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

Balance Mod v1.05 Available!

Captain Kwok's picture
Submitted by Captain Kwok on Sun, 2007-03-25 01:23. SE:V MODs

Greetings!

I've finally posted v1.05 of the Balance Mod for download. There were a few items I needed to resolve with the AI scripts before I could post, which was the main source of the delay.

Note that this version is NOT save game compatible with previous versions. It will extract to a new folder labeled 'Balance Mod v105+', which will be the default location for all future save game compatible versions.

You can find the download here:
http://www.captainkwok.net/balancemod.php

Version 1.05 (25 March 2007)
----------------------------

1.  Changed - Increased cost for Chemistry tech area
2.  Changed - Increased cost for Physics tech area
3.  Changed - Increased cost for Industry tech area
4.  Changed - Slight increase to Depleted Uranium Cannon damage amount
5.  Changed - Added ordnance usage to Planetary Napalm
6.  Fixed   - Error in Planet Combat Defense Modifier
7.  Fixed   - Some levels of Biological Weapons did not give any results
8.  Changed - Reduced number of tech levels for Biological Weapons
8.  Changed - Increased cost for Plasma Missiles tech area
9.  Fixed   - Fighter combat speeds were not adjusted for new engine system
10. Fixed   - Error in damage amount for Massive Weapon Platform Mount
11. Changed - Increased cost for Military Science tech area
12. Changed - Torpedo Weapons now requires Military Science level 3
13. Changed - Ship Capture now requires Military Science level 2
14. Changed - Reduced cost of Supply and Ordnance Storage components
15. Fixed   - Error in Combat To Hit penalty for Space Stations
16. Changed - Increased maximum speed for all Carrier ships
17. Changed - Decreased and ground damage and range for Point-Defense Weapons
18. Fixed   - Error in range for Point-Defense Blaster
19. Fixed   - Massive Ship mount should require a ship of 1250kT or larger
20. Changed - Point-Defense and some small weapons can now target Mines in combat
21. Updated - Incorporated FQM Beta 8 components in the Balance Mod
22. Updated - Improved AI construction queue purchasing
23. Updated - Enhanced AI diplomacy with less static treaties and responses
24. Added   - Introduced fear modifier in AI diplomacy
25. Fixed   - A few errors in anger levels used to determine diplomatic responses
26. Updated - AI will prioritize tech area research during times of war
27. Added   - Construction Yard colony type for the AI
28. Fixed   - AI was not adding Ordnance Storage for Carriers
29. Fixed   - AI was not scrapping ships
30. Updated - AI Scripts

‹ IRM, Update... The reason why armor no longer work as it should in IRM. ›
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Prankowski's picture

Re: Balance Mod v1.05 Available!

Submitted by Prankowski on Sun, 2007-03-25 03:35.

hurray Smiling
again, thanks and keep going Captain

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Prankowski's picture

Re: Balance Mod v1.05 Available!

Submitted by Prankowski on Sun, 2007-03-25 03:39.

uhm....what exactly is #24?? the fear modifier for diplomacy??

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Telumehtar's picture

Re: Balance Mod v1.05 Available!

Submitted by Telumehtar on Sun, 2007-03-25 05:10.

thanks, your delay gave me the opportunity to tryout the IRM mod, now I'm returning to the fold. I have started playing with BM and it's not time to change yet, especially since IRM makes too drastic changes to a gameplay I haven't experienced deep enough to judge.

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Re: Balance Mod v1.05 Available!

Submitted by crazydog on Sun, 2007-03-25 06:06.

Ok, up and running (and with LESS memory leak than older games !!!).

BTW, what is on the tube for 1.06 ?

eheheheheheh

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Re: Balance Mod v1.05 Available!

Submitted by evilginger on Sun, 2007-03-25 06:27.

Running fine not got into any action yet just building an empire up have one observation so far The population transport minister is not working individualy. Anoying as I got quite used to having this done automaticaly having played a lot of the IRM recently where it does work a treat. The colonization minister works fine that said

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Re: Balance Mod v1.05 Available!

Submitted by kanaric on Sun, 2007-03-25 08:51.

nice, was waiting for this.

Quote:
BTW, what is on the tube for 1.06 ?
IDK if the AI does it in 1.33 but maybe their handling of migration? (AI handling mixed atmosphere races on domed worlds, that issue) That is the only thing i'd care about right now, everything else i'm very happy with. I know they added scripts for it but idk if they implemented it. Have yet to play the game with the new patch.

Keep up the good work kwok, this mod completes the game.

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Captain Kwok's picture
Mod Designer

Re: Balance Mod v1.05 Available!

Submitted by Captain Kwok on Sun, 2007-03-25 09:45.

Prankowski wrote:
uhm....what exactly is #24?? the fear modifier for diplomacy??

It's a value in the scripts for the AI that is produced by comparing its score against other players. If it's negative, the AI is stronger than the other player and will be more aggressive in asking for treaty concessions etc., if it's positive that it is more likely to make concessions.

-----

Space Empires Depot | SE:V Balance Mod

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Re: Balance Mod v1.05 Available!

Submitted by Orion66 on Sun, 2007-03-25 11:36.

HEY HEY IS IT A BUG !?

I have just started playing. I haven't even made first turn. Here it is:

My planet generates 5950 research points. But in research screen tere is written 55950 points. And that is true becouse I can spend it all on research.
So is it a bug?

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Captain Kwok's picture
Mod Designer

Re: Balance Mod v1.05 Available!

Submitted by Captain Kwok on Sun, 2007-03-25 11:54.

Not a bug.

You've chosen starting player resources medium, which gives your 50,000 research points on the first turn.

-----

Space Empires Depot | SE:V Balance Mod

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Prankowski's picture

Re: Balance Mod v1.05 Available!

Submitted by Prankowski on Sun, 2007-03-25 15:37.

hehe, i just saw the system "kwok" in my current game....since when is there such a system captain?? Smiling

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Re: Balance Mod v1.05 Available!

Submitted by Orion66 on Sun, 2007-03-25 15:46.

Capitan Kwok:

In IRM mod and Balance mod when I launch from planet for example 15 fighters, on the battlefield many of them have used ordinances and supplies. It must be a bug becouse every next fighter in group has less ordinances and supplies than the previus fighter in the same group. What do you think?

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ColonialAdmiral's picture
Mod Designer

Re: Balance Mod v1.05 Available!

Submitted by ColonialAdmiral on Sun, 2007-03-25 16:02.

Prankowski wrote:
hehe, i just saw the system "kwok" in my current game....since when is there such a system captain?? :)

I saw one called fyron as well...
Maybee fyron will put in one called "ColonialAdmiral"?
Laughing out loud I hope so Laughing out loud
Think it will ever happen? Laughing out loud

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Re: Balance Mod v1.05 Available!

Submitted by Orion66 on Sun, 2007-03-25 16:53.

I have been playing for 2 hours on Balance Mod and here is what I can say.
AI ships are weak - to weak Sad
I think that AI do not invest in weapons tech. I feel that technicly am a superior. It was diffrent in IRM.
AI ships do not use missiles (only one or two designs!). Ships are poorly equiped with weapons.
I have played IRM mod and I must say ships in this mod were MUCH stronger.

I like the fear modifier for diplomacy. Finally I can have good relations with AIs.

I think that if you could add from IRM few AI behaviours (generally am speaking about difficulty) your mod would be really good. IRM mod is also good but I can't stand this blind research and to big flags over planets. So maybe you and IRM author could work something together? I think our small community would be happy.

Generally in your mod I find to be great: small flags over planets and ships, clear and nice tech tree. But AI is much worse than in IRM.

That is my humble opinion. I hope you will find it usefull.

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Re: Balance Mod v1.05 Available!

Submitted by Robert on Sun, 2007-03-25 18:58.

Hmmm, impressions so far.....

Up to turn 2404.3, fully explored 13 of 98 systems with another 5 touched on. No contact yet.

- Research seems a tad harder.

- Back to low population numbers on colony ships.

- Yikes, less initial cargo space on planets. Will likely have to go back to adding cargo space to increase WP numbers.

- Some systems are quite "cloudy"

- Looking forward to eventually pitting PD against mines.

Onward!

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ColonialAdmiral's picture
Mod Designer

Re: Balance Mod v1.05 Available!

Submitted by ColonialAdmiral on Sun, 2007-03-25 19:01.

Oh, possible Bug:
Me and my friend were playing hotseat earlier today...High starting research points: So he was testing his designs against one antoher: He had a ship with both types of sheilds, phased and normal sheilds. Now i dont have much experince with phased polaron beams but: They went through ALL of the sheilds, not just the normal sheilds...

So do phased sheilds only work if all the sheilds are phased?

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Captain Kwok's picture
Mod Designer

Re: Balance Mod v1.05 Available!

Submitted by Captain Kwok on Sun, 2007-03-25 19:38.

Yes, mixed shields are always reduced to the lowest shield type. Hopefully it will be change to work in layers like armor.

-----

Space Empires Depot | SE:V Balance Mod

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Captain Kwok's picture
Mod Designer

Re: Balance Mod v1.05 Available!

Submitted by Captain Kwok on Sun, 2007-03-25 19:40.

Robert - did you choose the "Advanced Storage Techniques" trait? If so, there was a fix in the SE:V patch that fixed this item - but the v1.05 of the mod was still set to use a workaround value, which is now treated as only having 20% of your regular cargo space. You can fix this in RacialTraits.txt by changing the -80% to 20% for the AST entry.

-----

Space Empires Depot | SE:V Balance Mod

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Re: Balance Mod v1.05 Available!

Submitted by bmaxa on Sun, 2007-03-25 20:30.

Have you corrected Sys_Empire_Get_Fleet_ID bug?
Nowhere in patch is mentioned that behavior of this function
is changed.
I have reported details about this bug at:

http://www.spaceempires5.com/en-US/node/2808

Workaround function works for both bugged or
eventually corrected versions so no harm.

Greetings, Branimir.

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Captain Kwok's picture
Mod Designer

Re: Balance Mod v1.05 Available!

Submitted by Captain Kwok on Sun, 2007-03-25 20:36.

Yeah I saw that bug in the debug logs when I was trying to figure out why the AI's fleet names were messed up. I also saw your workaround in IRM, but haven't really had a chance to do anything with it. I'll make mention of it to Aaron (MM).

-----

Space Empires Depot | SE:V Balance Mod

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Mod Designer

Re: Balance Mod v1.05 Available!

Submitted by Fyron on Sun, 2007-03-25 20:47.

Robert wrote:
- Some systems are quite "cloudy"
Hence the term "nebula."


SpaceEmpires.net | Space Empires Wiki

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Re: Balance Mod v1.05 Available!

Submitted by Robert on Sun, 2007-03-25 21:08.

Captain Kwok wrote:
Robert - did you choose the "Advanced Storage Techniques" trait? -----

Space Empires Depot | SE:V Balance Mod

Yes I did. I'll make the change and squeeze in a few more turns tonight.

Thanks for the help Captain.

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Re: Balance Mod v1.05 Available!

Submitted by Robert on Sun, 2007-03-25 21:12.

Fyron wrote:
Robert wrote:
- Some systems are quite "cloudy"
Hence the term "nebula."


SpaceEmpires.net | Space Empires Wiki

Doh!

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Re: Balance Mod v1.05 Available!

Submitted by Robert on Sun, 2007-03-25 21:42.

Okay,

I now see that the twist in "Advanced Storage Techniques" was also reducing the carrying capacity of my colony ships in addition to the planet's cargo capacity.

As a student of Space Empires, I still have much to learn.

-polite bow-

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Re: Balance Mod v1.05 Available!

Submitted by evilginger on Tue, 2007-03-27 05:58.

Like the new fear system as I now note tha Xianti who I have been at war with since first contact are now treified of me Smiling

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Re: Balance Mod v1.05 Available!

Submitted by koniu on Tue, 2007-03-27 06:06.

Robert wrote:
Okay,

I now see that the twist in "Advanced Storage Techniques" was also reducing the carrying capacity of my colony ships in addition to the planet's cargo capacity.

As a student of Space Empires, I still have much to learn.

-polite bow-

you can fix this by changing the -80 value for Advanced Storage Techniques entry in RacialTraits.txt to 20

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Psieye's picture

Re: Balance Mod v1.05 Available!

Submitted by Psieye on Tue, 2007-03-27 18:13.

General question: is PD and auto-fired weapons in general good at spreading out their shots to avoid overkill? I know 1.33 is supposed to have improved it but how much of an improvement is it?

---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.

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Re: Balance Mod v1.05 Available!

Submitted by evilginger on Tue, 2007-03-27 19:28.

My observation from both the BM and the IRM is that this is the case. I have especially in the BM game I was playing where I was using a mostly fighter based fleet suffered heavy fighter losses in most engagements obsolescent defence planetary fighters being the worst sufferers The IRM case is less clear as I was not using fighters that much but when I came up against them I found ships held there own better than before.

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Re: Balance Mod v1.05 Available!

Submitted by Zarah Neander on Thu, 2007-03-29 04:48.

The 'construction queue cleanup' minister is really an agent of a foreign power, cause he happily scraps spaceports. I can provide a save game which shows the problem.

Now I'm by no means an expert in SEV scripting, in fact, I've seen a SEV script for the first time 5 min. ago, but what strikes me odd:

- in Script_AI_Orders_Planets.txt there are no less than 5 identical versions of Scrap_Obsolete_Units

- the very first statement of Scrap_Obsolete_Units is 'return TRUE', which looks like a noop function to me. But obviously it isn't.

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Captain Kwok's picture
Mod Designer

Re: Balance Mod v1.05 Available!

Submitted by Captain Kwok on Fri, 2007-03-30 14:25.

Let's just call that an act of cut and paste gone bad - although I don't imagine it has any effect in the compiled script other than make it larger. Sticking out tongue

In the SE:V script language, return does not terminate the called function.

-----

Space Empires Depot | SE:V Balance Mod

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Re: Balance Mod v1.05 Available!

Submitted by kanaric on Fri, 2007-03-30 16:50.

In my recent game i find that i'm UTTERLY destroying the AI as far as RP in concerned. They simply can never seem to keep up with me.

By the time I get 100k rp they have 20, and it gets worse as the game goes on. I seriously dont understand how they can be so far behind even when they have simular amount of planets as me and i've not researched applied research.

IDK maybe you should raise the percentage of facility space they spend on research facilities and set it so they they always build research facilities on domed planets unless they absolutely need a certain resource. I can always do fine on resources and ALWAYS far surpass them on research so i assume they could do the same with their planets.

I'm playing on hard difficulty with AI bonuses.

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ColonialAdmiral's picture
Mod Designer

Re: Balance Mod v1.05 Available!

Submitted by ColonialAdmiral on Fri, 2007-03-30 18:25.

kanaric wrote:
In my recent game i find that i'm UTTERLY destroying the AI as far as RP in concerned. They simply can never seem to keep up with me.

By the time I get 100k rp they have 20, and it gets worse as the game goes on. I seriously dont understand how they can be so far behind even when they have simular amount of planets as me and i've not researched applied research.

IDK maybe you should raise the percentage of facility space they spend on research facilities and set it so they they always build research facilities on domed planets unless they absolutely need a certain resource. I can always do fine on resources and ALWAYS far surpass them on research so i assume they could do the same with their planets.

I'm playing on hard difficulty with AI bonuses.

I guess we all dont have as many skills as you.

What you are doing is called a "tech rush". It is immpossible for the AI to keep up with you on tech research. It is a blanent hole in the gameplay itself, which allows for a player to have little standing fleet. If they are actually attacked, the few ships that they do have are all highly powered over the attackers fleet, evan if the attacker has numbers, they still might lose. Then they simply must emergency build more ships, and their numbers are more reinforced. If you are going to complain about the AI I have two suggestions for you: You can A: Do what i do, and avoid a tech rush, Build large fleets which require more resources.
You can also do B:
Why dont you go ahead and write your own scripts then? Kwok and Fallen Heaven, amoung other modders, Do not control how this game is made. You can make your own improvements as well. If you take a couple minnuets and actually look through the files they actually start to make sense.
We have all seen way to many complaints about how: "The AI wont lose to me even though im doing a tech rush."
If it was as simple as what you are suggesting:
A. Change it yourself
B. Realise that If it were that easy it would already probably be done.

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Re: Balance Mod v1.05 Available!

Submitted by crazydog on Sun, 2007-04-01 07:15.

In 1.05 i have the following problems:
My ministers don't retrofit ships or bases
Scrap ships / bases without need (are not obsolete and i don't need the resources).
In some cases scrap facilities (if the system don't have an space port).

Game is 1.33 / BM 1.05 and started that way.

Only difference is that i add the optional races but have then using the BM AI (changed the AI_main_file with
AI Script File := Default\Default_Main_Script.csf
AI Script Empire Setup File := Default\Default_Setup_Script.csf

).

Also if i let the minister build ships, it build from the obsolete models also.

In the end of turn, the news several times don't show the text, need to close and reopen for it to appear.

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Grendel's picture

Re: Balance Mod v1.05 Available!

Submitted by Grendel on Sun, 2007-04-01 08:50.

ColonialAdmiral wrote:
kanaric wrote:
In my recent game i find that i'm UTTERLY destroying the AI as far as RP in concerned. They simply can never seem to keep up with me.

By the time I get 100k rp they have 20, and it gets worse as the game goes on. I seriously dont understand how they can be so far behind even when they have simular amount of planets as me and i've not researched applied research.

IDK maybe you should raise the percentage of facility space they spend on research facilities and set it so they they always build research facilities on domed planets unless they absolutely need a certain resource. I can always do fine on resources and ALWAYS far surpass them on research so i assume they could do the same with their planets.

I'm playing on hard difficulty with AI bonuses.

I guess we all dont have as many skills as you.

What you are doing is called a "tech rush". It is immpossible for the AI to keep up with you on tech research. It is a blanent hole in the gameplay itself, which allows for a player to have little standing fleet. If they are actually attacked, the few ships that they do have are all highly powered over the attackers fleet, evan if the attacker has numbers, they still might lose. Then they simply must emergency build more ships, and their numbers are more reinforced. If you are going to complain about the AI I have two suggestions for you: You can A: Do what i do, and avoid a tech rush, Build large fleets which require more resources.
You can also do B:
Why dont you go ahead and write your own scripts then? Kwok and Fallen Heaven, amoung other modders, Do not control how this game is made. You can make your own improvements as well. If you take a couple minnuets and actually look through the files they actually start to make sense.
We have all seen way to many complaints about how: "The AI wont lose to me even though im doing a tech rush."
If it was as simple as what you are suggesting:
A. Change it yourself
B. Realise that If it were that easy it would already probably be done.

Or increase the cost for Research Facilities, so it becomes harder to build and maintain them in large numbers.

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Mod Designer

Re: Balance Mod v1.05 Available!

Submitted by LordHavoc on Thu, 2007-04-05 09:28.

This section needs fixing in the next release on the racial traits.txt

What it is doing at the moment is reducing your cargo space by %80. To increase it to the 20% figure you need to have a positive "20" not a negative "80".
It also effects the 'cargo bay' componant.

Name                                            := Advanced Storage Techniques
Picture Number                                  := 0
Racial Cost                                     := 1000
Number Of Abilities                             := 1
Ability 1 Type                                  := Storage Cargo Space Percent
Ability 1 Description                           := Planets and cargo components can store 20% more than normal capacity.
Ability 1 Scope                                 := Galaxy - This Player
Ability 1 Range Formula                         := 0
Ability 1 Amount 1 Formula                      := -80
Ability 1 Amount 2 Formula                      := 0
Number Of Requirements                          := 0

Your lord and master (below Foamy) LordHavoc

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Captain Kwok's picture
Mod Designer

Re: Balance Mod v1.05 Available!

Submitted by Captain Kwok on Thu, 2007-04-05 09:48.

Yes. Before the fix for that trait, it had been adding an extra 100, hence the -80.

-----

Space Empires Depot | SE:V Balance Mod

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Re: Balance Mod v1.05 Available!

Submitted by magogian on Thu, 2007-04-05 11:02.

What settings are recommended for a challenging AI?

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Captain Kwok's picture
Mod Designer

Re: Balance Mod v1.05 Available!

Submitted by Captain Kwok on Thu, 2007-04-05 11:48.

I would recommend a medium number of AIs in a large galaxy (probably no neutrals, ideally 10 systems or so per AI) with 500,000 research points for startup tech (allows the AI to pick their racial techs if they have them etc). This gives the AI a chance to expand a bit and get a decent diversified colony base.

-----

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Re: Balance Mod v1.05 Available!

Submitted by magogian on Thu, 2007-04-05 12:10.

Thanks, could you recommend settings for the difficulty of the AI? And what AI bonus if any?

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Captain Kwok's picture
Mod Designer

Re: Balance Mod v1.05 Available!

Submitted by Captain Kwok on Thu, 2007-04-05 12:31.

Difficulty should always be hard, I'd just do a low bonus to start.

-----

Space Empires Depot | SE:V Balance Mod

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Re: Balance Mod v1.05 Available!

Submitted by magogian on Thu, 2007-04-05 13:54.

Thanks for the help!

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Re: Balance Mod v1.05 Available!

Submitted by kanaric on Thu, 2007-04-05 20:25.

Grendel wrote:
ColonialAdmiral wrote:
kanaric wrote:
In my recent game i find that i'm UTTERLY destroying the AI as far as RP in concerned. They simply can never seem to keep up with me.

By the time I get 100k rp they have 20, and it gets worse as the game goes on. I seriously dont understand how they can be so far behind even when they have simular amount of planets as me and i've not researched applied research.

IDK maybe you should raise the percentage of facility space they spend on research facilities and set it so they they always build research facilities on domed planets unless they absolutely need a certain resource. I can always do fine on resources and ALWAYS far surpass them on research so i assume they could do the same with their planets.

I'm playing on hard difficulty with AI bonuses.

I guess we all dont have as many skills as you.

What you are doing is called a "tech rush". It is immpossible for the AI to keep up with you on tech research. It is a blanent hole in the gameplay itself, which allows for a player to have little standing fleet. If they are actually attacked, the few ships that they do have are all highly powered over the attackers fleet, evan if the attacker has numbers, they still might lose. Then they simply must emergency build more ships, and their numbers are more reinforced. If you are going to complain about the AI I have two suggestions for you: You can A: Do what i do, and avoid a tech rush, Build large fleets which require more resources.
You can also do B:
Why dont you go ahead and write your own scripts then? Kwok and Fallen Heaven, amoung other modders, Do not control how this game is made. You can make your own improvements as well. If you take a couple minnuets and actually look through the files they actually start to make sense.
We have all seen way to many complaints about how: "The AI wont lose to me even though im doing a tech rush."
If it was as simple as what you are suggesting:
A. Change it yourself
B. Realise that If it were that easy it would already probably be done.

Or increase the cost for Research Facilities, so it becomes harder to build and maintain them in large numbers.


Causing the same thing towards the AI..

Its hardly a tech rush, I build reserach buildings on all of my planets and other resource buildings as I need them. If there is nothing else needed may as well fill the space with reserach buildings since you literally do not need to build anyrthing or, or even can't build anything else until you research.

Even if I go moderate on buildings I still overtake them, getting about 100k rp to their 40. I'm hardly even trying and they are still easily overtaken with research.

I played the same way in SE4 and never had this problem. At the rate the AI researchs if everyone played that way they will never get even moderately advanced technology by the time they defeat everyone.

Quote:
I guess we all dont have as many skills as you
That has nothing to do with it, you know this has nothing to do with "skill" as you said you avoid "tech rush" yourself. Reminds me of people who played Rome Total War saying that the AI was bad on that because they run instantly... they thought it was "working" and said the exact same thing whenever someone said something about it.

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Re: Balance Mod v1.05 Available!

Submitted by bmaxa on Thu, 2007-04-05 21:07.

Just one thing:

In function Order_Scrap in Script_AI_Orders_Ships.txt
there should be :

set design_id := Sys_Get_Space_Object_Vehicle_Design_ID(ship_id)
if (Sys_Get_Vehicle_Design_Space_Movement(design_id) = 0) then

instead of

if (Sys_Get_Vehicle_Design_Space_Movement(ship_id) = 0) then

Fallen has reused your function for scrapping,
and I have spent several hours debugging why ships don;t get scrapped,
doubting on sys functions to get position of sy, and finally realized what
was in front of my eyes all the time Eye-wink.
I have checked yours 1.05 scripts bug is still in there.

Greetings, Branimir.

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ColonialAdmiral's picture
Mod Designer

Re: Balance Mod v1.05 Available!

Submitted by ColonialAdmiral on Thu, 2007-04-05 21:17.

Sorry for my offensive Post...But the Poor AI has already been talked about for to long.....

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Captain Kwok's picture
Mod Designer

Re: Balance Mod v1.05 Available!

Submitted by Captain Kwok on Thu, 2007-04-05 21:37.

Kanaric - you can give the AI low or medium bonus and they'll have about the same amount of research points as you if you find yourself 2-3x more points then them on a consistent basis.

-----

Space Empires Depot | SE:V Balance Mod

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Re: Balance Mod v1.05 Available!

Submitted by magogian on Thu, 2007-04-05 22:50.

Problem?

I built two weapons platforms to defend my planet against an enemy fleet of 15 ships. Well, when they attacked my wep platforms slaughtered them, because none of the enemy ships fired on my wep. platforms. All of the enemy ships had depleted uranium guns, which say they can attack planets -- but they never fired at my wep. platforms. Plus, then were well within range, they just kept moving around my planet as they got picked off one by one. Are depleted uranium guns not able to target weapon platforms? If this is true, this seems to seriously unbalance things.

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Captain Kwok's picture
Mod Designer

Re: Balance Mod v1.05 Available!

Submitted by Captain Kwok on Fri, 2007-04-06 00:43.

I would say it was related to the reported v1.33 bug with projectile weapons and planet targeting.

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Space Empires Depot | SE:V Balance Mod

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Re: Balance Mod v1.05 Available!

Submitted by javaslinger on Fri, 2007-04-06 15:01.

Capt,

Do you have any insight on whether Aaron is prioritizing that particular bug? While it does add an interesting new element to strategy.... it would be nice to have it squashed quickly... Just wondering if it may be around for awhile...

Thanks,

Javaslinger

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Re: Balance Mod v1.05 Available!

Submitted by magogian on Fri, 2007-04-06 15:36.

Captain Kwock,

I do want to say that I appreciate your work on this mod. The AI in particular is much more challenging. For example, the stock game never uses carriers properly (I rarely even find one that the AI loads fighters into). With your mod, the AI creates diverse but effective ships and uses them pretty well. Great work.

Plus, I like how you have steamlined and simplified the research process.

I just wanted you to know that your work is very appreciated.

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Captain Kwok's picture
Mod Designer

Re: Balance Mod v1.05 Available!

Submitted by Captain Kwok on Fri, 2007-04-06 16:11.

Thanks for the compliments.

Java, Aaron is away for a couple of weeks at this time so it will probably be two weeks before we see a version history for v1.34 - I'd imagine this bug would be a priority along with the strategy snafu.

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Space Empires Depot | SE:V Balance Mod

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Re: Balance Mod v1.05 Available!

Submitted by javaslinger on Mon, 2007-04-09 22:20.

I'm hoping he releases a hotfix rather waiting for another massive patch....

I would also like to tell you how much I appreciate your work and involvement in the community. I only wish you'd joined the Celebrity SEV - BM PBW game.... Smiling

Javaslinger

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BlueTemplar's picture

Re: Balance Mod v1.05 Available!

Submitted by BlueTemplar on Tue, 2007-04-10 08:45.

Yes, that's true, don't you want to try your own mod in multiplayer? I didn't check first when I signed up to that game, but afterwards I was surprised you weren't in it!

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Captain Kwok's picture
Mod Designer

Re: Balance Mod v1.05 Available!

Submitted by Captain Kwok on Tue, 2007-04-10 09:30.

Maybe when Aaron fixes up simultaneous play a bit more. It's still riddled with annoying bugs.

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Space Empires Depot | SE:V Balance Mod

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BlueTemplar's picture

Re: Balance Mod v1.05 Available!

Submitted by BlueTemplar on Tue, 2007-04-10 10:01.

1.33 fixed the bugs that made Simultaneous play unplayable to me : the drop/recover bugs. I don't see other really game-breaking bugs, even if there are some really annoying ones (ground combat, planet bombardment, strategies, ship order in task forces, fog of war, intel reports, systems claimed, measure distance, UI, etc...)

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BlueTemplar's picture

Re: Balance Mod v1.05 Available!

Submitted by BlueTemplar on Sun, 2007-04-15 20:54.

Could you please make some adjustements to Planetary Napalm, DUC and other similar weapons, since they don't seem to be able to attack planets right now?

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Prankowski's picture

Re: Balance Mod v1.05 Available!

Submitted by Prankowski on Mon, 2007-04-16 03:20.

isn´t that a bug from patch 1.33?? i don´t think the modders can change that.

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Henk Brouwer's picture

Re: Balance Mod v1.05 Available!

Submitted by Henk Brouwer on Mon, 2007-04-16 04:35.

They could probably be changed from bolt weapons to beam weapons untill the bug is fixed. it would look silly but it should make them hit ringed planets.

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Captain Kwok's picture
Mod Designer

Re: Balance Mod v1.05 Available!

Submitted by Captain Kwok on Mon, 2007-04-16 07:53.

What was the conclusion for the "fire on planet" bug? Was it a range issue or a weapon type issue?

--

I almost have v1.06 ready to go. It focuses on infrastructure improvements for the AI, including the use of mixed populations to undome planets, scrapping facilities to make space for modifier facilities, remote mining, and some work on improving state transitions.

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Space Empires Depot | SE:V Balance Mod

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Re: Balance Mod v1.05 Available!

Submitted by javaslinger on Mon, 2007-04-16 09:29.

I wish I could answer that... There seems to be some debate on it.

Blue Templar seems to have done some significant testing to root our the issue.

Thanks,

Javaslinger

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Myrath's picture

Re: Balance Mod v1.05 Available!

Submitted by Myrath on Mon, 2007-04-16 09:42.

Captain Kwok, will you include the change made by Aaron? Making Meson blasters unable to hit planets? Making the choice between Meson Blasters and Anti-Proton-Beam a more tricky one? Cause currently Meson seems to hold a huge advantage with the no-supply-usage and 20kt size?

Regards,

~Myrath

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Captain Kwok's picture
Mod Designer

Re: Balance Mod v1.05 Available!

Submitted by Captain Kwok on Mon, 2007-04-16 12:04.

The Meson Blasters not hitting planets was not intentional. It's a bug.

APBs and MBs in the mod use the same amount of supplies per kT size. MBs do better damage at short range, but APBs have better accuracy and longer range. Should work out to be a wash overall between the two.

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BlueTemplar's picture

Re: Balance Mod v1.05 Available!

Submitted by BlueTemplar on Mon, 2007-04-16 17:12.

Well, I did not test the bug that much. The first time I did the test it seemed to me that this was a range problem, and IIRC I was able to hit planets with DUC. In a more recent test I've made (all tech BM game, quickly creating 3-4 designs and testing them in space simulator) it looks like the Bolt weapons can't attack planets, while missiles and beams can. I also had a DUC fire ONCE. Also, this was done in the simulator... maybe real combat will not give the same results. In a KotH PBW game I'm in, my opponent attacked two turns ago one of my planets with ships armed with 1 planetary napalm and 1 DUC. They "wobbled" around the planet but did not do any attack.

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Varek Raith's picture

Re: Balance Mod v1.05 Available!

Submitted by Varek Raith on Mon, 2007-04-16 17:28.

BlueTemplar wrote:
Well, I did not test the bug that much. The first time I did the test it seemed to me that this was a range problem, and IIRC I was able to hit planets with DUC. In a more recent test I've made (all tech BM game, quickly creating 3-4 designs and testing them in space simulator) it looks like the Bolt weapons can't attack planets, while missiles and beams can. I also had a DUC fire ONCE. Also, this was done in the simulator... maybe real combat will not give the same results. In a KotH PBW game I'm in, my opponent attacked two turns ago one of my planets with ships armed with 1 planetary napalm and 1 DUC. They "wobbled" around the planet but did not do any attack.

I can confirm similar quirkiness with bolt weapons and planets. As for DUCs it's kind of amusing really, sometimes the DUCs fire, sometimes they don't during the same battle. Of course, the simulator could be fracked in some way... Will run more tests in Stock, BalMod and IRM, though I assume this is part of the bug introduced in the 1.33 patch.

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"Understanding is a three edged sword. Your side, their side, and the truth" -Kosh

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Re: Balance Mod v1.05 Available!

Submitted by javaslinger on Mon, 2007-04-16 17:54.

This impotent 'wobble' is definitely what I observed as my force was slaughter... However, kudo's for my opponent surprising me with shield generators AND beam weapons....

Still made more effective by being nearly invincible to most of my ship types...

Javaslinger

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BlueTemplar's picture

Re: Balance Mod v1.05 Available!

Submitted by BlueTemplar on Wed, 2007-04-18 23:22.

Some comments regarding Intel:

- Planet Value Change: -1/-5 => is that in % for all 3 resources or like for starting planets (bad, medium, good, and then what are the others 2?).

- Popultaion Change: -5/-50 , -10 if not enough pop. Is that in millions? Isn't it a little bit too small of a change for 20K intel points cost?

- Population Unhappy: -5/-15 for 30K. Are these in %? Isn't that too expensive / not efficient enough?
BTW, I find that the troops are a little bit too efficient in keeping the population happy, what do you think?

- System Information shouldn't cost 10K, since it only gives you the name of the system, it's position, and it's star.

- Shouldn't Planet Locations (5K) be cheaper since you can get the names of player planets via Message => Request Gift => Planets? So the only thing for what it is useful, is to get the total empire population...

- I don't see any difference between Ship Blueprints (10k) and Unit Designs (5K)... shouldn't their cost be more similar?

- Points Change and Points Stolen cost the same (10K), but while both take from 1k/5k to maximum available points for each normal ressource from the defending player, only one of them then gives those points to the attacking player. They should not cost the same!

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Myrath's picture

Re: Balance Mod v1.05 Available!

Submitted by Myrath on Thu, 2007-04-19 02:36.

BlueTemplar wrote:
Some comments regarding Intel: -- Shouldn't Planet Locations (5K) be cheaper since you can get the names of player planets via Message => Request Gift => Planets? So the only thing for what it is useful, is to get the total empire population...

I don't agree on makinmg this one cheaper; It is pretty important information.

~Myrath

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Captain Kwok's picture
Mod Designer

Re: Balance Mod v1.05 Available!

Submitted by Captain Kwok on Thu, 2007-04-19 07:05.

I haven't changed any intel parameters since an early beta version and then just to change a few values that were too high in stock. Perhaps it's time to re-visit intel a bit I guess is what you're saying. Sticking out tongue

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