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  #1  
Old February 27th, 2003, 06:26 PM

Aloofi Aloofi is offline
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by dogscoff:
[
What I would really like to see is greater use of the repair ability on facilities: Distribution centres could have a repair rate of 1, and maybe the space port + resupply combo facility too. Also, how about a range of "repair yard" facilities that can be built alongside/ instead of space yards to help get all those damaged fleets repaired? Sure, you might end up with a huge breathable repairing 60+ components per turn, but given the premium value of facility slots in Proportions I don't think this could be considered an abuse/ exploit, especially with the armour getting leakier and leakier in this mod
That is a very good idea. I think all Spaceports should repair 5 comp per turns. Or 3.
Maybe the new levels of shipyards that i had in mind should not have that much of a building capacity increase but instead a huge repairing bonus.....maybe 10 components per turn or more?
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Old February 27th, 2003, 06:37 PM

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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by gregebowman:
Well, reading these Posts is really bumming me out. But reading these Posts gives me the idea that this is one much altered mod that I've got to play when I get a new computer.
You don't know what you are missing!
Proportions plays completely diferent. I never built any space shipyard base in the unmodded game, but in proportions you need to build them because your new colonies are real colonies, with a very low building capacity. Your Homeworld looks like a real homeworld, with an Orbital Ring of Shipyard Bases, huge cultural centers to represent the diferent cultures that make a race (think of countries) and your Homeworld produces the lion share of resources your empire gets.
And forget about those easy battles to conquer a Homeworld, in Proportions they can have a zillion WP defending them, as well as fighters and even troops.
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Old February 27th, 2003, 07:23 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by PsychoTechFreak:
Sidenote: It is really hard to capture AI homeworlds even in tactical combat after some 25 years. I guess in simultaneous/PBW it could be a non-capturable fortress with a few WP, troops and long range weapons...
I think, turn-based/tactical for single player is recommendable similar to Pirates&Nomads from my perspective. Mmh, or is it just that I am too bad...[/QB]
Did't yet attempt to capture developed planets with latest 1.84 patch. It has a new feature(bug fix): WP die first, before troops. Prior to 1.84 it was almost impossible to slesh through infantry to kill WP and one can loose hundreds of ships. How is it now ?
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Old February 27th, 2003, 08:52 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by Aloofi:
quote:
Originally posted by gregebowman:
Well, reading these Posts is really bumming me out. But reading these Posts gives me the idea that this is one much altered mod that I've got to play when I get a new computer.
You don't know what you are missing!
Proportions plays completely diferent. I never built any space shipyard base in the unmodded game, but in proportions you need to build them because your new colonies are real colonies, with a very low building capacity. Your Homeworld looks like a real homeworld, with an Orbital Ring of Shipyard Bases, huge cultural centers to represent the diferent cultures that make a race (think of countries) and your Homeworld produces the lion share of resources your empire gets.
And forget about those easy battles to conquer a Homeworld, in Proportions they can have a zillion WP defending them, as well as fighters and even troops.

Like I mentioned earlier, it does sound like fun. Is there some sort of strategy guide for this mod, or do I just have to read all of the Posts in this thread?
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Old February 27th, 2003, 08:56 PM

Aloofi Aloofi is offline
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

I've been thinking about putting in some "Atmospheric Bombers" and probably some fighters to be dropped on a planet like troops.

I was wondering which bonus they should have, to simulate air attacks on ground units.

Humm.... i think this is an overkill. When a regular fighter fires on a planet they are already doing this.

Oh well,....
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Old February 27th, 2003, 09:12 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by gregebowman:
Like I mentioned earlier, it does sound like fun. Is there some sort of strategy guide for this mod, or do I just have to read all of the Posts in this thread?[/QB]
PvK gives good instructions in readme file you will get with download from his webpage.
You'll need the latest Version - 2.5.3
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Old February 27th, 2003, 11:48 PM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Latest Version is 2.5.3.1.

Aloofi, you might want to consider fighters with cluster bombs for planetary attacks. Of course, you might also want to be careful not to wipe out the colony entirely. ;-)

Homeworlds are supposed to be very difficult to capture, naturally. This is both a realism issue, and a game balance issue, since capturing an intact or even semi-intact homeworld can give the captor a critical advantage over all empires with only one homeworld. However, it's quite possible (though certainly not easy without a very strong and appropriate force) to take one from the AI, or an unprepared player (humans are tempted to deploy outward rather than stock up on home defense that might never be tested).

I may add some more repair and construction levels and variations in a future Version, if/when I get to it. However, I tend to think that bases with construction and repair components provide plenty of ability to do this, and I like that they have a maintenance cost, a separate presence/target in combat, don't compete for facility slots, and don't remove the interesting obstacle and balance factor of having a signifigant time requirement to build major units and facilities. If it's possible to get a really big planetary construction rate, then it sort of erodes the balance and interesting limit on how long it takes to build the more expensive items. I like Dogscoff's suggestion of adding levels with diminishing returns. I had been thinking of adding more wimpy starting levels and a slower progression to the current levels, too, so construction becomes a more interesting choice for major research (or not).

Temporal tech has a major advantage there, but are you saying that their advantages are better than other racial techs', or better than 1500 points spent on other advantages? So far, I don't really see any of the racial techs as being clearly more powerful than the others. JLS was helping me evaluate that a bit, though I think one or both of us sort of forgot about doing that, or maybe an email didn't get through.

I'd be interested to hear from players who have tried a Temporal empire in Proportions - what were your game settings, how long did it take you to develop temporal spaceyards, and how much of an advantage did it seem to be once you got them?

PTF, Arcology is not on the urban upgrade path for two reasons. Firstly, the upgrade benefit of going from Minor City to Arcology seemed too much to me at 50% upgrade cost. Secondly, an Arcology is really not just a larger Megalopolis. You can't pile a bunch of megabuildings on top of a Megalopolis and get and Arcology (instead, you'd get two Megalopoli). An Arcology is something quite different, and has to be built from the ground up (also, it has cool new pics courtesy of Bill Elliott (mlmbd) ).

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