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 2 users and 246 guests online.

Online users

  • Thy Reaper
  • Caius

Languages

  • English English
  • French French

Browse archives

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

Balance Mod v1.03 Status

Captain Kwok's picture
Submitted by Captain Kwok on Tue, 2007-01-30 02:18. SE:V MODs

The v1.03 update to the mod is a little tardy due to a few unusual quirks with the latest AI. I need to double check some of the changes before I can post the mod. Of course Mon-Tue-Wed are my least available days for doing this sort of stuff, but hopefully it'll be a few minor tweaks. I'm hoping tomorrow night - but if it isn't something that's a quick fix, then I'll release v1.03 with the updated data files and the v1.02 AIs before posting a v1.04 update shortly after.

You can use v1.02 of the mod with the new SE:V patch, just be sure to add the following line to the Balance Mod's Settings.txt (in the data folder) at line 416, below the space combat boarding strength value:

Space Combat Allow Retreat := TRUE

‹ IRM v 0.7c Seek target and ram ›
» 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.

Don't know if you looked at the new GlobalSettings...

Submitted by Fallen Haven on Tue, 2007-01-30 22:40.

But the weighting system is GONE! It's replaced with pct of fleet or based on number of planets. Also there was a lot of changes in the construction script. But converting our mods to the new system might take some time...

Edit : The more i dig into the scripts, the more new code i find. Seem converting my mod will take a while...

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

Re: Balance Mod v1.03 Status

Submitted by Captain Kwok on Tue, 2007-01-30 22:50.

Yeah, I've had access to the scripts for the last few weeks and there were a lot of script changes - some of them ok, others not so great compared to what the mods already have - ie colony type algorithm. The change to ship purchasing was back to a much more SE:IV AI style, but it's not really too far off the modify system I used from the original priority setup. I modified the base priority value to decrease as the number of colonies increase, thus increasing demand for more ships. I don't see much of a need to switch, other than perhaps add a max cap for certain design types like stellar manipulation ships and so on.

It is time consuming on finding the exact changes. I have each set of default scripts from v1.20 onwards and compare them to see the changes, then decide if I should work them in the mod or not.

---

It turns out most of weird AI stuff in v1.03 was due to an introduced bug from v1.25 with certain ship orders being executed on the last movement point. Not sure if we'll see a quick patch to address that.

I just have a few more minor tweaks for the v1.03 AI before release, mostly fixing little bugs here and there. Sticking out tongue

-----

Space Empires Depot | SE:V Balance Mod

» login or register to post comments
Grendel's picture

Re: Balance Mod v1.03 Status - Compatibility?

Submitted by Grendel on Tue, 2007-01-30 23:05.

Kwok, Is BM 1.01 compatible with the new patch?

Thnaks!

» login or register to post comments

Hum...

Submitted by Fallen Haven on Tue, 2007-01-30 23:12.

Yeah, not everything is better. For exemple i prefer your colony type algorithm and i prefer to keep most of my ship orders changes (though i added the riot and enemy near code). I believe the new ship purchasing will suit my mod more than your system, but yours have some merit, i might try to keep some of it. I noticed your weighting system increased ship production a lot, but it doesn't work so well with my large number of design types. I don't have any copies of the old script files so i have no idea how much they changed, and haven't played SEIV either so i don't know if things are better or worst than before.

I hope that i won't trash my mod in including the new code...

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

Re: Balance Mod v1.03 Status - Compatibility?

Submitted by Captain Kwok on Tue, 2007-01-30 23:36.

Grendel wrote:
Kwok, Is BM 1.01 compatible with the new patch?

It should be if you add the new line for allowing retreat in combat to the Balance Mod settings.txt file.

In terms of data etc., v1.01-1.02-1.03 are all compatible. Only a very minor corrections will be seen in terms of some tech levels.

---

I'll probably re-write the ship purchasing functions down the line. Probably something that allows for more control of the design types built early on before amassing a wide collection of types.

-----

Space Empires Depot | SE:V Balance Mod

» login or register to post comments

Re: Balance Mod v1.03 Status

Submitted by Mylon on Tue, 2007-01-30 23:53.

I might as well report a bug here as anywhere else:

Population reproduction needs fixing. I took the racial trait -5% reproduction with the thought that I really don't care how fast my race reproduces, since population isn't that important anyway. Unfortunately, my population doesn't reproduce. At all! My homeworld's planetary conditions are "unpleasant", but a breathable world right next to it is "mild". I have a medical facility in the system that adds 4% to the reproduction rate, but my race still isn't reproducing. Thus far my only hope has been to conquer enemy planets and rely on their reproduction to keep my empire well in numbers, though I've been having problems with that, too, but that's another matter.

So, please fix the -5% reproduction rate trait. Or, if it's a bug with the game as a whole, refer it to the bugs section.

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

Re: Balance Mod v1.03 Status

Submitted by Captain Kwok on Wed, 2007-01-31 00:28.

Balance Mod v1.03 Update will be posted tomorrow evening. Too tired to finish up the small details tonight!

-----

Space Empires Depot | SE:V Balance Mod

» login or register to post comments

Re: Balance Mod v1.03 Status

Submitted by Szun on Wed, 2007-01-31 01:24.

Mylon wrote:
I might as well report a bug here as anywhere else:

Population reproduction needs fixing. I took the racial trait -5% reproduction with the thought that I really don't care how fast my race reproduces, since population isn't that important anyway. Unfortunately, my population doesn't reproduce. At all! My homeworld's planetary conditions are "unpleasant", but a breathable world right next to it is "mild". I have a medical facility in the system that adds 4% to the reproduction rate, but my race still isn't reproducing. Thus far my only hope has been to conquer enemy planets and rely on their reproduction to keep my empire well in numbers, though I've been having problems with that, too, but that's another matter.

So, please fix the -5% reproduction rate trait. Or, if it's a bug with the game as a whole, refer it to the bugs section.

get a climate enhancer on you homeplanet to get it to optimal in time, with "low reproductionrate" trait you nailed your foot to the floor:D
also, research some civil advancements for enviromentla and reproduction increases...
Your Homeplanet has a info, in that info or report is a tab called "Race" it lets you see the migration vs redoduction rate of the planet, if the migration is higher then more ppl leave the planet then are reborn, ergo lower pop on planet. But the overall population should increase not decrease...even if its slow

» login or register to post comments
Psieye's picture

Re: Balance Mod v1.03 Status

Submitted by Psieye on Wed, 2007-01-31 02:37.

Mylon wrote:
I might as well report a bug here as anywhere else:

Population reproduction needs fixing. I took the racial trait -5% reproduction with the thought that I really don't care how fast my race reproduces, since population isn't that important anyway. Unfortunately, my population doesn't reproduce. At all! My homeworld's planetary conditions are "unpleasant", but a breathable world right next to it is "mild". I have a medical facility in the system that adds 4% to the reproduction rate, but my race still isn't reproducing. Thus far my only hope has been to conquer enemy planets and rely on their reproduction to keep my empire well in numbers, though I've been having problems with that, too, but that's another matter.

So, please fix the -5% reproduction rate trait. Or, if it's a bug with the game as a whole, refer it to the bugs section.


Yeah I learnt that the hard way too. So I always pick +5% (or at least, never pick -5%) reproduction these days. Furthermore, I pick +Environment Resistance as this also affects reproduction.

Finally, I went to Settings.txt and increased the base reproduction rate from 5% to 10% so that less reproductive races can expand faster too. That extra 5% doesn't mean much for a super reproductive race (30->35%) but makes a world of difference for an unreproductive race that struggles to keep up with migration.
---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

» login or register to post comments

Re: Balance Mod v1.03 Status

Submitted by Nevyn on Wed, 2007-01-31 20:26.

Since the weighting system seems to have been changed.... probably an appropriate time to bring this up.
In my BM 1.02 game I've noticed the AI seems to fill it's planets cargo up with troops a lot (or in one or two circumstances, fighters/mines/drones that weren't launched). I'd like to see a lot more weighting given to weapons platforms to make planets far more dangerous to attack. Also planets need to be set to launch fighters/drones in combat, that will also help them a lot.

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

Re: Balance Mod v1.03 Status

Submitted by Captain Kwok on Wed, 2007-01-31 21:03.

I'm still using a variant of the original ship purchase screen - but the next version has made a little fix where only a variable for percent of income to spend on ships was being used for both ships and units, so like 10-20% of income wasn't being spent.

There's no way to tell the AI to launch fighters/sats in combat. However, they do keep fighters/sats for each planet and it'll be in larger numbers for v1.03. The AI will also keep it's WPs up to date, scrapping obsolete ones in favour of newer ones.

-----

Space Empires Depot | SE:V Balance Mod

» login or register to post comments

Re: Balance Mod v1.03 Status

Submitted by javaslinger on Thu, 2007-02-01 00:36.

Still on track for a release tonight? I need something to keep me from getting any sleep... Smiling

Javaslinger

» login or register to post comments
Psieye's picture

Re: Balance Mod v1.03 Status

Submitted by Psieye on Thu, 2007-02-01 02:12.

javaslinger wrote:
Still on track for a release tonight? I need something to keep me from getting any sleep... Smiling

Javaslinger

Ahahahaa, one of those days/nights Javaslinger? Here try one of the Touhou game demos on the link in my sig - if you're compatible with them then you're guaranteed to stay awake trying to figure out the patterns ^^
---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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

Re: Balance Mod v1.03 Status

Submitted by Captain Kwok on Thu, 2007-02-01 09:21.

So last night I tried a couple of AI test games before I was going to release the mod when I noticed a few problems than prevented me from posting v1.03. First problem was that the AI wasn't adding enough ships to fleets, which was due to attack ships being given too many other orders. So I got that fixed.

I also noticed the AI's treaties didn't have any stipulations! Turns out when I disentangled some of new treaty functions in the scripts, I borked the routine for adding treaty elements, so all the treaties had new elements to them! I didn't have the time to fix it last night, so I'll work on it today. It's likely a minor oversight, ie not calling some function in the right order. Sticking out tongue

On the good news front, improvements to the AI's colony type selection and facility construction are working well.

-----

Space Empires Depot | SE:V Balance Mod

» login or register to post comments
Psieye's picture

Re: Balance Mod v1.03 Status

Submitted by Psieye on Thu, 2007-02-01 09:24.

No problem - I'm having a bad enough week as it is so I wouldn't have time to enjoy the latest BM (or IRM) anytime soon. I may or may not have to put in some hours at the lab over the weekend to fix the problem we're having.

BTW Kwok? What timezone are you in?

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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

Re: Balance Mod v1.03 Status

Submitted by Captain Kwok on Thu, 2007-02-01 09:27.

I'm in Toronto, Canada - so EST.

-----

Space Empires Depot | SE:V Balance Mod

» login or register to post comments
Prankowski's picture

Re: Balance Mod v1.03 Status

Submitted by Prankowski on Thu, 2007-02-01 10:56.

i don´t want to stress you kwok, but get the new version done! Sticking out tongue
i planned a nice SEV saturday and would like to use the new BM version Smiling

» login or register to post comments

Re: Balance Mod v1.03 Status

Submitted by Fallen Haven on Thu, 2007-02-01 16:07.

Captain Kwok wrote:
I also noticed the AI's treaties didn't have any stipulations! Turns out when I disentangled some of new treaty functions in the scripts, I borked the routine for adding treaty elements, so all the treaties had new elements to them! I didn't have the time to fix it last night, so I'll work on it today. It's likely a minor oversight, ie not calling some function in the right order. Sticking out tongue

Anything i should watch for with the new diplomacy code? I haven't checked yet what was added or changed in the Politics file... Diplomacy is one of the weakest link of the AI, i hope the new code does something worthwhile.

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

Re: Balance Mod v1.03 Status

Submitted by Captain Kwok on Thu, 2007-02-01 16:20.

The only AI change in stock for diplomacy was with Alliances removing/adding the player from them - which was due to some sort of anger issue.

My problem resulted when I separated the choose type of treaty code into a new function and then neglected to call the add_treaty_elements function afterwards. I just got home so I can test if that resolves my issue. Sticking out tongue

-----

Space Empires Depot | SE:V Balance Mod

» login or register to post comments

Re: Balance Mod v1.03 Status

Submitted by javaslinger on Thu, 2007-02-01 16:50.

No pressure, but my next game will feature either Balance mod or IRC... whichever is released first.. Smiling

j/k.. I can play both at the same time right???

Javaslinger

» login or register to post comments
Scottmm78's picture

Re: Balance Mod v1.03 Status

Submitted by Scottmm78 on Thu, 2007-02-01 18:15.

how does the AI in the 1.03 handle holding grudges i'm playing in 1.02 and i attacked a race that is using the "default" AI and stole a few ships (i love ship capture) and now they hate me "Murderous" and they decleard war on me that i figured would happen but i have not raided there worlds since (20+ turns) and they have not attacked me, but they still will not sign a peace treaty same with a game the other day i was able to switch them to human and get peace but that would only last a few rounds

not sure if its BM or default game tats causeing it (both 1.20 and 1.25 sev's)

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

Re: Balance Mod v1.03 Status

Submitted by Captain Kwok on Thu, 2007-02-01 18:59.

FYI, I've finally posted v1.03 for download, see link for changelog & download:
http://www.spaceempires5.com/en-US/node/2411

---
Scott,

Perhaps 2 years is not long enough to erase their wounds? Anyway, how much visibility of your systems/colonies do you think they had?

-----

Space Empires Depot | SE:V Balance Mod

» login or register to post comments
Scottmm78's picture

Re: Balance Mod v1.03 Status

Submitted by Scottmm78 on Thu, 2007-02-01 19:20.

i switched him to human and he seen half of my planets incuding my home world

i mean all i did was stole a couple ships and forced his citizens to work my mines (they had the correct atmosphere) I was 02 and he was CO2

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

Re: Balance Mod v1.03 Status

Submitted by Captain Kwok on Thu, 2007-02-01 19:26.

But did the AI have active sensor coverage of your space?

-----

Space Empires Depot | SE:V Balance Mod

» 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:

  • Research By Percentage SUCKS
  • Star Trek Trailers.....
  • Space Dock suggestion
  • drone combat?!
  • Balance Mod v1.15 Available!

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:

  • Flag sizes in Balance Mod
  • Facilities, super facilities, and AI
  • Gritty Galaxy Fleet Clash
  • Space Empires V 1.58
  • dismantle or deconstruct planet facilities
(c) Strategy First, Inc. All rights reserved.