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Old July 20th, 2002, 08:12 AM
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Default Re: Proportions Version 2.4 released

The link is HERE .

Most of the changes in Proportions are changes of the proportions of everything (if you accept a broad meaning of the term) from population size (proportion of a million civilians' cargo requirements to other items) to reproduction rate (proportion of increase to base population) to effects of ship sizes (effects of proportions of scale on combat, maintenance, speed, supply use, etc) to ground combat times (proportions of time and logistics required to conquer a whole planet) to construction rates (proportions of construction rate on colonies compared to developed worlds is more proportional to their population [representing both workforce and equipment and infrastructure]) and economics (proportion of reserves to production), and proportions of research (lengthened to more realistic proportions relative to other events, and extreme changes to the relative proportional effects of colonizing planets on research rates), and unit design (many new worthwhile design choices of what proportion of a unit to devote to previously-deprecated components like armor, shield generation, supply storage, boarding defense, etc), fighters (are now viable even in late-game in proportionally appropriate ways, given proportionally appropriate combat mods and proportionally appropriate [low] damage output), and planetary capacities (the deployment area on breathable planets is now more proportionally appropriate), and of course homeworlds versus colony worlds (homeworlds have appropriate proportional advantages over new colonies) and game pace (more realistic time to accomplish events, resulting in hugely slower colonial development, but equally fast combat...), and the QNP movement system (proportions of ship size affect speed, supply use, etc).



PvK

Quote:
Originally posted by The High Gryphin:
I'm not sure, but I think GrowlTigga ment, (and I would like to know also),
What is the "Proportional" aspect of it?

This was probably explained befor. does anyone have the link?
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Old July 20th, 2002, 08:15 AM
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Default Re: Proportions Version 2.4 released

Quote:
Originally posted by Ed Kolis:
Can I install Proportions 2.4 over 2.2 or do I need to get 2.3 first?
You can just install 2.4 over any earlier Version (as long as you get more than the 0.2MB patch that only does 2.3->2.4).

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Old July 20th, 2002, 11:03 AM
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Default Re: Proportions Version 2.4 released

Pvk, as a next step, may be you should make some cross-over race technology, like in P&N and Devnull mods ? It will not require AI changes - none is using 2+ racial traits and will make game more interesting.
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Old July 21st, 2002, 12:05 AM
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Default Re: Proportions Version 2.4 released

Sure, though I don't know how many empires will get to use them.

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Old July 21st, 2002, 12:13 AM
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Default Re: Proportions Version 2.4 released

If you add cross-over techs, more people will design empires with multiple racial tech traits.
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Old July 21st, 2002, 12:36 AM

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Default Re: Proportions Version 2.4 released

Even better than 'crossover' between racial techs would be 'exportable' Versions of some racial tech components. If you had less powerful organic armor or weapons that had some other tech requirement so it could be traded/sold to other races you'd be able to bargain with your special abilities.
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Old July 21st, 2002, 12:39 AM
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Default Re: Proportions Version 2.4 released

Ya, people may do it just to be able to try out those items. I'm not sure if that's a good or a bad thing. I think it's a good idea, although I have a lot of good ideas from my original Foundations mod project that I'm restraining myself from including, to keep Proportions mainly about proportions, rather than about re-doing the tech tree and adding new stuff. But ya it's a good idea, as long as the crossovers are not overly powerful.

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