Home Crush your enemies... and create an EMPIRE!!! Space Empires V -- BUY NOW!!!

User login

  • Create new account
  • Request new password

Navigation

  • news
    • archive
    • blogs
    • books
    • forums
    • recent posts
    • groups
  • image galleries
  • projects & downloads
  • search
  • create content
  • news aggregator

Search

Who's online

There are currently 5 users and 193 guests online.

Online users

  • weregamer
  • Aquila
  • Lord Aries Greymon
  • Shadow hornet
  • benc

Languages

  • English English
  • French French

Browse archives

« July 2008  
Mo Tu We Th Fr Sa Su
  1 2 3 4 5 6
7 8 9 10 11 12 13
14 15 16 17 18 19 20
21 22 23 24 25 26 27
28 29 30 31      
Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Balance Mod v1.01 Available!

Captain Kwok's picture
Submitted by Captain Kwok on Tue, 2006-12-19 02:57. SE:V MODs

Greetings.

Version 1.01 of the Balance Mod is available - sorry for the minor delay!

You can grab it here:
http://www.captainkwok.net/balancemod.php

Nothing really special about this version other than it works with SE:V v1.20 and fixes a few other items. Note mines are currently always visible - which is a current SE:V bug I think - so that fix is really for the future. Basically your placed mines will improve their cloak ability automatically. It's a micromanagement/AI thing.

Version 1.01 (18 December 2006)
-------------------------------

1.  Fixed    - Error with AI design for Small Crystalline Fighters
2.  Fixed    - Error in maximum number of engines for Small Organic Freighter  
3.  Fixed    - Error in supply storage amount for Quantum Engines
4.  Fixed    - Point-Defense Weapons did not have troops as a valid target type
5.  Changed  - Increased sight range for Basic Sensors
6.  Changed  - Existing Mines automatically increase in cloak ability based partly on level of Mines tech area
7.  Updated  - Settings.txt with new entry from SE:V v1.20
8.  Changed  - AI will now retrofit more ships at once
9.  Updated  - AI Scripts

‹ Remaking the Empires Is there a list of Sys command i can use? ›
» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

thank you

Submitted by evilginger on Tue, 2006-12-19 03:16.

nice to see this, very nice

» login or register to post comments
Prankowski's picture

thanks

Submitted by Prankowski on Tue, 2006-12-19 05:36.

again, nice work kwok.......hmm, if i find the time i´ll make a request for a promotion to admiral kwok! Smiling

» login or register to post comments
Captain Kwok's picture
Mod Designer

Potential Error!

Submitted by Captain Kwok on Tue, 2006-12-19 08:49.

FYI:

Oops. I accidently left in the SoundEffects.txt file from Tampa_Gamer's sound effects mod!

I've updated the .zip here:
http://www.captainkwok.net/files/BalanceModv101.zip

-----

Space Empires Depot | SE:V Balance Mod

» login or register to post comments
Captain Kwok's picture
Mod Designer

Updated BM Tech Chart

Submitted by Captain Kwok on Tue, 2006-12-19 13:37.

Tampa_Gamer has provided an updated Tech Chart for the mod:
http://www.captainkwok.net/files/BalanceModv101_TechChart.pdf

-----

Space Empires Depot | SE:V Balance Mod

» login or register to post comments
Prankowski's picture

thanks again

Submitted by Prankowski on Wed, 2006-12-20 09:36.

whooo, it´s like x-mas is earlier this year Smiling

» login or register to post comments

Satellite bug in BM 1.01?

Submitted by richie on Thu, 2006-12-21 20:04.

I've noticed that when my satelites are armed in CSMissile, their range is halved to 80, instead 150 as should it be (and is, when mounted on frigates). Bug?

» login or register to post comments
Prankowski's picture

small weapons

Submitted by Prankowski on Fri, 2006-12-22 03:09.

you sure it´s the normal CSMissile and not the small variant??

» login or register to post comments

pretty sure

Submitted by richie on Fri, 2006-12-22 05:38.

And in the weapon's spec its range should be 150. But in the battle (or, at least in simulator) is only ca 80.

» login or register to post comments
cordas's picture

?

Submitted by cordas on Fri, 2006-12-22 06:20.

richie wrote:
And in the weapon's spec its range should be 150. But in the battle (or, at least in simulator) is only ca 80.

It is actually 16 at full range, however you also have to be aware that missiles take time to reach their target, and if their target is moving away from them..... Then they can fall short.

» login or register to post comments

please

Submitted by richie on Fri, 2006-12-22 07:44.

Just design the simplest sat with Capital Missile onboard. Then do the same with frigate. Start the simulator - satelite vs frigate. Then turn the weapons range indicator on. And...?

» login or register to post comments

Suggestion for the next version...

Submitted by Brad on Sun, 2006-12-31 15:06.

If possible, tell the AI that once it has reached max technology it doesn't need to build research centres anymore...

I usually start with max tech, and after a few years the AI has tens of thousands of research points that would be better served as intel.

» login or register to post comments

The way it works...

Submitted by Fallen Haven on Sun, 2006-12-31 17:15.

Brad wrote:
If possible, tell the AI that once it has reached max technology it doesn't need to build research centres anymore...

I usually start with max tech, and after a few years the AI has tens of thousands of research points that would be better served as intel.

From what i understand from the AI files, the AI don't know it has max tech, it will still queue research centers. Same problem with colony ships, it will still build them even if there is nowhere to send them... I think it would be fairly complicated to code to prevent the AI from building useless stuff...

Inter-Related Tactical Conversion v 0.53

http://www.rogepost.com/n/3594323592

» login or register to post comments
Rilbur's picture

Script... maybe

Submitted by Rilbur on Sun, 2006-12-31 17:26.

Fallen Haven wrote:
Brad wrote:
If possible, tell the AI that once it has reached max technology it doesn't need to build research centres anymore...

I usually start with max tech, and after a few years the AI has tens of thousands of research points that would be better served as intel.

From what i understand from the AI files, the AI don't know it has max tech, it will still queue research centers. Same problem with colony ships, it will still build them even if there is nowhere to send them... I think it would be fairly complicated to code to prevent the AI from building useless stuff...

Inter-Related Tactical Conversion v 0.53

http://www.rogepost.com/n/3594323592

While I am NOT well versed in scripting for the AI, it seems that coding it to recognize max tech should be (relativly) easy: (psuedocode)

check area A at max level, if false end function return false;
check area B at max level, if false end function return false;
...
check finalTechArea max level, if false return false if true return true;

To avoid excessive processor use you should probably have a variable hold the resulting value and only check it once per turn.

And let me re-iterate that I know C++, not the silly scripting language used here (which I'm still waiting for documentation / tutorial on).
_______________________
There are 10 types of people in the world:

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

» login or register to post comments

Ministers

Submitted by Fallen Haven on Sun, 2006-12-31 17:33.

Rilbur wrote:
While I am NOT well versed in scripting for the AI, it seems that coding it to recognize max tech should be (relativly) easy: (psuedocode)

check area A at max level, if false end function return false;
check area B at max level, if false end function return false;
...
check finalTechArea max level, if false return false if true return true;

To avoid excessive processor use you should probably have a variable hold the resulting value and only check it once per turn.

And let me re-iterate that I know C++, not the silly scripting language used here (which I'm still waiting for documentation / tutorial on).

The AI will stop researching on it's own once it run out of research to do. The problem is that building more research centers (or scrapping them) isn't handled by the same minister. There is no link between the building minister and the research one, at least as far as i know.

Inter-Related Tactical Conversion v 0.53

http://www.rogepost.com/n/3594323592

» login or register to post comments
Rilbur's picture

Stupid question

Submitted by Rilbur on Sun, 2006-12-31 17:42.

Fallen Haven wrote:
The AI will stop researching on it's own once it run out of research to do. The problem is that building more research centers (or scrapping them) isn't handled by the same minister. There is no link between the building minister and the research one, at least as far as i know.

Inter-Related Tactical Conversion v 0.53

http://www.rogepost.com/n/3594323592

Stupid question: Can't you MAKE a link? Or just have the building minister do the check instead?
_______________________
There are 10 types of people in the world:

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

» login or register to post comments

The missing Link

Submitted by Fallen Haven on Sun, 2006-12-31 17:59.

Rilbur wrote:

Stupid question: Can't you MAKE a link? Or just have the building minister do the check instead?

Someone will have to try that, i don't know if there is a way to do so with the scripts we have.

Inter-Related Tactical Conversion v 0.53

http://www.rogepost.com/n/3594323592

» login or register to post comments
Mod Designer

Docs

Submitted by Phoenix-D on Sun, 2006-12-31 18:49.

Just FYI, scripting docs were included in the last patch, as a PDF. They aren't the best, but they are there.

» login or register to post comments
Grendel's picture

Neverending ground combat in BM (WP with PDW)

Submitted by Grendel on Fri, 2007-01-12 12:25.

I´ve posted this as a bug, but this case affects only your mod...

I´ve been making tests with the ground combat simulator, and it seems that the AI is unable to manage large groups of ground units.

GENERAL BUGS/ANNOYANCES:

SEV 5.1.20, Kwok´s BM 1.01

Using groud combat simulator, tactical mode:

1) In a combat involving 80 attackers and 40 defenders:

- 1/3 of troops (the first ones) work normaly and attack.
- 1/3 of troops (placed in the middle, in each side) start spinning around and dance during all combat.
- 1/3 of troops (the ones placed in the back of each side) just freeze and do nothing.

2) In a combat involving 40 attackers and 10 defenders:

- Attackers behave as said before.
- Defenders work normally and attack.

It seems that when units are unable to find a clear path to their target, they just freeze and do nothing. And all troops have 0 crew!

Very annoying, you need a lot of extra troops to win the combat.

BTW, when I tried to make the same tests using strategic combat, nothing happens. Combat finishes after 5 seconds with no casualties in each side.

BM BUG:

1) In a combat involving 80 attackers and 40 defenders AND 2 WP with 2 PDW each:

- 1/3 of troops (the first ones) work normaly and attack.
- 1/3 of troops (placed in the middle, in each side) start spinning around and dance during all combat.
- 1/3 of troops (the ones placed in the back of each side) just freeze and do nothing.

In the end, the active attacking units destroy defending units (active and inactive) and are blasted by the WP that only suffer minor scratches (BTW, isn´t this a bit overpowered? 12 ground units blasted before they even get into range!).

Then, nothing happens. There are no defending ground troops, only 2 static WP. And attackers are just spinning or frozen. When clock reached 35 minutes, I had to exit the game.

This happened to me with the ground simulator, but I wonder if this bug can screw PBW games.

» login or register to post comments

re

Submitted by HerrDerSchatten on Fri, 2007-01-12 21:41.

I want to suggest a little improvement:
AI fleets are moving too much, so they are running out of fuel. It seems that they try to proctect more then one warppoint with a fleet, but this isn't working.
In fact, the ai must use more solar sails or quantum reactors, and she must protect warppoints withe ONE fleet, that isn't moving all the time...is there any way to build starbases at critical positions? so they AI can use ships for attacks.

» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Now on STEAM

Now on STEAM!Space Empires V via STEAMSpace Empires IV via STEAMSTEAM online by Valve Corporation

Popular content

Today's:

  • Tweaking the planet art without going all the way to FQM
  • Space Empires V
  • Creating pictures/images for shipyards/mods
  • Space Empires V 1.74
  • Sys_Get_Empire_Fleet_ID doesn't work as expected

All time:

  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Space Empires V
  • Gritty Galaxy Fleet Clash
  • Damn Dirty Bugs/Annoyances
  • Space Empires V: General Thoughts, Observations, and Suggestions

Last viewed:

  • Stack building ignores One Space Yard rule
  • SE:V v1.63 is out
  • Problems with turns
  • Space Empires V 1.74
  • Creating Shipsets
(c) Strategy First, Inc. All rights reserved.