|
|
|
 |

September 10th, 2002, 08:02 AM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Proportions mod: So confusing!
The phased shield ability of cultural centers isn't perfect. Ideally, I would just give the facilities large amounts of hit points, but that is not possible. I may experiment with re-adjusting the "damage per population" in settings.txt, as I believe this still affects the damage required to destroy any facility. However there still isn't a perfect way to express the difference between the damage required to destroy, say, a resupply depot, and the damage required to destroy an entire civilization.
It's true that shield-skipping weapons end up being powerful against cultural centers, but who's to say that a null space weapon would not in reality have a great effect against at atmosphere? At any rate, there are still other ways to vaporize a homeworld's shields, such as planetary weapons, anti-planet drones, fighter-bombers, and shield depleters.
This is one case where I didn't see many choices in what I could do, but there was a very important balance issue, which was that it is a major game event if a homeworld is destroyed or captured, so it should be possible to defend one, and take a major effort to destroy or conquer one.
As Mylon mentions, players can and should keep some potent defenses at a homeworld. The cargo capacity is huge, so the 20K intrinsic shields are just part of the difficulty in attacking one. Defense bases and weapon platforms and fighters and satellites and drones and troops can be amassed, and should be expected.
Consider too that major effects can be caused simply by blockading a homeworld. That in itself has caused some human players to concede defeat.
PvK
[ September 10, 2002, 07:04: Message edited by: PvK ]
|

September 10th, 2002, 03:37 PM
|
 |
Corporal
|
|
Join Date: Sep 2002
Posts: 123
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Proportions mod: So confusing!
I'll email you those save files latter today. Meanwhile, a few suggestions for Proportions:
Cultural centers. I'd like to see them at least halved in price. It _should_ be reasonable that a homeworld could actually build 18 of them within a reasonable time before developing useful space flight. Yes, they may be massive in size, and 50 years may make sense for their size, but that is also 500 turns.
Along the same vein, perhaps population production bonuses should be increased significantly. Most colonies with about 100 M population can produce almost half of what a homeworld can. I would think a homeworld would be more productive. Also, the population growth should be bonus significantly increased in cost. A +10 bonus to population growth is fairly cheap and is actually added directly on despite other modifiers (bad planet conditions, angry, ect), thus allowing a population to double in say 4-5 years rather than 15.
Another thing I would like to see would be enhanced cities based on other tech advances. This would probably be a pain to impliment, as there could easily be 81 or so combinations for each level of city. The idea is that a level of applied research would not only improve the quality of research centers, but the research bonus given by cities as well. Likewise for organics extraction, mineral extraction, ect. If this is followed through, I would suggest removing the current upgrade-chains in the current city lineup to make this a bit easier to handle. Likewise, without the city chain cities should be made somewhat cheaper (where a metropolis used to cost 65k (minor city + upgrade), they would now cost 100k! Upgrading the cultural centers on the homeworld would probably never happen unless there is a dramatic reduction in cost (or production in bonus), but it would be nice to add upgraded Versions for other well developed planets.
Considering how most other techs double in usefulness with the second level of research, it would make sense that this would apply to starliner modules as well. And I keep buging you because paying for the life support, bridge, engines, and solar collectors (They don't go very far without them!) gets expensive if you have to pay for 20 rather than 10.
|

September 10th, 2002, 04:06 PM
|
 |
General
|
|
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Proportions mod: So confusing!
I'm a keen proportions player, and I would say that although Mylon's suggestions in the previous post are well thought out, I would vote against all of them except the increased range of cities. Sorry Mylon  I like the economics as they are now. The new range of cities would be an utter nightmare to implement and upgrade, but would be cool. Maybe you should try to get a more flexible upgrade system into the next patch before attempting to implement them.
One thing I will suggest though is a set of combination bonus facilities - ie fleet+ship training, citizen databank+computer complex etc. Have it so you can upgrade to them from the singular Versions.
|

September 10th, 2002, 04:29 PM
|
 |
Corporal
|
|
Join Date: May 2001
Location: Indiana
Posts: 71
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Proportions mod: So confusing!
Quote:
Originally posted by Mylon:
[QB]It seems that a huge amount of the facilities are redundant, if not plain useless.
Settlements cannot be upgraded into cities, and seem in themselves pretty useless. Cultural Centers and Colony World Cultural Centers are duplicates of each other. Many of the buildings are replaced by higher tech Versions before they're even constructed (Ship training). There also seems to be parallel development of the same basic structures (Mineral miner facility, mineral miner complex, ect). The sheer number of facilities already promises to make finding the right one among the list a little bothersome, given how the mod tries to focus on upgrading facilities rather than building higher level ones.
QB]
|
This sounds like the real world, which is what I think PvK is trying to mirror with the proportions mod. After all, I bet your local post office is not a brand new building with the latest and greatest sorting technology. Heck, my post office in a town of 300 is nothing more than a shed with a space heater for the winter, quite literally. In the town nearby there is a larger brick postal building, a UPS agent, 2 internet providers, and a courier service. How many different ways do you need to send a message? They are redundant, but each has its own particular strengths and weaknesses. I use all of them at different times for different reasons. Proportions mimics this by giving you choices. Sometimes they are confusing choices, and sometimes you will make bad choices, but this real world.
Thanks PvK. I want to encourage you to continue making the mod more complex and more confusing. For a newby to the SEIV universe, the standard game has plenty of complexity. But for those of us more experienced with SEIV, the standard game is good, but has lost it's "Fog of War" appeal. IMHO a good wargame recreates the uncertainty of conflict and the ability to make bad choices. Standard SEIV has done a very good job of this for a wargame, but the proportions mod takes it even a step further.
__________________
The Good Doc
Henceforth I spread confident wings to space
I fear no barrier of crystal or glass;
I cleave the heavens and soar to the infinite.
And while I rise from my own globe to others
And penetrate even further through the eternal field,
That which others saw from afar, I leave far behind me.
-Giordano Bruno
On the Infinite Universe and Worlds, 1584
|

September 10th, 2002, 04:54 PM
|
 |
General
|
|
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Proportions mod: So confusing!
Quote:
IMHO a good wargame recreates the uncertainty of conflict and the ability to make bad choices. Standard SEIV has done a very good job of this for a wargame, but the proportions mod takes it even a step further.
|
Agreed. I would put it another way and say that Proportions takes SEIV and pushes it even further from being simply a wargame into the territory of "empire simulator".
|

September 10th, 2002, 08:30 PM
|
 |
Lieutenant General
|
|
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Proportions mod: So confusing!
Quote:
Originally posted by PvK:
The phased shield ability of cultural centers isn't perfect. Ideally, I would just give the facilities large amounts of hit points, but that is not possible.
|
sorry that im dumb, but why not?
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
|

September 10th, 2002, 09:10 PM
|
 |
General
|
|
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
|
|
Re: Proportions mod: So confusing!
Quote:
Ideally, I would just give the facilities large amounts of hit points, but that is not possible.
sorry that im dumb, but why not?
|
Facilities don't have "hit points"; they're destroyed collaterally with the planet's population.
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|