

Quote:
Alneyan said:
It is impossible to build them in 3.02 (the current version), due to a nasty bug. It should be possible again with the 3.03 patch, comptabible with the 3.XX versions. Of course, it will be *possible*, and certainly not easy.
Just kidding.
Reply With Quote
  #10  
Old February 3rd, 2005, 05:30 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 Mod version 3.0.3 in the works...

Someone actually did try, in a single-player game, which is how we found out that world-building components don't work if they list any supply requirements.

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 12:26 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.