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				March 27th, 2002, 11:58 AM
			
			
			
		  
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				Proportions mod 1.5.3 released
	
			 
             
			
		
		
		
		See  http://www.latibulum.com/pvk/proportions/ for the new files.
 
This Version is mainly a set of adjustments and corrections to 1.5.2. I'm hoping to post a 1.6 tomorrow which will involve greater changes. This Version is designed to fix things while changing as little game balance as makes sense, for players that want fixes without having equipment abilities change during an existing game.
 
Changes in Version 1.5.3: 
 
* Corrected size of Advanced Armor II. 
* Corrected tech level requirement of Singularity Generator V. 
* Changed standard armor availability to Ship/Base/Sat, because all-armor 
  drones were so hard to stop, due to the "all or nothing" drone damage 
  allocation. 
* Added old armor types as "Ablative Armor", for use on drones or other 
  units (if people want weaker but always "hit first" protection). 
* Also added standard and emissive drone armor. 
* Added new armor types for satellites and weapon platforms, to better 
  balance against shield abilities, since units don't track component 
  damage. 
* Changed efficient engine family so that regular engines won't upgrade 
  to efficiency models, and so both types are shown when "show latest" 
  is selected. 
* Fixed an apparently harmless typo in Combat Sensors VIIa. 
* Fixed the spatial rupture typo bug from Gold. 
* Changed the previous default system type name to "Abnormal Sidereal" 
  and added a new "Sidereal" variant as the default type. This type 
  does not have so many planetless systems, so it is much better for 
  the current AI to navigate through. 
* Reduced the average number of planets per system, introducing 
  seven new system types and adding them to all quadrant types.
 
PvK  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				March 28th, 2002, 02:43 AM
			
			
			
		  
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				Re: Proportions mod 1.5.3 released
			 
             
			
		
		
		
		Very interseting Mod. Now I don't know what to do, LOL. Wait for 1.6 tomorrow or start this tonight. Anyway, thanks! 
   
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				March 28th, 2002, 03:15 AM
			
			
			
		  
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				Re: Proportions mod 1.5.3 released
			 
             
			
		
		
		
		This is in fact reply to 1.52 thread, but anyway: 
 
I raised a question about very odd AI planetary constraction in Proportions mod. Namely, every single colony builds  spaceport firstly. Even if it is a colony in home system with fully operational home world spaceport.  
 
In standard SE IV, AI does not do it even though space port ability is the first line in planetary type description. The explanation is of course simple- "space port" is system wide ability. If we have one, AI skips this line and build next item in the list. The Proportin's problem is, IMHO, in diffferent coding of space ports on home worlds (it is "space port") and on other colonies (is is "emergency energy", IIRC). I understand why it was made this way - to code unique Proportion's facilities like cities and cultural centers. 
May be this dual coding must remain as it is, but still, we must do something about erratic AI constraction. NO ONE expects 8 space ports in one system !  
 
The best way IMHO is to assign  some, however small, production/reserch values to spaceports and call them villages or something. Alternatively, make all AI players Natural Merchants. 
 
 
Another note: It is certainly nice to have more system types. Unfortunately, it produces even more disparity in players staring locations: It is usually better to start in 9 planets system than in say one or two planets system. I suggest to set the "Empire can start" to False for most sparse systems. This way, we can  average (slightly) the playing field but still have the wide variaty of systems. 
 
[ 28 March 2002: Message edited by: oleg ] 
 
[ 28 March 2002: Message edited by: oleg ] 
		
	
		
		
		
		
		
		
			
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				March 28th, 2002, 04:05 AM
			
			
			
		  
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				Re: Proportions mod 1.5.3 released
			 
             
			
		
		
		
		Tenryu, thanks, and sorry for the quandry.     
Thanks too, Oleg - I understand now what's going on with the space ports - naturally you're right (although I don't think it's really the first thing it will build on all planets, but that's not the main point). What I would need, then, is an ability that is considered system-wide... hmm... I can't think of one off hand that wouldn't have side effects.
 
Or, like you suggest, maybe I should just add a new facility, like "Military Space Port" or "Industrial Space Port" or ... that is more expensive but combines space port with some other function that is useful to have on multiple planets in a system. Then it'd still be a quirk of the AI to invest in one of those on each planet, but at least it'd be useful rather than redundant.
 
PvK  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				March 28th, 2002, 04:31 AM
			
			
			
		  
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				Re: Proportions mod 1.5.3 released
			 
             
			
		
		
		
		Hmm, on the point of High Energy Magnifier seeming worthless compared to Quantum torpedo V, I am thinking not, although I don't mind tweaking it a bit. HEM does less damage at same range and is 50% larger, but it used half the supplies per shot and has a +30 to-hit mod (which is a big deal). Also, HEM comes with the Shard Cannon X in one tech. A real comparison would of course look at the reasearch points and lower levels of the weapons, since in Proportions max levels are harder to achieve. In general though, I think the +30 to hit makes up for the lower damage and larger size. Opinions? 
 
Edit: not to mention that on the way to getting HEM, you get crystalline torpedoes and energy dampeners. However, torp weapons are currently at 10K research base, while Crystal weaps are at 40K research base. Four times the cost, but you get four different weapon systems... all around, seems ok to me, but what do others think? 
 
Any other balance issues anyone wants to mention before I get 1.6 ready? 
 
One thing that is going to change is Phased Poloron Beams. I made them more difficult to research in 1.5, but I think I will now make them a little less difficult but start out with shorter and weaker Versions (shades of SE3) before building up to the current models. 
 
PvK 
 
[ 28 March 2002: Message edited by: PvK ] 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				March 28th, 2002, 12:22 PM
			
			
			
		  
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				Re: Proportions mod 1.5.3 released
			 
             
			
		
		
		
		Ok, I didn't get 1.6 ready yet. I got a bunch done, and found several little silly issues with the AI running 1.5.3, so there will be a 1.5.4 and then a 1.6, now hopefully tomorrow. 
 
PvK 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				March 28th, 2002, 12:29 PM
			
			
			
		  
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				Re: Proportions mod 1.5.3 released
			 
             
			
		
		
		
		Here, at least, is a foretaste of what I've changed in 1.6 and fixed in 1.5.4, so far: 
 
 
Version 1.6: 
 
* 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. 
* Increased cost of Natural Merchants trait to account for the extra 
  cultural center it generates. 
 
 
Version 1.5.4: 
 
* 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. 
* Improved Amon'krie weapon selection. 
* Fixed some apparently benign typos in Weapon Platform Computer Cores. 
* Cosmetic fix - added troop tech requirements to AFV components. 
 
 
PvK 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				March 28th, 2002, 07:33 PM
			
			
			
		  
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				Re: Proportions mod 1.5.3 released
			 
             
			
		
		
		
		PvK,  
you wanted to reduce the size of self-defense cannons to make them an attaractive choice, didn't you? And I don't see it in your release notes... Sorry for being nitpicky; I want this to be a perfect mod!       I think their size should be 10 kT (compared with 20 kT for PDCs) because they only stop missiles and are not effective against fighters.
 
Aub  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				March 28th, 2002, 08:58 PM
			
			
			
		  
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				Re: Proportions mod 1.5.3 released
			 
             
			
		
		
		
		Yes, Aub, I agree. The previous message just listed the things I finished Last night, but I'm not quite done. The PD and a few other things, I mean to add/adjust. This is a good moment to make suggestions. 
 
Below are other things I may do if I get time tonight. This is my TDB list, though I may not get to it all tonight. Maybe I'll just do the things that affect early-game, and put the others in 1.6.1. 
 
* Only allow homeworlds to start in planet-rich systems. Add some system types where this is not necessarily true, or where the reverse is true. 
* Greatly increase non-domed planet capacities (by x 10 ?). (This was in Foundations but I just noticed it's not in Proportions yet, except for the extra cargo space of some facilities like cultural centers.) 
* Adjust/spread fighter electronic warfare comps. 
* Review and perhaps adjust some fighter weapons, high-energy weapons, temporal weapons, psychic weapons. 
* Perhaps add yet another PD weapon, an anti-fighter beam with high to-hit but lower damage than PDC, and reduce to-hit bonus of PDC. 
  e.g.: 
	PDC 20kt, +40, cost ++ 
	SDC 10kt, +? 
	LBC 15kt, +70, dmg -- 
* Add some shield/regen variants. 
* Add some levels to ancient techs and require research to build them after discovery. 
* Tweak AI some more. 
* Tweak system abilities and system types some more. 
 
 
PvK 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				March 28th, 2002, 10:00 PM
			
			
			
		  
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				Re: Proportions mod 1.5.3 released
			 
             
			
		
		
		
		Another suggestion: could you include the "to-hit" bonus a weapon has ("Weapon Modifier") to its description? Otherwise, the only way to learn that, for example, Wave-Motion Guns have a +30 modifier is to look at the data file      
Wow, a lot of stuff gets added. My only worry is that some of it is going to throw the mod off balace somehow... I guess I am a conservative here...      
Aub  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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