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				March 6th, 2003, 11:23 PM
			
			
			
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 National Security Advisor |  | 
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				 Re: Proportions Mod Versions 2.5.2 and 2.5.3 available 
 
	Yep. That would actually work out ok, IF the AI were better at using population transports, but there's no way for us to help that. So, better for the AI to just not build them.Quote: 
	
		| Originally posted by JLS: 
 quote:...
 Agreed on the AI’s use of the SYS, remember PvK we spent weeks Last year, trying to get the AI to build on them other then hanging out  at the home world,  we came so close, just to find the AI also would build Colony Ships away from a habituated planet then sending the ship off to colonize with no POP
   
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 [quote]...
 
 
	In regards to separate “patches” what would that do to Multiplayer?Quote: 
	
		| Perhaps there should be a set of optional patches which players can choose from to get the changes they want to deal with it. Yeech.   PvK
 |  It would be up to players to decide which patches they wanted to use, if any. No perfect solution. A few semi-solutions with different side effects. Choose some or none.
 
 PvK
 
 [ March 06, 2003, 21:24: Message edited by: PvK ]
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				March 6th, 2003, 11:36 PM
			
			
			
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				 Re: Proportions Mod Versions 2.5.2 and 2.5.3 available 
 Regarding the ECM upgrade choice, I had reasons for the way it behaves, but I don't remember the specifics well enough and can't look it up at the moment. The (b)(c) etc variations are not just smaller but also cheaper. At the earlier levels they are mainly good for smaller ships/units and such, but the later ones can be quite tempting. You always get a better bonus with the full Version, but it begins to get quite expensive, for not that much difference. 
	Thanks Aloofi.Quote: 
	
		| Originally posted by Aloofi: ...
 By the way, one of the most wonderful things of Proportions is how small hulls remain usefull way after they become obsolete in the unmodded game. Its almost impossible for my little Empire to afford more than one of those Dreadnaughts!
   I used to play with 2 designs at most in the unmodded game because pound by pound a Dreadnaught was more cost efficient that any smaller ship, something I find completely unrealistic in a military vessel.
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 PvK
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				March 7th, 2003, 08:29 AM
			
			
			
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				 Re: Proportions Mod Versions 2.5.2 and 2.5.3 available 
 I've read this entire thread and I can't locate this tidbit of info anywhere: 
It appears that, I can't upgrade my colony to a minor city?
 
So... 
Could someone clarify the "city type" upgrade path?
 
Thanks to you.       
- Cornelius Scarecrow
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				March 7th, 2003, 08:58 AM
			
			
			
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 First Lieutenant |  | 
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				 Re: Proportions Mod Versions 2.5.2 and 2.5.3 available 
 You can take a look into facility.txt under the folder "data". At the beginning of this file you find the families listed. It is only possible to upgrade an old Version of a facility with a newer Version of the  same family:
 Example: Build a minor city and (later on if you have researched metropolis or megalopolis) upgrade it to a better Version.
 
 Facility Family:
 A unique identifier for all facilities of the same family.
 1   - Mineral Mine
 2   - Organics Farm
 6   - Intel Centers
 7   - Distribution Centers
 11  - Rads extraction
 41  - Massive Planetary Shield Generators
 51  - Solar Generator
 52  - Crystal restructuring plant
 53  - Energy Transmission Lens
 54  - Cultural Centers
 59  - Solar Power Plant
 61  - City through Megalopolis
 62  - Arcology
 70  - Cities including Space Ports and Resupply Depots
 160 - Settlement/Community (Rock)
 161 - Settlement/Community (Ice)
 162 - Settlement/Community (Gas)
 170 - Agrarian Settlement through Ecosystem
 171 - Agrarian Cultural Center
 202 - Organics Generation
 341 - Planetary Shield Generators (non-massive)
 342 - Phased Planetary Shield Generators (non-massive)
 
			
			
			
			
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				March 10th, 2003, 06:07 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Proportions Mod Versions 2.5.2 and 2.5.3 available 
 How do you guys feel about an orbital fighter? 
Several pages down PvK talked about doing something like this with a 10 Kt hull, so I got inspired to do a little test.     
I made a 10 Kt fighter, no tech requierment, with 2 orbital engines with only Combat Movement, with Cockpit, Life Support and small depleted Uranium changed to No tech. 
Basicly, its a fighter that can only have 2 small DUC, but the small size makes it kind of valuable, since you can have in 120 of them in a Carrier that can only hold 80 of the small fighters.  
I feel like it is somewhat unbalancing.  
Do you think this extra unit is necesary? 
I did it having in mind that a civilization that builds Frigates surely have to know how to build little tiny fighters....right?
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				March 10th, 2003, 07:33 PM
			
			
			
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				 Re: Proportions Mod Versions 2.5.2 and 2.5.3 available 
 Aloofi, 
Are you talking about something similar to this:
  
	Or would it be completely different?Quote: 
	
		| AI Campaign~ Incorporates-> TACTICAL FIGHTER MOD 12-26-2002 by John Sullivan. Fighters now move in Tactical combat only. On the Strategic map, when launched over a planet or any sector, they remain on combat patrol for that sector until recovered by a Carrier or your planet. This makes for some interesting strategies and designs. |  
 [ March 10, 2003, 17:34: Message edited by: PsychoTechFreak ]
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				March 10th, 2003, 07:43 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Proportions Mod Versions 2.5.2 and 2.5.3 available 
 
	Or would it be completely different?Quote: 
	
		| Originally posted by PsychoTechFreak: Aloofi,
 Are you talking about something similar to this:
 
 quote:
 AI Campaign~ Incorporates-> TACTICAL FIGHTER MOD 12-26-2002 by John Sullivan. Fighters now move in Tactical combat only. On the Strategic map, when launched over a planet or any sector, they remain on combat patrol for that sector until recovered by a Carrier or your planet. This makes for some interesting strategies and designs.
 |  No no, mine its just an extra fighter hull.
 I have the 3 regular fighters in Proportions that move normally and then this tiny fighter that only moves in Tactical Combat.
 
 The Orbital Fighter is just like the Infantry Troop, a unit that can be built from the very begining without researching any tech.
 
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				March 10th, 2003, 09:13 PM
			
			
			
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 Lieutenant Colonel |  | 
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				 Re: Proportions Mod Versions 2.5.2 and 2.5.3 available 
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				March 11th, 2003, 03:32 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Proportions Mod Versions 2.5.2 and 2.5.3 available 
 I couldn't find it. I know is in this thread. I remember he said that he might try to experiment with a 10Kt fighter with only Tactical Combat movement to make it avaliable from the start. I don't think he gave any other technical details. 
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				March 11th, 2003, 05:24 PM
			
			
			
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 Lieutenant Colonel |  | 
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				 Re: Proportions Mod Versions 2.5.2 and 2.5.3 available 
 I couldn't find it. I know is in this thread.Thanks Aloofi for your help, I also checked the thread here and could not find those references; either.
  
 [ March 11, 2003, 18:18: Message edited by: JLS ]
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