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

Balance Mod Available

Captain Kwok's picture
Submitted by Captain Kwok on Wed, 2006-10-11 12:51. SE:V MODs

Greetings!

I've put together a version of the Balance Mod that will work with the SE:V version 1.00 release.

The original purpose of this mod was to supplant the default data files that are provided with Space Empires V with balanced files that retained the spirit of the standard game. A collection of SE:V beta testers participated in its development providing suggestions, comments, and some data files to assist in the development of the Balance Mod. Hopefully the mod addresses most of the issues that take away from the standard SE:V game. And of course, the mod will continue to be updated with SE:V and there is always more work to be done - especially with the AI.

You can find out more about it and download it here:
Balance Mod Page and Download

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Captain Kwok's picture
Mod Designer

If you missed it yesterday...

Submitted by Captain Kwok on Thu, 2006-10-12 11:32.

Just in case you missed this post yesterday. You can download the a version of the Balance Mod for the SE:V release here:

Balance Mod info and download

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ekolis's picture
Mod Designer

Kwok, I noticed that the

Submitted by ekolis on Thu, 2006-10-12 12:50.

Kwok, I noticed that the system grav shield in the balance mod uses the "System - This Player" ability scope - does this mean that they only prevent the player who built them from blowing stuff up? That seems kinda useless... Sticking out tongue

~~~
Mr. Flibble says...
Game over, boys! Laughing out loud

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Captain Kwok's picture
Mod Designer

Not a problem.

Submitted by Captain Kwok on Thu, 2006-10-12 13:26.

I didn't change it in the mod, so it's the default. It doesn't mean it only works against this player from using stellar manipulation, but that it will only be displayed in the owner's system modifier summary.

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Mod Designer

Scope

Submitted by Phoenix-D on Thu, 2006-10-12 13:35.

Most of the scope's I've seen are..rather useless. :/ Either the ability itself is hard-coded to only work on a specific level (System - Modify Reproduction, etc) and/or the scope just determines who sees it..not where it takes effect.

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Captain Kwok's picture
Mod Designer

Scoop on Scopes

Submitted by Captain Kwok on Thu, 2006-10-12 15:02.

That's not quite true. For example with System - Modify Reproduction you can use a scope like "Galaxy - This Player" and it will add the ability for every system in your Empire.

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Strategies

Submitted by tmcc on Thu, 2006-10-12 16:14.

CK, I noticed that Strategies.txt is not included in your balance mod. As I have mentioned in a few posts I think that Point Defense against seekers is underpowered in the stock game. I took a look at the stock Strategies file and notice that in most of the strategies the engagement range against seekers is set at Medium Range. In your opinion what would be the effect of icreasing this to Long Range? Would the potential extra shot against the seeker make up for the inherently lower to hit probability of the first shot at long range? I have not looked at seeker speed and PDC range yet to calculate the theoretical maximum number of PDC shots per incoming missile. I think changing this could be effective especially for the 'seekers targeted at ally' line since my tests show a very low success rate for this shot in the simulator.

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Captain Kwok's picture
Mod Designer

Balance Mod PD...

Submitted by Captain Kwok on Thu, 2006-10-12 18:11.

The point defense and missile system underwent a lot of revision prior to release. You'll notice that the PD now fires faster and has longer range, which gives it a chance to strike missiles more frequently. Each one of the PD weapons has also been given a "role" and as a group they can be used in various combinations to obtain different effects. Missiles and torpedoes are greater differentiated from each other, with missiles slower but having more damage resistance and torpedoes a bit faster with less damage resistance. Missile/Torpedo ships will need to concentrate fire a bit more to get hits through now versus adequate point defense.

I haven't worked on any strategies at this time. but look forward to getting many suggestions.

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ekolis's picture
Mod Designer

Unfortunately it's

Submitted by ekolis on Sat, 2006-10-14 12:15.

Unfortunately it's impossible to tell the difference in seeker speed, damage resistance, etc. without poking in the data files or testing your designs in the simulator. Someone bug Aaron to remove the "to-hit" line for seekers and replace it with all that useful info! Sticking out tongue

~~~
Mr. Flibble says...
Game over, boys! Laughing out loud

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Captain Kwok's picture
Mod Designer

Balance Mod has Seeker Speed/Damage Resistance

Submitted by Captain Kwok on Sat, 2006-10-14 12:23.

I guess you haven't played the Balance Mod than Ed, because that information is available in the Missile's description...

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Balance Mod Ship Size

Submitted by Graywolf on Sun, 2006-10-15 10:03.

The balance mod Base Ship size need to be set over 2000 kt. Otherwise you can't make the Ring or Sphere world. The generator requires engines to move into the star.

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Thy Reaper's picture
Mod Designer

Starbases

Submitted by Thy Reaper on Sun, 2006-10-15 10:44.

The way you made Ring and Sphere worlds in SE:IV was by building Starbases with the components you need. It's probably the same now, just make a ship with a space yard and build the bases where you want the artifiicial world.

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With all these people, you would expect one of them to carry an iguana around...

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Rilbur's picture

But...

Submitted by Rilbur on Sun, 2006-10-15 11:00.

Thy Reaper wrote:
The way you made Ring and Sphere worlds in SE:IV was by building Starbases with the components you need. It's probably the same now, just make a ship with a space yard and build the bases where you want the artifiicial world.

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With all these people, you would expect one of them to carry an iguana around...

Someone said it takes movement now to do it Laughing out loud

There are 10 types of people in the world:

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

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Thy Reaper's picture
Mod Designer

But but...

Submitted by Thy Reaper on Sun, 2006-10-15 13:41.

He was talking about base ships, not starbases. Instead of moving the massive component in a ship, you just build it within an immobile starbase on site.

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With all these people, you would expect one of them to carry an iguana around...

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But but...

Submitted by Graywolf on Mon, 2006-10-16 07:34.

In SE:V the generator for the ring, sphere worlds must be able to move into the sun hex. The other parts can be static. So you have to have one ship capable of moving a 2,000 kt part.

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Captain Kwok's picture
Mod Designer

Forgot MP req'd for Stellar Construction...

Submitted by Captain Kwok on Mon, 2006-10-16 07:39.

Woops. I forgot about the movement point requirement for the generator. I can either add a movement point to the Generator component or reduce it in size.

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Stellar Construction

Submitted by Graywolf on Mon, 2006-10-16 17:26.

Captain Kwok wrote:
Woops. I forgot about the movement point requirement for the generator. I can either add a movement point to the Generator component or reduce it in size.

Right now the Generator is 2,000kt in size even if you made it have movement and fit the bridge, life support ..... requirements it still wouldn't fit by itself. I'd say either up the max baseship size to over 2,200kt or reduce each Generator to 1,500kt. That should give it enough to put a couple of engines and supply storage..etc on.

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Rilbur's picture

He might...

Submitted by Rilbur on Mon, 2006-10-16 17:45.

Graywolf wrote:
Captain Kwok wrote:
Woops. I forgot about the movement point requirement for the generator. I can either add a movement point to the Generator component or reduce it in size.

Right now the Generator is 2,000kt in size even if you made it have movement and fit the bridge, life support ..... requirements it still wouldn't fit by itself. I'd say either up the max baseship size to over 2,200kt or reduce each Generator to 1,500kt. That should give it enough to put a couple of engines and supply storage..etc on.

He might be putting in the bridge, life support, etc already Laughing out loud And if he puts in movement, I imagine he'll add in appropriate supplys, to.

Oh... silly question. If I give a component two differen't abilities -- say, "create sphereworld" and "normal movement", is it possible to have "normal movement" use a regular amount of supplies while create sphereworld uses lots and lots, or does regular movement end up eating terrible amounts of movement too? Just curious Laughing out loud

There are 10 types of people in the world:

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

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Captain Kythorak's picture
Mod Designer

Stellar-Con

Submitted by Captain Kythorak on Mon, 2006-10-16 18:11.

Rilbur wrote:
Oh... silly question. If I give a component two differen't abilities -- say, "create sphereworld" and "normal movement", is it possible to have "normal movement" use a regular amount of supplies while create sphereworld uses lots and lots, or does regular movement end up eating terrible amounts of movement too? Just curious Laughing out loud

There are 10 types of people in the world:

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

I'm not sure if it's different in SE5, but in SE4 the unit is consumed when the stellar construction is created, so... Eye-wink

~~
"He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss, the abyss gazes also into you."
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Friedrich Nietzsche

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Rilbur's picture

Missing the point

Submitted by Rilbur on Mon, 2006-10-16 18:20.

Captain Kythorak wrote:
I'm not sure if it's different in SE5, but in SE4 the unit is consumed when the stellar construction is created, so... Eye-wink

~~
"He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss, the abyss gazes also into you."
-
Friedrich Nietzsche

Your missing the point. I'm wondering if, should he make it one giant super-component that lets it move on its own, if you'll have to supply the supplky for that movement on the same basis as for stellar ocnstruction - expensive!

There are 10 types of people in the world:

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

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Captain Kwok's picture
Mod Designer

Stellar Construction Fix

Submitted by Captain Kwok on Mon, 2006-10-16 18:37.

Perhaps I should have been more descriptive in my post with the two options.

Anyways I'll just make the Generator 1,000kT in size. It's the easiest solution. Sticking out tongue

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Captain Kwok's picture
Mod Designer

Updated Balance Mod Coming Soon...

Submitted by Captain Kwok on Tue, 2006-10-17 12:37.

I'll have an updated version of the Balance Mod later tonight for the 1.08 patch.

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Bugbear's picture
Mod Designer

Problems with Balance Mod 90

Submitted by Bugbear on Tue, 2006-10-17 21:26.

For what ever reason it is referencing a d:\mvyv\spaceempires5\se5\common\sounds_dswavfile.pas line 213

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Captain Kwok's picture
Mod Designer

Balance Mod v0.90 available!

Submitted by Captain Kwok on Tue, 2006-10-17 22:14.

Greetings!

There's a new version of the Balance Mod (v0.90) that's ready for download. It won't be compatible with previous BM saved games and you'll need SE:V 1.08 for it to work. Sticking out tongue

Balance Mod info and download:
http://www.captainkwok.net/balancemod.php

If you downloaded a version between 9-10 EST, you should download again. There was a couple of problems with it. Sticking out tongue

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Rilbur's picture

Planetary Shields

Submitted by Rilbur on Thu, 2006-10-19 10:27.

Kwok, I think there's a problem with planetary shields. It says they only generate 1 shielding (using alltech cheat)... maybe you should look at that?

There are 10 types of people in the world:

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

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Captain Kwok's picture
Mod Designer

Typo and Upcoming patch

Submitted by Captain Kwok on Thu, 2006-10-19 10:39.

It's actually a typo. The amount of points in-game will be the correct amount, but I had reference [%Amount1%] instead of [%Amount2%] which I guess results in 1 being displayed.

I have a patch for the mod coming up tomorrow night. It will feature some AI improvements and some other things. It will be saved-game compatible. Sticking out tongue

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Rilbur's picture

Darn it

Submitted by Rilbur on Thu, 2006-10-19 10:48.

How on earth can I tease people when they actually have answers for my pointless nitpicking! (Oh, btw, great job on the mod)

There are 10 types of people in the world:

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

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Rilbur's picture

Another thing...

Submitted by Rilbur on Thu, 2006-10-19 12:26.

Since my turn is processing, perhaps I should mention that the organic seekers don't have their speed/durability listed like the other ones do (I checked the damage one and supply drainer)?

There are 10 types of people in the world:

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

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Captain Kwok's picture
Mod Designer

Thanks for the catch!

Submitted by Captain Kwok on Thu, 2006-10-19 12:43.

Ack. The entry is there but the ability count is listed as 1, meaning the desciption entry (ability 2) is not displayed... thanks for the catch!

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Varek Raith's picture

Thumbs up.

Submitted by Varek Raith on Thu, 2006-10-19 23:43.

Good work Cap'n! A few questions/comments though,

1. Does the tag - Combat Morale in RacialTypes work? If so what exactly does it do? I ask this because in the ShipExperience file Tampa_Gamer states that it does not, or is this trait meant for ground combat only?

2. The environmental resistance cultural achievement does not appear to work. When researched fully it remains a 0% (though it may still work).

- Matt

[Edit - Spelling]
----------
Shazbot!

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Captain Kwok's picture
Mod Designer

Re 1:, The combat morale tag

Submitted by Captain Kwok on Fri, 2006-10-20 06:04.

Re 1:, The combat morale tag hasn't been implemented yet as I had hoped, so I will probably replace it with another ability for now.

Re 2:, it's a known game bug - hopefully to be fixed by the next patch.

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I got Fyron over at Spaceempires.net to set me up a full forum for the Balance Mod so you guys can post your own threads and pester me with your comments:

Balance Mod Forum:
http://www.spaceempires.net/home/forum-73.html

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Captain Kwok's picture
Mod Designer

Balance Mod v0.91 Available

Submitted by Captain Kwok on Fri, 2006-10-20 20:49.

Greetings.

I've posted version 0.91 of the Balance Mod. It fixes some bugs/typos and makes a few AI improvements. They should be building more units and equipping their smaller ships with PD. It's compatible with v0.90 saved games.

http://www.captainkwok.net/balancemod.php

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Just an FYI: The download

Submitted by cyclone2001 on Fri, 2006-10-20 22:24.

Just an FYI: The download link still appears to point to version .90

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Mod Designer

ya know...

Submitted by Quantum on Fri, 2006-10-20 22:39.

Just write into the design of the ship, that engines and bridge, etc. are not required. Ship generates 1 standard movement point. Size 2000k. Thats what the Barge in se4 was.

Quote:
Right now the Generator is 2,000kt in size even if you made it have movement and fit the bridge, life support ..... requirements it still wouldn't fit by itself. I'd say either up the max baseship size to over 2,200kt or reduce each Generator to 1,500kt. That should give it enough to put a couple of engines and supply storage..etc on.

"Genius is Simplicity" chris connors
"To win without fighting is best" sun tsu
those who think they know everything are annoying to those of us who do

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Captain Kwok's picture
Mod Designer

Woops. Forgot to modify link to v0.91!

Submitted by Captain Kwok on Fri, 2006-10-20 23:12.

Woops. The download was still pointing to the 0.90 version - download it again if you did in the last few hours! Sticking out tongue

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I already solved the generator problem by dropping the size to 1,000kT.

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nevermind

Submitted by delijoe on Fri, 2006-10-20 23:20.

nevermind

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Rilbur's picture

Regeneration

Submitted by Rilbur on Sun, 2006-10-22 19:14.

Hey, Kwok, just out of curiosity, have you played around any with the regenerating defenses? (Organic armor or shield regenerators) They don't seem to work very well at all. First off, the description of "xxx" shield points / armor points a second doesn't seem to come out right as in combat they regenerate by tens even after I put a lot of shield regenerators on... is this a bug in the engine, the mod, or am I just screwing it up? (Also, when I do the math on the regeneration it doesn't seem to quite add up in terms of being usefull).

edit:

Also, as I get a hang on the file formats I'm considering making my own mod... would you mind if I used your mod (which in most respects I like a lot more than base) as its base, rather than the base files? I'll be nice and give you credit Laughing out loud

There are 10 types of people in the world:

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

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Mod Designer

Regen

Submitted by Phoenix-D on Sun, 2006-10-22 19:53.

It works but I haven't been able to get the amount to change.

EDIT: yes, broken. The amount is FIXED at 1 shield point per second no matter what the Amount 2 for the regenerator is.

EDIT 2: organic armor seems to work fine.

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Rilbur's picture

Stupid

Submitted by Rilbur on Sun, 2006-10-22 20:00.

Phoenix-D wrote:
It works but I haven't been able to get the amount to change.

EDIT: yes, broken. The amount is FIXED at 1 shield point per second no matter what the Amount 2 for the regenerator is.

Stupid, but it explains why nothing was working.

There are 10 types of people in the world:

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

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Captain Kwok's picture
Mod Designer

FYI - v0.92 Soon

Submitted by Captain Kwok on Sun, 2006-10-22 21:30.

I've been working on the next version for the last day or so - mostly trying to improve the AI and some changes to supply and ordnance usage. I've also temporarily added ordnance regeneration to ordnance storage components until the ord bug is fixed. I've also fixed up the happiness modifiers in Gov't and Society types as they were too dramatic and leading to too much rioting with some empire types.

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Can I use your mod with

Submitted by magogian on Sun, 2006-10-22 21:44.

Can I use your mod with saved games from 1.08 unmodded?

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Rilbur's picture

Great

Submitted by Rilbur on Sun, 2006-10-22 21:44.

Captain Kwok wrote:
I've been working on the next version for the last day or so - mostly trying to improve the AI and some changes to supply and ordnance usage. I've also temporarily added ordnance regeneration to ordnance storage components until the ord bug is fixed. I've also fixed up the happiness modifiers in Gov't and Society types as they were too dramatic and leading to too much rioting with some empire types.

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Coool!

There are 10 types of people in the world:

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

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Rilbur's picture

I doubt it

Submitted by Rilbur on Sun, 2006-10-22 21:46.

Anythign is possible, but I doubt it -- I think he changes a few things in a way that'd break the transfer.

edit:

and even if you did, you'd run into wierd results, period the end (since you can have higher tech levels in stock than regular).

edit edit:

Oh, and I think the game stores the "type" of the save, so you can't change that.

There are 10 types of people in the world:

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

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Another Question

Submitted by magogian on Sun, 2006-10-22 22:02.

So, I'm looking at the "Eee_Main_Script.txt" file. It contains the AI script values. It includes options I pasted below. It seems playing with this below would increase the Point Defense, just put more options on True

set bool_Race_Uses_Point_Defense_Cannons := FALSE
set bool_Race_Uses_Point_Defense_Beam := FALSE
set bool_Race_Uses_Point_Defense_Blaster := TRUE
set bool_Race_Uses_Flak_Cannon := FALSE
set bool_Race_Uses_Bomblet_Missile := FALSE

And playing this these would increase the number of attacks and their effectiveness. Am I right? Or am I looking in the wrong place?

set lng_Max_Defense_Systems := 3
set lng_Min_Time_Between_Attacks := 6
set lng_Pct_Chance_To_Start_New_Attack := 40
set lng_Max_Time_To_Stay_In_Attack_State := 15

set lng_Max_Explorers := 1
set lng_Percent_Of_Satellites_To_Keep_On_Planet := 50
set lng_Percent_Of_Mines_To_Keep_On_Planet := 50
set lng_Max_Ships_To_Retrofit_At_The_Same_Time := 1

set lng_Percent_Of_Attack_Ships_To_Use_For_Fleets := 95
set lng_Colonies_Per_Fleet := 10
set lng_Fleet_Attack_Formation := 0
set lng_Fleet_Defense_Formation := 0
set lng_Fleet_Task_Force_Attack_Strategy := 0
set lng_Fleet_Task_Force_Defense_Strategy := 0
set lng_Fleet_Task_Force_Attack_Formation := 0
set lng_Fleet_Task_Force_Defense_Formation := 0

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Kamog's picture

balance mod

Submitted by Kamog on Sun, 2006-10-22 22:08.

Thanks for working on the balance mod, Captain Kwok. Improved A.I.'s would definitely make the game more fun. Smiling

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Captain Kwok's picture
Mod Designer

Answers and stuff

Submitted by Captain Kwok on Sun, 2006-10-22 22:15.

Magogian, you cannot use the Balance Mod with saved games from standard SE:V even if it was possible to load it with the BM.

To your AI question, those values do play a part in the attack algorithm as well as other script files that analyze the enemy strength etc. The biggest hurdle right now is getting the AI to build enough ships to sustain a significant taskforce.

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Bugbear's picture
Mod Designer

Small Anti - Proton Beam Shows error

Submitted by Bugbear on Sun, 2006-10-22 23:24.

Small Anti - Proton Beam
List Supplies Used 0 and Ordinace Used 0

I would think that is a mistake.

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Captain Kwok's picture
Mod Designer

Supply Conservation trait?

Submitted by Captain Kwok on Mon, 2006-10-23 06:05.

Are you using the supply conservation trait? It should be using 1, but if you are using the trait then it rounds down to 0.

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Bugbear's picture
Mod Designer

Supply cost 0

Submitted by Bugbear on Mon, 2006-10-23 11:05.

I beleve I do have the race trait you are talking about.

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Will current saves from your

Submitted by magogian on Mon, 2006-10-23 17:26.

Will current saves from your mod work with your next mod patch? I ask because I want to know if I should put time into the game now, or wait for your next update.

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Captain Kwok's picture
Mod Designer

BM Savegames will work with next version

Submitted by Captain Kwok on Mon, 2006-10-23 22:25.

Yes, they will work fine. I jump to the next tenth in version number when I make a save-game break version, ie. from 0.8 to 0.9 etc.

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Awesome thanks, time for me

Submitted by magogian on Mon, 2006-10-23 23:00.

Awesome thanks, time for me to get playing then!

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Captain Kwok's picture
Mod Designer

v0.92 Balance Mod Available

Submitted by Captain Kwok on Tue, 2006-10-24 08:07.

Version 0.92 of the Balance Mod is available:
http://www.captainkwok.net/balancemod.php

This version improves AI performance - sort of helps their expansion but certainly their offensive/defensive capabilities - I recommend low bonus for the AI still though.

There is also some fixes and some changes to supply/ordnance/maintenance. There's also a temporary fix for AI treaties (untested though) and for the ordnance bug - all ordnance components will regenerate ordnance at 50% of their capacity.

Note the Balance Mod has a dedicated forum here:
http://www.spaceempires.net/home/forum-73.html

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Mod Designer

kwok?

Submitted by phalzyr on Tue, 2006-10-24 08:26.

Captain, I asked elsewhere but you might not read that thread, so...

Could you include in the next release your source AI scripts so that we can see what you changed and incorporate it in our own mods. Or mod yours slightly to be our new mod Eye-wink.

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Captain Kwok's picture
Mod Designer

BM Source Scripts soon...

Submitted by Captain Kwok on Tue, 2006-10-24 08:32.

I posted elsewhere I'll release my source scripts in the upcoming week. There a little messy right now and some documentation would help.

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Abraxas's picture

Race Portraits/Flags/Ships

Submitted by Abraxas on Wed, 2006-10-25 17:42.

Not quite sure why, but when I load your mod it gives me two sets of flags, ships, and racial portraits to choose from.

They're both the same, which is the problem. Just a repeat set. So I can't necessarily tell which set is the right one.

Which further confuses me, as your mod only included flags...

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Captain Kwok's picture
Mod Designer

Double Flag = Known bug

Submitted by Captain Kwok on Wed, 2006-10-25 18:24.

It's actually a known bug, but it doesn't matter which one you pick though.

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Abraxas's picture

Thanks!

Submitted by Abraxas on Wed, 2006-10-25 18:55.

Oh, okay. Good to know. Thanks!

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Captain Kwok's picture
Mod Designer

Balance Mod v0.93 Available!

Submitted by Captain Kwok on Fri, 2006-10-27 21:16.

Greetings!

I've just posted v0.93 for download:
http://www.captainkwok.net/balancemod.php

Version 0.93 (27 October 2006) ------------------------------

1. Fixed - Plague Bombs were not following their tech requirements
2. Fixed - Point-Defense Weapons accuracy at range values were accidently reversed
3. Changed - Drones can now be recovered
4. Changed - Added back Recover - Unit abilities for launch components
5. Added - Satellite Layer design type
6. Changed - Reduced Recreation Services cultural achievement to 5 levels
7. Changed - Cargo Facilities now include additional supply and ordnance storage
8. Changed - Increase remote cargo distribution for Resupply Depots
9. Changed - Point-Defense Weapons now do ground damage
10. Changed - Tweaked AI ship designs
11. Updated - AI research pathing
12. Updated - AI Scripts

I'm going to take some time this weekend to play a few competitive games with the AI and see how it performs. Let me know how your games go.

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Mod Designer

Nice work Kwok. I'm going to

Submitted by LordHavoc on Sat, 2006-10-28 08:13.

Nice work Kwok. I'm going to download it right this instant and give it a thorough bashing tonight.

Your lord and master (below Foamy) LordHavoc

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Mod Designer

Satellite Layer design type

Submitted by LordHavoc on Sat, 2006-10-28 08:50.

Satellite Layer design type doesn't add any satellite bays at the very start of a new game (turn 1). It just adds tonnes of armour instead.

Your lord and master (below Foamy) LordHavoc

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Thanks for the work Kwok

Submitted by dlagace80 on Sat, 2006-10-28 11:05.

Just wanted to give a quick thanks to you Captain Kwok for all your work on this. It takes the game from unplayable to very enjoyable. I feel like all the major issues I had with the stock game are fixed. There are still a couple weird things (treaties) and the AI could be better, but you've done a lot with what you can do. Having done some minor modding of my own games (Rome Total Realism), I realize how hard this is. Thanks!

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Captain Kwok, I have been

Submitted by Elucidus on Sat, 2006-10-28 17:06.

Captain Kwok, I have been working on a mod of my own, but I like a lot of what you have done, not all of it though, would it be ok for me to start off of your mod and make my own from there. I don't want to infringe on what you have done, but a lot of it is what i wanted to do anyway. Let me know if it is okay with you. Thanks.

Yours in gaming,
~Elucidus

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Mod Designer

There's a difference between

Submitted by LordHavoc on Sat, 2006-10-28 17:50.

There's a difference between working on a mod that someone else has created and 'releasing' it.

I've been messing around with bits'n'bobs of other peoples mods for years with a multitude of games, but i've never released anything that wasn't 100% my own work OR without contributors permission.

Whether you plan to release it or not. It's always nice to ask permission as you have done.

Your lord and master (below Foamy) LordHavoc

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Captain Kwok's picture
Mod Designer

AI Design fix for Balance Mod

Submitted by Captain Kwok on Sat, 2006-10-28 23:03.

I accidently nerfed the AI's small attack ships from adding point-defense in the last version.

Here are updated AI files to fix:
http://www.captainkwok.net/files/Empires.zip

Just extract to your balance mod folder and say "yes" to overwrite your existing csfs!

---

I don't have a problem with other modders building off my mod etc. - a credit usually suffices.

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Rilbur's picture

Difference

Submitted by Rilbur on Sun, 2006-10-29 00:14.

LordHavoc wrote:
Whether you plan to release it or not. It's always nice to ask permission as you have done.

Your lord and master (below Foamy) LordHavoc

I think thats what the guy is doing Laughing out loud

There are 10 types of people in the world:

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

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Mod Designer

Rilbur wrote:I think thats

Submitted by LordHavoc on Sun, 2006-10-29 11:15.

Rilbur wrote:
I think thats what the guy is doing

Whats the point in your last post? I even said "as you have done" therefor recognising what he was doing, in addition to the advice I was giving him.

That last post of yours just appears to be a method of bumping up your points without really contributing anything useful.

EDIT: Bring back Wade, at least his hundreds of posts brought something new to the table.

Your lord and master (below Foamy) LordHavoc

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Rilbur's picture

Don't go there.

Submitted by Rilbur on Sun, 2006-10-29 11:19.

LordHavoc wrote:
Rilbur wrote:
I think thats what the guy is doing

Whats the point in your last post? I even said "as you have done" therefor recognising what he was doing, in addition to the advice I was giving him.

My point was you sounded like you were saying "Make sure you get permision first", which in reply to a post asking for permision sounded REALLY weird, as if you'd missed the point of his post somehow.

And just SHUT THE HECK UP about points. I couldn't care less, and I don't indulge in point-bumping. So *WHAT* if I have teh second most points? Its just a matter of spending enough time on the forums and talking enough. I couldn't care less, and I don't spam just for points.

There are 10 types of people in the world:

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

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Well I have including other

Submitted by Elucidus on Sun, 2006-10-29 12:58.

Well I have including other people mods in my own (usually they were only partials, ones that change the way a certain weapon works or adds a ship type), with their permission if it was something I wanted to do anyway. I have never started from someone else's mod and I plan to only use those elements I like, of course only with permission. Its just there are a lot of things he has done that I had on my list of things to do, and I would a) rather not reinvent the wheel and b) rather not have people thinking I was stealing from him without his permission even if we both had some similar ideas. So I am trying to do it the right way. Thanks for the responses.

I think ultimately the mods will be quite different, its just they may start in the same way.

Yours in gaming,
~Elucidus

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Sorry I missed your

Submitted by Elucidus on Tue, 2006-10-31 16:56.

Captain Kwok wrote:
---

I don't have a problem with other modders building off my mod etc. - a credit usually suffices.

-----

Sorry I missed your response. I will definately credit you. I just got into the practice of asking permissision before using anything over the years. Thanks.

Yours in gaming,
~Elucidus

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Newest Balance Mod AI not working

Submitted by Drathmar on Sat, 2006-11-04 13:38.

I noticed this as I started a new game using the newest (.94) version of the balance mod. About 40-50 turns into my game, I did a comparison to see how I was faring. To my surprise, all the other empires, of which none were neutral and 4 were made by me, NONE of them had researched any new tech, none of them had any ships, none of them had any more than the starting planets (3). I made one a player, and looked at it, and it had nothing in the construction or research que's, and had no ship designs.

I reinstalled the balance mod 4 times, starting a new game each time, and this has happened every single time, whether I load an empire from scratch, or start a new one. The AI seems to be non-existent in .94, which would be a huge bug.

Also, on another note, when I try and load an empire, which hasn't used any of the negative point racial traits, and I have it set for 5,000 racial traits, it won't let me load it, however if I make an empire, then load it, it works fine.

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Captain Kwok's picture
Mod Designer

Updated v0.94 BM

Submitted by Captain Kwok on Sun, 2006-11-05 15:48.

The AI file issue was due to new additions that I had added in the scripts that only work with the 1.12 se5.exe file. Anyhow I've re-posted v0.94 with working empire files for SE:V v1.08...

Updated v0.94 can be had here:
http://www.captainkwok.net/balancemod.php

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Mod Designer

Kwok, don't get sloppy with

Submitted by LordHavoc on Sun, 2006-11-05 16:10.

Kwok, don't get sloppy with version numbers. If you change something, fix it or do anything with it. Add another number to the version, thats what it's there for. To help you keep track of whats been changed/added/removed or twiddled.

Your lord and master (below Foamy) LordHavoc

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Captain Kwok's picture
Mod Designer

Balance Mod v94 with SE:V v1.13

Submitted by Captain Kwok on Mon, 2006-11-06 18:52.

Woops - forgot about those pesky settings.txt changes in v1.12-1.13...

You can download an updated settings.txt file to make the Balance Mod v0.94 work with SE:V v1.13:
http://www.captainkwok.net/files/settings.zip

Extract to your Balance Mod data folder!

Update tonight if we're lucky, but tomorrow most likely.

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Oh no. Im lost. Kwok it

Submitted by Razgriz on Mon, 2006-11-06 18:55.

Oh no. Im lost. Kwok it looks like you gave us the wrong directions

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Captain Kwok's picture
Mod Designer

Try link again!

Submitted by Captain Kwok on Mon, 2006-11-06 19:00.

Fixed! Try it again!

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Im not getting the AI

Submitted by Razgriz on Mon, 2006-11-06 23:26.

Im not getting the AI working for the balance mod. Im pretty sure I installed that patch and the settings.txt all right. The AI has been at 29 tech levels for the past five turns. Its so sad. I've been so excited about the 1.13 patch but Im going to need to wait until I can get the balance mod working. Perhaps the newest version will.

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Captain Kwok's picture
Mod Designer

AI Fix for BM

Submitted by Captain Kwok on Tue, 2006-11-07 00:33.

If you downloaded the mod during the day on Saturday, please download it again. There was a problem with the AI files that was fixed later on. Make sure to grab the settings.txt file again though.

Or you can wait until tomorrow evening when I'll post v0.95... Sticking out tongue

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I just downloaded the v.94

Submitted by Razgriz on Tue, 2006-11-07 01:40.

I just downloaded the v.94 and I couldn't make a game, then I added the settings.txt to the data folder inside the balance mod folder. I can load up the game but the AI isn't working at all. Would I need to install those Empires files you mentioned on the Balance mod forum (in which I can't register to either. The email was never sent to me ;_;)

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Mod Designer

Yeah, same here. New game

Submitted by ergie272 on Tue, 2006-11-07 16:53.

Yeah, same here. New game with the 1.13, 0.94BM and new settings.txt and the AI is doing nothing. After 30 turns I changed to other empire because the game was too quiet and... surprise!
Well, We'll have to wait for the next.

Anyway, great work there Kwok, the mod makes the game much more enjoyable if possible Smiling

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Rilbur's picture

.95

Submitted by Rilbur on Thu, 2006-11-09 01:03.

When is .95 due? Sticking out tongue

Edit:

N/M, just saw your other thread. I just HATE it when work/RL makes me skip coming around to these forums for a couple days in a row... its horrible catching up.

There are 10 types of people in the world:

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

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Questions on Balance Mod

Submitted by lachniet on Fri, 2006-12-01 14:08.

Hey, first of all, thanks for doing the balance mod. I was particularly interested in the cargo / fighter re-work, since I like fig-rushing for planetary defense in contested sectors. I had a couple of questions / notes:

1) Is it me, or did you nerf the power on fighter weapons relative to ship weapons? Even given the bigger tech "chunks" I would have expected more power out of (for example) Lvl2 Small Anti-Proton weapons on fighters.

2) I'm finding that a lot of my colonists are dying. I like to play windbags (gas giant - hydrogen) When I land on a relatively decent planet with a non-hydrogen atmoshphere, my colonists die. In particular, they never build an environmental dome! Then the enemy comes in and starts attacking my planets, but it gets in a permanent loop because there are no colonists for them to kill, and I maintain control of a 0-population colony after the battle.

This last one is kind of a showstopper for me on my current game (game saves available)

Thanks,

Mark Lachniet

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Captain Kwok's picture
Mod Designer

Answers on Balance Mod

Submitted by Captain Kwok on Fri, 2006-12-01 14:17.

Small Weapons actually have higher damage/kT/second rates than their ship weapon counterparts.

Did you take any reproduction hits in the game setup? The base rate in the Balance Mod is 5% and I can imagine with certain combinations of planet conditions, migration, and traits that it could end up in a no-growth type scenario. Send me a save game and I can confirm if this is the case: capt-kwok at rogers dot com

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fig weapons then..

Submitted by lachniet on Sat, 2006-12-02 18:03.

yup, as you know, somehow I wasn't loading colonists correctly.

How bout the second question - are small weapons nerf'd? I have energy stream weapons 2, and small weapons 3, and I can only get level 1 Anti-Proton cannons on my figs?

Thanks,

Lachniet

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Captain Kwok's picture
Mod Designer

Not upgraded at every level...

Submitted by Captain Kwok on Sat, 2006-12-02 18:11.

Small APBs are available are levels 1-3-5-7-9-11 of Energy Stream Weapons.

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maran's picture

Thanks for the colony type

Submitted by maran on Mon, 2006-12-04 07:26.

Thanks for the colony type files kwok they were extremely useful Smiling

I posted this in my thread but in case you missed it, in 0.95 ai_scripts_colonytypes.txt

You may want to alter the fallback options under:

// Pick_Resource_Extraction_Type

As if you had the rare case of a planet with say, organics and radioactives being the same value on a planet, they would drop all the way through the chain and become a mineral planet.

I just tweaked all the lines to use >= rather than > :

if ((planet_value.Get(RESOURCE_TYPE_ORGANICS) >= planet_value.Get(RESOURCE_TYPE_MINERALS)) and (planet_value.Get(RESOURCE_TYPE_ORGANICS) >= planet_value.Get(RESOURCE_TYPE_RADIOACTIVES))) then

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Designing an advanced, diplomatic AI + shipset
Consult the great SEV Wiki

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