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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Balance Mod v1.00 available!

Captain Kwok's picture
Submitted by Captain Kwok on Sun, 2006-12-10 22:30. SE:V MODs

Greetings!

I've posted v1.00 of the Balance Mod for download at my site:
http://www.captainkwok.net/balancemod.php

Note that this version is not compatible with any v0.9X games - so you'll need to start a new game.

Some big changes in this version included extensions to the ship and engine tech tree, along with a change in the propulsion system. Essentially each engine now provides a varying amount of movement points instead of a standard amount with movement bonuses for higher tech engines.

On the AI front there was a big fix with starting techs (the AI hasn't been picking their starting techs for some time now - maybe since v95!?) so that should certainly help AI performance.

1.  Fixed    - AI players were not selecting starting technology
2.  Added    - Small Crystalline Armor
3.  Added    - Small Organic Armor
4.  Fixed    - Error in tech requirement for Environmental Studies cultural achievement
5.  Fixed    - Error in tech requirement for Temporal Space Yard
6.  Changed  - Plague Bombs are now only a single entry
7.  Fixed    - Range was incorrect for Plague Bomb
8.  Fixed    - The Massive Base Mount had an incorrect amount for its accuracy bonus
9.  Changed  - Tweaked hull costs for some vehicle types
10. Changed  - Increased damage amount for Alloy Burner Missile
11. Changed  - Quantum Reactors now provide more supplies per level and their cost reduced slightly
12. Changed  - Revised entire engine system
13. Changed  - Increased number of tech levels for larger ships (Cruiser > Baseship)
14. Changed  - Reduced the regeneration rate for Organic Armor
15. Changed  - Increased Ripper Beam to 11 levels
16. Changed  - Increased Plasma Missile to 11 levels
17. Changed  - Slightly increased seeker speeds
18. Added    - Defense Modifiers to seeker weapons descriptions
19. Fixed    - Error in Boarding Combat defense modifier
20. Changed  - Reduced the maximum time it takes for Atmospheric Modification Plant to change the atmosphere
21. Changed  - Increased amount of damage required to kill 1M population
22. Changed  - Increased values for starting tech points
23. Fixed    - AI wasn't adding Basic Sensors to their satellites
24. Changed  - Racial trait sensors (Temporal, Psychic) reduced in cost
25. Fixed    - A number of typos
26. Updated  - Updated AI research pathing
27. Updated  - AI Scripts

‹ Components.txt order Sorting empire profiles for mods ›
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Rilo57's picture

Is there any significance to

Submitted by Rilo57 on Sun, 2006-12-10 22:53.

Is there any significance to this being V1.0. like it's ready for prime time?
SEV, more than a feeling.

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Captain Kwok's picture
Mod Designer

Nothing really special

Submitted by Captain Kwok on Mon, 2006-12-11 00:57.

Not really. It was a save-game breaking update and I ran out of v0.90s as well. Sticking out tongue

-----

Space Empires Depot | SE:V Balance Mod

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maran's picture

Good work as usual kwok, as

Submitted by maran on Mon, 2006-12-11 05:45.

Good work as usual kwok, as I said in my message the ai files you provided really helped Tarsus for inspiration on a number of issues. As such I've credited you in my readme and will do a more extensive credit system when I updated it.

I'll be interested to see what you've done with the fix on point one and your tweaks to the AI's. Can't wait to try the new version out, if I ever have time from my own developing and testing Smiling. Maybe when the hives out.

---

Tarsus Race and new AI for Download! v0.6
Consult the great SEV Wiki

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cordas's picture

I like the sound of some of

Submitted by cordas on Mon, 2006-12-11 08:51.

I like the sound of some of the changes you have brought into this version. Just a shame I have started a new game with Maran's AI and am seeing how that works.

Hmmmm..... Will Maran's AI races work in this mod, or are the changes to great to make it work....

Also will this work with the next game patch, or will you have to re-patch this for that?

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Captain Kwok's picture
Mod Designer

BM AIs etc.

Submitted by Captain Kwok on Mon, 2006-12-11 09:56.

The Balance Mod AIs already incorporate most of the same stuff as Maran's AI.

There will be a small patch for the mod to go with the next SE:V patch, but it shouldn't be a save-game breaking patch.

-----

Space Empires Depot | SE:V Balance Mod

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maran's picture

Parts of it.

Submitted by maran on Mon, 2006-12-11 14:45.

cordas wrote:

Hmmmm..... Will Maran's AI races work in this mod, or are the changes to great to make it work....

Difficult to say, sadly the further we both develop the projects the less compatible they will be. For instance if a modder renames something I am using to trigger something else, that trigger will no longer work.

Or if colonisation is speeded up or slowed down in a mod, a standard AI designed for stock might colonise too fast or too slow, the same with building; research/technology changes will not be present in my AI's build/research settings, which will be geared to the standard version. If a modder fixes something with the core game in a different way then I am attempting with altering the AI and so on.

Thats not to say its impossible to make my AI work or at least take it and re-shape so it will, just stating some of hurdles you or anyone attempting it will need to overcome.

As my AI is open source for anyone to fiddle with and re-make as their own, if Kwok doesn't mind someone attempting, who know's Smiling

---

Tarsus Race and new AI for Download! v0.6
Consult the great SEV Wiki

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I think you made a typo in

Submitted by Brad on Mon, 2006-12-11 19:54.

I think you made a typo in the storage capacity for quantum engines. Ion engines start at base 600, then 700 for contra-terrene, 800 for jaceketed photon and then... down to 500 for quantum.

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Captain Kwok's picture
Mod Designer

Thanks!

Submitted by Captain Kwok on Mon, 2006-12-11 23:15.

Oops. They should start at 900!

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Space Empires Depot | SE:V Balance Mod

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Prankowski's picture

nice nice

Submitted by Prankowski on Tue, 2006-12-12 05:29.

Kwok, could you explain the

12. Changed - Revised entire engine system

a little bit??

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Grendel's picture

sensors technology very expensive...

Submitted by Grendel on Tue, 2006-12-12 06:03.

I find that researching sensors is awesomely expensive in your mod. 60K research points to get lvl 3 sensors with a range of 4 seems too much to start with... it may take ages to explore that way!

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Captain Kwok's picture
Mod Designer

Engines

Submitted by Captain Kwok on Tue, 2006-12-12 07:27.

The engine changes are posted here:
http://www.spaceempires.net/home/ftopict-2115.html

Essentially engines provide a variable amount of movement points now instead of a constant amount with bonus movement points.

A frigate with level 3 sensors can sweep the habitable area of a star system in 2 turns so it's not so bad. Sticking out tongue

-----

Space Empires Depot | SE:V Balance Mod

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cordas's picture

[quote=Captain Kwok]A frigate with

Submitted by cordas on Tue, 2006-12-12 08:21.

Captain Kwok wrote:
A frigate with level 3 sensors can sweep the habitable area of a star system in 2 turns so it's not so bad.

I would say that is a bit over optimistic, it depends on where the warp gate you jump in is, and what you are classing as the habitable area.

Personally I always scan the entire system to all its edges, that way there are no hidden Warp Points that I miss (I often find that when you have 2 systems very close together on the galaxy map its hard to spot the WP indicators).

As you have decided to make sensors far mroe expensive they should also increase in range to a similar degree.

After you have scanned a system I always like to keep the entire system visible by using bases and satalites, having such short ranges makes that difficult in the extreme.

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Grendel's picture

I agree with Cordas. It is

Submitted by Grendel on Tue, 2006-12-12 08:53.

I agree with Cordas. It is usual (to me, at least) to put satellites and bases to keep visible the entire system. To fight your enemy you must see it first, and I don´t like to find enemy fleets sneaking through blind zones. And you need dozens of satellites if they only have a range of 4-5 sectors.

I suggest to halve the research cost. 10k at 1st level, that means 60K to get lvl 4 sensors, for early system scan, and research costs are still reasonably high for upper levels.

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Grendel's picture

Just checked: A frigate with

Submitted by Grendel on Tue, 2006-12-12 09:28.

Just checked: A frigate with 12 movement points and lvl 4 sensors (5 sectors range) needs 4 turns to scan a system entirely Eye-wink

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Prankowski's picture

revised engine system

Submitted by Prankowski on Tue, 2006-12-12 09:39.

thanks for the fast info kwok.
i like the new concept of the engines, great idea of you! Smiling

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Captain Kwok's picture
Mod Designer

Sensor Range

Submitted by Captain Kwok on Tue, 2006-12-12 10:19.
You are also picking up Combat Sensors in additional to Basic Sensors as well, so I don't think halving the tech cost would be an ideal solution. Not to mention another concern keeping Tachyon Sensors later in the sensor tree to be relatively cost balanced versus Cloaking Devices. However I can be nice and have the range increase by 2 for the first couple of levels and then increase by 1 later on. Try this formula for Sight Range: IIF([%Level%] <= 3, 3 + (([%Level%] - 1) * 2), 5 + (([%Level%] - 1) * 1)) ----- <strong><a href="http://www.captainkwok.net/home.php">Space Empires Depot</a> | <a href="http://www.captainkwok.net/balancemod.php">SE:V Balance Mod</a></strong>
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Grendel's picture

That may be a good solution.

Submitted by Grendel on Tue, 2006-12-12 11:24.

That may be a good solution. I just wanted to avoid system scanning getting too slow at the beginning of the game, when every turn is crucial.

Thank you for being nice Sticking out tongue

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cordas's picture

I won't even pretend to

Submitted by cordas on Tue, 2006-12-12 18:17.

I won't even pretend to understand that bit of code you gave Kwok, even thinking about pretending to understand it makes my head hurt Eye-wink but I like that idea, it makes early sensors decent but still gives them plenty of grow room. That said I would make it probably lvl 5 (scan range 10) before you slow them down to 1 per lvl.

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Psieye's picture

Yes, sensible early sensors

Submitted by Psieye on Wed, 2006-12-13 02:49.

Captain Kwok wrote:
You are also picking up Combat Sensors in additional to Basic Sensors as well, so I don't think halving the tech cost would be an ideal solution. Not to mention another concern keeping Tachyon Sensors later in the sensor tree to be relatively cost balanced versus Cloaking Devices.

However I can be nice and have the range increase by 2 for the first couple of levels and then increase by 1 later on.

Try this formula for Sight Range:
IIF([%Level%] Space Empires Depot | SE:V Balance Mod


Mmm yeah, that is sensible. Previously I'd always immediately tweak sensors to go up by 1.5 instead of 1 per level as I felt Basic Sensors went up far too slow.

Then again, next game I play will be after the patch and if it's not given the AI "remember you got ambushed here" memory then I'm just going to turn 100% Vision on and let the AI fully know where to avoid and attack ^^;;

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Prankowski's picture

bug?!

Submitted by Prankowski on Wed, 2006-12-13 17:40.

uhm, kwok did you change anything in the graphics or so??
i updated my sev with balance-mod 1.0 and started a new game.
used antiproton-beam on my weaponplatforms.
in a combat the shots from the weaponsplatforms didn´t come from the planet, they came from above it!!
like thors lightnings Smiling

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Rilo57's picture

Captain Kwok, help me with

Submitted by Rilo57 on Wed, 2006-12-13 17:53.

Captain Kwok, help me with the logic in that if statement...

Try this formula for Sight Range:
IIF([%Level%]

Does this mean If sensor level is less than or equal to 3 then do what's between the two commas, otherwise do what comes after the second comma.

is that correctly stated in english?

I'm fine with most of that, but Why is there two I's in IIF ?

What computer language is this? is this just one that Arron made for SEV?

edit: GACK i can't get that code line to appear. well you can scroll back to kwoks posting.
SEV, more than a feeling.

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Rilbur's picture

Hehe

Submitted by Rilbur on Wed, 2006-12-13 20:05.

Yeah, aaron used a custom "IIF" instead of "IF".

Oh, and you're options are > (&g t;) and < (&l t;) for regular times, or you could use the "escape HTML" format under input format to force it to not try and parse them.
_______________________
There are 10 types of people in the world:

Those that understand binary, and those that don't.

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Captain Kwok's picture
Mod Designer

Sensor Range

Submitted by Captain Kwok on Wed, 2006-12-13 23:03.
IIF is a single line conditional statement that is either true or false: IIF(Condition, If true do this, if false do this) Formula for sight range of basic sensors: IIF([%Level%] <= 3, 3 + (([%Level%] - 1) * 2), 5 + (([%Level%] - 1) * 1)) If the condition is true (ie the tech level is equal to 3 or less) than the sight range will be the result of 3 + (([%Level%] - 1) * 2), and if it is greater than level 3 it uses the second formula to calculate sight range: 5 + (([%Level%] - 1) * 1) So level 1 sensors give 3 range, sensors 2 has 5 range, sensors 3 will give you 7 range, but each level after 3 increases the range by 1 from 8 and on... --- The firing points for planets is weird in both stock and the mod.
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Grendel's picture

Planetary napalm + weapon mount???

Submitted by Grendel on Fri, 2006-12-15 03:58.

I was trying your mod and I found out that I can put planetary napalm on weapon mounts, thus getting 1000+ damage at max lvl!!!

¿Is this a bug?

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Planetary Napalm = Direct Fire

Submitted by Fishman on Fri, 2006-12-15 04:13.

Planetary Napalm is a direct-fire weapon in both stock and BM, so it can be mounted. All direct-fire weapons may be mounted. Why you would *WANT* to mount it eludes me, however.

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Niceee. I've tried the

Submitted by iseng on Fri, 2006-12-15 04:23.

Niceee. Smiling I've tried the previous version only a short time but quite pleased. This seems even better.

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Grendel's picture

Somehow I believed it

Submitted by Grendel on Fri, 2006-12-15 06:11.

Somehow I believed it wasn´t a dirct fire weapon... lol

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Captain Kwok's picture
Mod Designer

Planetary Napalm

Submitted by Captain Kwok on Fri, 2006-12-15 12:14.

You'd want to mount so that 1 Planetary Napalm could take out 1 facility per hit.

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Space Empires Depot | SE:V Balance Mod

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