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

All Hail the Balance Mod!!!

Antarian's picture
Submitted by Antarian on Mon, 2007-06-18 14:19. Space Empires V General

I started playing my first game with it last week, and am so far getting my arse kicked by the AI, and loving every minute of it.

Thanks KWOK!!!

You turned one lame-duck game into something that works and is fun again.

I especially like your little tweak to make the mandatory ship components sort to the top of the list in ship design. Brilliant.

‹ Removing nebula systems Different Types of Armor questions? ›
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Captain Kwok's picture
Mod Designer

Re: All Hail the Balance Mod!!!

Submitted by Captain Kwok on Mon, 2007-06-18 15:02.

You could do that with stock as well, more or less, by turning off the "alpha sort" for components in the Empire Options menu. Not why it isn't off by default.

Not only if MM would drop mandatory alpha-sort on design types... Sticking out tongue

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Space Empires Depot | SE:V Balance Mod

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Antarian's picture

Re: All Hail the Balance Mod!!!

Submitted by Antarian on Mon, 2007-06-18 16:26.

Your too modest. I like getting the ship spaceyard immediately and the remote miners (like in SE IV) too.

You've added a lot of 'common sense' to the interface and research!

All that is done before the naked stars is remembered

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Re: All Hail the Balance Mod!!!

Submitted by Waylander on Tue, 2007-06-19 10:18.

Just started a game with balance mod 1.08 and version 1.35 of the game and have come across a bit of a bug when assaulting planets with fighters on. Having managed to disable some of the fighters and left them to run off of the map they seem to reappear in ground combat although they don't actually show up on the ground combat map. As a result I'm unable to conquer the planet, unable to transfer my troops off of the planet and unable to attack the planet again. Is this a common problem and is there anyway around it save for waiting for my units to run out of ammo and get shot up by the solitary militia that does get produced each year?

Had the same problem on a previous game and sent fighters down to the planet in the hope that they would get these bad guys but to no avail!

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Captain Kwok's picture
Mod Designer

Re: All Hail the Balance Mod!!!

Submitted by Captain Kwok on Tue, 2007-06-19 10:37.

I haven't experienced this problem myself, but it would be a good idea to forward the save game to MM so that a fix could be made to avoid the situation you described.

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Space Empires Depot | SE:V Balance Mod

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Re: All Hail the Balance Mod!!!

Submitted by Waylander on Tue, 2007-06-19 11:40.

Will do!

Oh one other thing I've noticed in the above game is that my oponents are generating intelligence points when I have switiched off the can use intelligence in the options section of the game.

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Re: All Hail the Balance Mod!!!

Submitted by Dvoongar on Tue, 2007-06-19 12:30.

Balance Mod Rocks.

In fact, if Kwok gets the AI much smarter the crippled fighter issue will be very important. As it is, you just wait for your troops to die and glass the planet - no big hurry. One could try building a shipyard at the planet and giving it to the enemy so they could repair; but that's not very practical.

Best thing about the project is how Kwok doesn't get riled when us noobs wrongly criticize things out of ignorance.

I eagerly await his next mod as well. I'd hate to try teaching the AI to design for directional damage, but Kwok's already done some amazing things.

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Captain Kwok's picture
Mod Designer

Re: All Hail the Balance Mod!!!

Submitted by Captain Kwok on Tue, 2007-06-19 13:21.

Dvoongar wrote:
...I eagerly await his next mod as well. I'd hate to try teaching the AI to design for directional damage...

That's actually going to be the hardest thing to do with the next mod. The built-in script functions for adding components to designs are set to add either to the "top" (ie highest numbered slots) or "bottom" (lowest numbered slots). I would have to reorganize the general number of slots for all the sets (or use the override slots only) to be set up so the numbering for a ship's slots to be done in such a way that items are added in an even fashion to all 4 sides.

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Space Empires Depot | SE:V Balance Mod

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Captain Kwok's picture
Mod Designer

Re: All Hail the Balance Mod!!!

Submitted by Captain Kwok on Tue, 2007-06-19 13:27.

Waylander wrote:
Oh one other thing I've noticed in the above game is that my oponents are generating intelligence points when I have switiched off the can use intelligence in the options section of the game.

That's a current shortcoming in the AI scripts. There's no way or function available yet to indicate the game does not allow intel and so the AI can't be told not to build/research intelligence.

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Space Empires Depot | SE:V Balance Mod

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Re: All Hail the Balance Mod!!!

Submitted by rahlubenru on Wed, 2007-06-20 04:38.

I too encountered the fighter problem and yes you just have to wait it out (took me ages to figure out why i couldn't win, after i destroyed all their facilities i realised), I'm guessing it's more a problem with the game than with balance mod though?

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Re: All Hail the Balance Mod!!!

Submitted by Ungor on Wed, 2007-06-20 07:49.

I've had the problem taking over planets as well. It seems the AI only launches one fighter a battle, and as long as it still has fighters in cargo it can't be captured.

The only time I've seen it was with balance mod, and in a situation where the AI had made weaponless fighter-bombers. Seems like that could be relevant, but I don't know.

How does one send a save to MM?

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Antarian's picture

Re: All Hail the Balance Mod!!!

Submitted by Antarian on Wed, 2007-07-11 14:49.

Kap'n, are you lock-stepping a Balance Mod for this new stock upgrade, or do you think your existing version will run just fine with it?

All that is done before the naked stars is remembered

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Telumehtar's picture

Re: All Hail the Balance Mod!!!

Submitted by Telumehtar on Wed, 2007-07-11 15:03.

I think he said that it needs to be updated to work with the upcoming patch, but let's see the patch first...

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