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				September 16th, 2002, 05:54 AM
			
			
			
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 Corporal |  | 
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				 Re: Proportions mod: So confusing! 
 
	Well part if the idea is that you would remove the upgrades between cities totally and adjust the costs somewhat (Metropolises would take forever to build if they were actually 100kT!  Technically they're only 65 if you build a minor city first, and you get some amount of production for some of the building time), though you _could_ design the cities in a heirarchy of minor city level 1 > minor city level 2 > minor city level 3 > metropolis level 1, ect, but I don't think it's worth the bother.  Especially not since there won't be any way to upgrade to minor city level 3 if you have "cities" uncovered.Quote: 
	
		| Originally posted by PvK: You're right - SE4 just doesn't handle complex upgrades. It's really only designed for upgrading to something of about the same cost, like in the standard game.
 
 Your idea is a good one, although I don't know if SE4 would allow upgrades both ways (city->metropolis and city_1->city_2).
 
 PvK
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 From my experience, it seems that metropolises are the most useful infrastructure simply because they're really the only facility that produces a decent amount for the investment.  The cities between minor and metropolis merely add build time to getting to metropolis, thus lowering their value.
			
			
			
			
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				September 16th, 2002, 06:12 PM
			
			
			
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 Major |  | 
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				 Re: Proportions mod: So confusing! 
 
	That's exactly how Suicide Junkie created his "spaceyard enhancers" (or something like that) in P&N... there's a thread about it around here somewhere, including a sample addition to facilities.txt...Quote: 
	
		| Originally posted by PvK: Hmm. I wonder if it is possible to fool SE4's "one construction fac per planet" limit by upgrading from a fac without a SY to one that has one... that could be an interesting effect.
 PvK
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				__________________L++ Se+++ GdY $++ Fr C+++ Csc Sf Ai AuO M+ MpTM S Ss RRSHP+ Pw- Fq->Fq+ Nd+++ Rp G++ Mm++ Bb---
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				September 16th, 2002, 09:30 PM
			
			
			
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 Private |  | 
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				 Re: Proportions mod: So confusing! 
 Oleg,
 >> That of course create error Messages. If you get latest Version, try to load one of my races (pequeninos, soul hunters or nostropholo). If you still have a problem, let know. <<
 
 Your races work fine. It's just all the standard races apparently need to be recreated and saved. BTW, I'm using the latest Version 2.4.2 of proportions.
 
 Pvk,
 
 Thanks for your replies. I suspect that the problem is exactly what you mentioned, since the EEE and ABBIDON start on Gas Giants, they probably end up with more starting facilities compared to everyone else thus more research, etc. points. I'm not totally sure I'll mess with the colony ships, as I want to give your method a bit more time to grow on me, but I sure appreciate you telling me how I can go and adjust it if I want.
 
 Thanks!
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				September 17th, 2002, 07:12 AM
			
			
			
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 Lieutenant General |  | 
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				 Re: Proportions mod: So confusing! 
 Gas Giant races have bigger homeworlds only if you use "poor homeworld value" - rock/ice start on small while gas still have medium. Normal or good homeworld start gives equal homeworlds to all races. 
				__________________It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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				September 18th, 2002, 12:37 AM
			
			
			
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 General |  | 
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				 Re: Proportions mod: So confusing! 
 
	That's all that matters for producing materials and constructing ships.  Such things would require next to no manpower for an advanced civilization like those in SE4.Quote: 
	
		| If all you care about is the infrastructure, sure. |  
 
 
	All of which are mostly irrelevant to automated processors, which already exist on ships, and are far more effective than a facility that covers half a continent.Quote: 
	
		| Of course, on the homeworld, there is the advantage that it is the correct atmosphere (composition, pressure, and weather), radiation levels, bioshpere, gravity, and temperature. Overcoming these is part of the massive challenge of creating a productive colony on an alien planet. |  
 
 
	A planet only requires large amounts of resources from another planet if it cannot produce enough food to feed the population.  We're talking about completely untouched planets, with material resources similar to Earth.  There's no real reason to send anything to the planet past the initial colony set up materials unless the planet is extremely poor.Quote: 
	
		| A Proportions Cultural center represents more than simply industry and infrastructure, however. It represents the culture, society, history, art, drama, economy, as well as the environment that makes it possible to run and sustain large-scale production, reasearch, and so on so that the planet actually contributes to an empire rather than sucking massive resources just to keep it in existence. |  
 
 
	If creating colonies that increase production by an order of magnitude bankrupts the empire, then Britain would have been bankrupted a hundred times over by now.  Colonies represent untapped resources, and beyond a very short setup period would easily produce more than they take at the tech levels reached in SE4.Quote: 
	
		| The ability in itself to multiply your empire's abilities in a few years' time by colonizing alien worlds and turning them into homeworld clones is exactly what Proportions' design premise rejects. Actually attempting such in reality would, it seems to me, lead to complete bankruptcy, so Proportions is actually still quite generous in this from a realism standpoint, in that it can actually still be very worthwhile to do so. |  
 
 
	Only for things that actually require population, like research, and creating more population.Quote: 
	
		| With the change I requested to max homeworld planet value settings in 1.78, however, I might be able to re-do the way some of this works for Proportions 3.0, however. It would probably make sense that homeworlds should have an intrinsically higher value than any alien world, due to the natural habitat. | 
			
			
			
			
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				September 20th, 2002, 12:55 AM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Proportions mod: So confusing! 
 
	I think someone mentioned there is an empires folder in Proportions for mod-specific empires. Another thing you can do is put a 'savegame' folder in there and the game will use that when you are saving games. Neat way to keep different game's saves separate.Quote: 
	
		| Originally posted by nitey: Pvk,
 
 Another thing I've noticed. I've been trying to start a new game and if I select an Existing Race template, I get a error (unable to open file). I can create a new race emp file without a problem.
 
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				__________________--
 ...can you and your associates arrange that for me, Mr. Morden?
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				September 20th, 2002, 01:43 AM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re: Proportions mod: So confusing! 
 
	I am fairly certain that was made by Master Belisarius.Quote: 
	
		| Originally posted by PvK: BTW a fan (sorry, I forget which one - Dogscoff? Rollo?) made a utility which auto-runs turns.
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