Balance Mod - Problem with Tech Trading... |
The Balance Mod is pretty good, but I think there is a problem with tech trading in the diplomacy section. I tried to trade colony techs with another race, but the results of the trade were reversed. I received the technology that I already possessed and the same for the other race. He got was he already researched. Please investigate…
So... when 1.02 will be
So... when 1.02 will be released?? I'd love to finalize some tech exchange in my current 1.01 game...
BTW, is everything ok in BM with inteligence? I am right now desperately trying to get some techs from another race I'm in war now.
They are brought down on the knees by me, with only last tiny colony left. I'm pretty sure they don't have defense intel at all. And I can finish them off in any time, but I want to get those techs first.
Alas, NOTHING works.
Empire wide sabotage - I got only their research sabotage events or capturing some resources events.
Empire wide espionage - only info about their tech levels, or their current resources balance reports.
Ship/fleet sabotage - I think I got everything, except the desired info about rebelion of one of the ship and coming to my orders!
Any ideas?

Intel and stealing technology
The Research Steal project is under "Sabotage - Empire Wide" (although that should really be change to espionage in this case, oh well). It may not be successful because the AI doesn't have any tech levels beyond your own. I also think in the case it's just one level above, you only get half the cost for the next level - check your research queue for areas that are partially completed that you didn't research.
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My enemy has 2 level higher engines

Intel
My initial comment was a mistake. You should get each level of tech the AI has. There is a halving of the tech cost in the calculation but that's because the next level costs 2x.
Anyhow I'll have to wait until later when I can run the debug on the intel log to see what is happening exactly.
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Missed Fix
That was corrected in SE:V v1.16, but it looks like I forgot to update that particular fix in the Balance Mod AI scripts. It will be fixed for v1.02 - thanks!
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