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

Fixing the AI Diplomancy bug in BM

Submitted by ltchobs on Tue, 2007-10-23 21:22. Space Empires V General

Is there something I'm missing...do I need to start another new game? Playing BM 1.10, republic govt, 3 absorbed races (4 total in empire). I have lvl 3 in social happiness, lvl 2 in urban centers and a lot of planets. Still have the treaty bug so ok....but now the people go from Jubilant to rioting in 3 turns after SOMEONE ELSE declares war on me. Within 2-3 turns after the first planet starts to riot well over 75% are doing the same which basically shuts down my production, research, and intelligence gathering. This is repeat able...I've restarted the game at older save spots 3 times but even after I bribe the nations for a couple turns (last bribe 2-4 turns before war starts) it doesn't stick. My fleet is fairly small but I have Fighters as planetary defense. I know most of this will be corrected in 1.11 but is there work around that I can implement now?

‹ External Scripting 1.58 stock game bugs ›
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Captain Kwok's picture
Mod Designer

Re: Fixing the AI Diplomancy bug in BM

Submitted by Captain Kwok on Tue, 2007-10-23 22:12.

If you have troops on your planets, about 30+, you should be able to combat any unhappiness effect.


Space Empires Depot | SE:V Balance Mod

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Cerberus's picture

Re: Fixing the AI Diplomancy bug in BM

Submitted by Cerberus on Tue, 2007-10-23 23:22.

happiness works? is that only BM?? my people are always jubilant and i don't have any troops.
do platforms count?

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Captain Kwok's picture
Mod Designer

Re: Fixing the AI Diplomancy bug in BM

Submitted by Captain Kwok on Tue, 2007-10-23 23:37.

Only troops will affect happiness levels.

The Balance Mod happiness file is a bit less forgiving than stock and I had to tone it down a bit in v1.11, because certain races could easily spiral into a full riot state around 50-100 turns in.


Space Empires Depot | SE:V Balance Mod

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Cerberus's picture

Re: Fixing the AI Diplomancy bug in BM

Submitted by Cerberus on Tue, 2007-10-23 23:39.

that seems crappy.

so troops could be useful afterall Sticking out tongue
so how does happiness work?? is it constantly doing down or what?

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Captain Kwok's picture
Mod Designer

Re: Fixing the AI Diplomancy bug in BM

Submitted by Captain Kwok on Tue, 2007-10-23 23:54.

In the data folder look at Happiness.txt (just the first entry, the other ones are not activated). It provides the values for various events/conditions that manipulate happiness.

There are also all sorts of happiness modifiers through gov't or society types, plus the three racial traits for naturally happy, naturally depressed and emotionless.


Space Empires Depot | SE:V Balance Mod

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Cerberus's picture

Re: Fixing the AI Diplomancy bug in BM

Submitted by Cerberus on Wed, 2007-10-24 01:22.

thanks

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Re: Fixing the AI Diplomancy bug in BM

Submitted by ltchobs on Wed, 2007-10-24 05:53.

Thanks...definitely saw the spirial effect you mentioned. I had some troops on planets but obvisouly needed more to make a difference. As you said this happened each time between turns 50 and 55. I've re-run the save game (going back a little further each time) 3-4 times and no matter the improvements to culture or happiness facilities the empire wide riot would occur after turn 50 if anyone declared war. In one game I was at war before turn 50 and the people were mostly in the Happy to unhappy range, but come 50 everything went down hill quickly.

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Re: FixBalance Mod V1.11ing the AI Diplomancy bug in BM

Submitted by scaseman on Wed, 2007-10-24 08:12.

Captain, When are we going to see 1.11 of the balance mod as I am itching to start a new game.

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Captain Kwok's picture
Mod Designer

Re: Fixing the AI Diplomancy bug in BM

Submitted by Captain Kwok on Wed, 2007-10-24 08:59.

I hope to have it ready for tomorrow (Thursday).


Space Empires Depot | SE:V Balance Mod

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Re: Fixing the AI Diplomancy bug in BM

Submitted by stakacs on Wed, 2007-10-24 11:08.

The BM makes you research Recreation. After all what would life be without the Red Socks or the Patriots?

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Mynhardt's picture

Re: Fixing the AI Diplomancy bug in BM

Submitted by Mynhardt on Wed, 2007-10-24 17:23.

Hi don't know if this is the place to mention my ideas but here I go:

Firstly thankyou very much for the time and effert you put into this mod. It is GREAT!!!

Today one of my captains flew into a astroidfield to hide but he forgot to check the density of the astroids. A stray astroid went in the one side of the ship and exited on the other side. It went right through both the crew compartments.

My display showed that there were 0 survivors on the ship (Crew 0/100). That didn't stop me from ordering the ship to come home for repairs though and wasn't I surprised when the ship actualy listed to me without any crew... :~)

I know I can tell my self that there were maybe a few guys busy in the engine compartments at the time of the accident and manage to steer the wreck back home but is'nt it possible to make the game so that if all your crew compartments get destroyed that you at least have a skelaton crew left that was on duty in other parts of the ship and if that can't be done can't you just make that the ships do not move if they have no crew in them and no computer core.

I'm sure you catch my line of thinking...

Then there is a few extra research ideas I'd like to see

I would like that you can't just colonise any planet that is the same type as your home planet. I'd like to see a research option where you research to colonise heavier gravity planets or planets with high radiation. I mean that is something that even masters of orion had in the year "way back then". And you can also do the same for other breatheble planets... not so that your nation can breath the air but just to colonize them. For instance if we should try to land on Venus we are going to need a lot of extra research to land there with the extra heat and air density and ways to somehow convert the carbon dioxide to oxigen for the people in the domes.(the green house effect does help though but not for high reproductive beings:-)

Maybe I'm just to technical but from a perspective of knowing nothing about programing I think It can be done..... Can't it?.....

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Psieye's picture

Re: Fixing the AI Diplomancy bug in BM

Submitted by Psieye on Wed, 2007-10-24 17:48.

Having 0 crew does have a severe effect on movement etc (I should know, I love bio-weapons that wipe crew) but did your repair planet happen to be within the same turn's reach?

Also, I don't think we have the coding tools to mod all those extra technicalities. We shove everything under "this game starts in the 25th Century, not 21st Century. Let us presume they've solved all those problems ahead of time and were waiting on suitable propulsion tech to catch up."

---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: Fixing the AI Diplomancy bug in BM

Submitted by ltchobs on Wed, 2007-10-24 20:13.

Think I found the problem, please correct me if I'm wrong. Capt, when you say 'first entry' you meant 'peaceful'? If so on the 10th line of data down it says "New Treaty None:= 5.0" which to me means because of the AI bug saying that I don't have a treaty I would get 5-20 points of hate in a turn (based on the game I'm currently running with 4 other known empires so far)...then add "New Treaty War:=10.0" I would get the max increase in hate in one turn (30), then the next turn I would get the hate from the 'No treaty' AI bug again...another 20 or so points...so within 2 turns I generated 50 points of hate which based on the data on that file would easily overcome anything I could do to counteract it.

Definitely need to fix that AI diplomacy treaty bug....

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