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Home » news » forums » Space Empires V » Space Empires V General

Balance Mod - Problem with Tech Trading...

Submitted by semper fi on Sat, 2006-12-30 23:25. Space Empires V General

The Balance Mod is pretty good, but I think there is a problem with tech trading in the diplomacy section. I tried to trade colony techs with another race, but the results of the trade were reversed. I received the technology that I already possessed and the same for the other race. He got was he already researched. Please investigate…

‹ Colonization Levels Organic races are actually HARD in Balace Mod! ›
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Captain Kwok's picture
Mod Designer

Missed Fix

Submitted by Captain Kwok on Sat, 2006-12-30 23:51.

That was corrected in SE:V v1.16, but it looks like I forgot to update that particular fix in the Balance Mod AI scripts. It will be fixed for v1.02 - thanks!

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Space Empires Depot | SE:V Balance Mod

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Thanks...

Submitted by semper fi on Sun, 2006-12-31 08:26.

Keep up the good work...

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So... when 1.02 will be

Submitted by richie on Wed, 2007-01-03 04:46.

So... when 1.02 will be released?? I'd love to finalize some tech exchange in my current 1.01 game... Smiling

BTW, is everything ok in BM with inteligence? I am right now desperately trying to get some techs from another race I'm in war now.
They are brought down on the knees by me, with only last tiny colony left. I'm pretty sure they don't have defense intel at all. And I can finish them off in any time, but I want to get those techs first.
Alas, NOTHING works.
Empire wide sabotage - I got only their research sabotage events or capturing some resources events.
Empire wide espionage - only info about their tech levels, or their current resources balance reports.
Ship/fleet sabotage - I think I got everything, except the desired info about rebelion of one of the ship and coming to my orders!
Any ideas?

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Captain Kwok's picture
Mod Designer

Intel and stealing technology

Submitted by Captain Kwok on Wed, 2007-01-03 06:46.

The Research Steal project is under "Sabotage - Empire Wide" (although that should really be change to espionage in this case, oh well). It may not be successful because the AI doesn't have any tech levels beyond your own. I also think in the case it's just one level above, you only get half the cost for the next level - check your research queue for areas that are partially completed that you didn't research.

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Space Empires Depot | SE:V Balance Mod

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My enemy has 2 level higher engines

Submitted by richie on Wed, 2007-01-03 07:17.

Captain Kwok wrote:
The Research Steal project is under "Sabotage - Empire Wide" (although that should really be change to espionage in this case, oh well)
Maybe it would be a good idea to move it to espionage in BM? Keeping it in sabotage is very unintuitive...or maybe intuitive in its perversion, after all we are talking about the game in which you are destroying planet's facilities by jetisoning them to space, duh.

Quote:
It may not be successful because the AI doesn't have any tech levels beyond your own. I also think in the case it's just one level above, you only get half the cost for the next level - check your research queue for areas that are partially completed that you didn't research.
Nope. My enemy has 2 level higher engines than me. No sign of getting even half of the research. No trace of this in logs either. If this is not a bug then the only logical conclusion is that it's not a intel ratio (my offensive/his defensive) what counts, but the difference (my offensive-his defensive) and I simply have still too little intel points to trigger the highest possible events.

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Captain Kwok's picture
Mod Designer

Intel

Submitted by Captain Kwok on Wed, 2007-01-03 08:04.

My initial comment was a mistake. You should get each level of tech the AI has. There is a halving of the tech cost in the calculation but that's because the next level costs 2x.

Anyhow I'll have to wait until later when I can run the debug on the intel log to see what is happening exactly.

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Space Empires Depot | SE:V Balance Mod

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