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

Balance Mod v1.03 Status

Image de Captain Kwok
Soumis par Captain Kwok le Mar, 2007-01-30 02:18 SE:V MODs

The v1.03 update to the mod is a little tardy due to a few unusual quirks with the latest AI. I need to double check some of the changes before I can post the mod. Of course Mon-Tue-Wed are my least available days for doing this sort of stuff, but hopefully it'll be a few minor tweaks. I'm hoping tomorrow night - but if it isn't something that's a quick fix, then I'll release v1.03 with the updated data files and the v1.02 AIs before posting a v1.04 update shortly after.

You can use v1.02 of the mod with the new SE:V patch, just be sure to add the following line to the Balance Mod's Settings.txt (in the data folder) at line 416, below the space combat boarding strength value:

Space Combat Allow Retreat := TRUE

‹ IRM v 0.7c Seek target and ram ›
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Don't know if you looked at the new GlobalSettings...

Soumis par Fallen Haven le Mar, 2007-01-30 22:40

But the weighting system is GONE! It's replaced with pct of fleet or based on number of planets. Also there was a lot of changes in the construction script. But converting our mods to the new system might take some time...

Edit : The more i dig into the scripts, the more new code i find. Seem converting my mod will take a while...

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Mod Designer

Re: Balance Mod v1.03 Status

Soumis par Captain Kwok le Mar, 2007-01-30 22:50

Yeah, I've had access to the scripts for the last few weeks and there were a lot of script changes - some of them ok, others not so great compared to what the mods already have - ie colony type algorithm. The change to ship purchasing was back to a much more SE:IV AI style, but it's not really too far off the modify system I used from the original priority setup. I modified the base priority value to decrease as the number of colonies increase, thus increasing demand for more ships. I don't see much of a need to switch, other than perhaps add a max cap for certain design types like stellar manipulation ships and so on.

It is time consuming on finding the exact changes. I have each set of default scripts from v1.20 onwards and compare them to see the changes, then decide if I should work them in the mod or not.

---

It turns out most of weird AI stuff in v1.03 was due to an introduced bug from v1.25 with certain ship orders being executed on the last movement point. Not sure if we'll see a quick patch to address that.

I just have a few more minor tweaks for the v1.03 AI before release, mostly fixing little bugs here and there. Sticking out tongue

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Space Empires Depot | SE:V Balance Mod

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Image de Grendel

Re: Balance Mod v1.03 Status - Compatibility?

Soumis par Grendel le Mar, 2007-01-30 23:05

Kwok, Is BM 1.01 compatible with the new patch?

Thnaks!

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Hum...

Soumis par Fallen Haven le Mar, 2007-01-30 23:12

Yeah, not everything is better. For exemple i prefer your colony type algorithm and i prefer to keep most of my ship orders changes (though i added the riot and enemy near code). I believe the new ship purchasing will suit my mod more than your system, but yours have some merit, i might try to keep some of it. I noticed your weighting system increased ship production a lot, but it doesn't work so well with my large number of design types. I don't have any copies of the old script files so i have no idea how much they changed, and haven't played SEIV either so i don't know if things are better or worst than before.

I hope that i won't trash my mod in including the new code...

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Mod Designer

Re: Balance Mod v1.03 Status - Compatibility?

Soumis par Captain Kwok le Mar, 2007-01-30 23:36

Grendel wrote:
Kwok, Is BM 1.01 compatible with the new patch?

It should be if you add the new line for allowing retreat in combat to the Balance Mod settings.txt file.

In terms of data etc., v1.01-1.02-1.03 are all compatible. Only a very minor corrections will be seen in terms of some tech levels.

---

I'll probably re-write the ship purchasing functions down the line. Probably something that allows for more control of the design types built early on before amassing a wide collection of types.

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Space Empires Depot | SE:V Balance Mod

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Re: Balance Mod v1.03 Status

Soumis par Mylon le Mar, 2007-01-30 23:53

I might as well report a bug here as anywhere else:

Population reproduction needs fixing. I took the racial trait -5% reproduction with the thought that I really don't care how fast my race reproduces, since population isn't that important anyway. Unfortunately, my population doesn't reproduce. At all! My homeworld's planetary conditions are "unpleasant", but a breathable world right next to it is "mild". I have a medical facility in the system that adds 4% to the reproduction rate, but my race still isn't reproducing. Thus far my only hope has been to conquer enemy planets and rely on their reproduction to keep my empire well in numbers, though I've been having problems with that, too, but that's another matter.

So, please fix the -5% reproduction rate trait. Or, if it's a bug with the game as a whole, refer it to the bugs section.

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Mod Designer

Re: Balance Mod v1.03 Status

Soumis par Captain Kwok le Mer, 2007-01-31 00:28

Balance Mod v1.03 Update will be posted tomorrow evening. Too tired to finish up the small details tonight!

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Space Empires Depot | SE:V Balance Mod

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Re: Balance Mod v1.03 Status

Soumis par Szun le Mer, 2007-01-31 01:24

Mylon wrote:
I might as well report a bug here as anywhere else:

Population reproduction needs fixing. I took the racial trait -5% reproduction with the thought that I really don't care how fast my race reproduces, since population isn't that important anyway. Unfortunately, my population doesn't reproduce. At all! My homeworld's planetary conditions are "unpleasant", but a breathable world right next to it is "mild". I have a medical facility in the system that adds 4% to the reproduction rate, but my race still isn't reproducing. Thus far my only hope has been to conquer enemy planets and rely on their reproduction to keep my empire well in numbers, though I've been having problems with that, too, but that's another matter.

So, please fix the -5% reproduction rate trait. Or, if it's a bug with the game as a whole, refer it to the bugs section.

get a climate enhancer on you homeplanet to get it to optimal in time, with "low reproductionrate" trait you nailed your foot to the floor:D
also, research some civil advancements for enviromentla and reproduction increases...
Your Homeplanet has a info, in that info or report is a tab called "Race" it lets you see the migration vs redoduction rate of the planet, if the migration is higher then more ppl leave the planet then are reborn, ergo lower pop on planet. But the overall population should increase not decrease...even if its slow

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Image de Psieye

Re: Balance Mod v1.03 Status

Soumis par Psieye le Mer, 2007-01-31 02:37

Mylon wrote:
I might as well report a bug here as anywhere else:

Population reproduction needs fixing. I took the racial trait -5% reproduction with the thought that I really don't care how fast my race reproduces, since population isn't that important anyway. Unfortunately, my population doesn't reproduce. At all! My homeworld's planetary conditions are "unpleasant", but a breathable world right next to it is "mild". I have a medical facility in the system that adds 4% to the reproduction rate, but my race still isn't reproducing. Thus far my only hope has been to conquer enemy planets and rely on their reproduction to keep my empire well in numbers, though I've been having problems with that, too, but that's another matter.

So, please fix the -5% reproduction rate trait. Or, if it's a bug with the game as a whole, refer it to the bugs section.


Yeah I learnt that the hard way too. So I always pick +5% (or at least, never pick -5%) reproduction these days. Furthermore, I pick +Environment Resistance as this also affects reproduction.

Finally, I went to Settings.txt and increased the base reproduction rate from 5% to 10% so that less reproductive races can expand faster too. That extra 5% doesn't mean much for a super reproductive race (30->35%) but makes a world of difference for an unreproductive race that struggles to keep up with migration.
---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 v1.03 Status

Soumis par Nevyn le Mer, 2007-01-31 20:26

Since the weighting system seems to have been changed.... probably an appropriate time to bring this up.
In my BM 1.02 game I've noticed the AI seems to fill it's planets cargo up with troops a lot (or in one or two circumstances, fighters/mines/drones that weren't launched). I'd like to see a lot more weighting given to weapons platforms to make planets far more dangerous to attack. Also planets need to be set to launch fighters/drones in combat, that will also help them a lot.

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Mod Designer

Re: Balance Mod v1.03 Status

Soumis par Captain Kwok le Mer, 2007-01-31 21:03

I'm still using a variant of the original ship purchase screen - but the next version has made a little fix where only a variable for percent of income to spend on ships was being used for both ships and units, so like 10-20% of income wasn't being spent.

There's no way to tell the AI to launch fighters/sats in combat. However, they do keep fighters/sats for each planet and it'll be in larger numbers for v1.03. The AI will also keep it's WPs up to date, scrapping obsolete ones in favour of newer ones.

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Space Empires Depot | SE:V Balance Mod

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Re: Balance Mod v1.03 Status

Soumis par javaslinger le Jeu, 2007-02-01 00:36

Still on track for a release tonight? I need something to keep me from getting any sleep... Smiling

Javaslinger

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Image de Psieye

Re: Balance Mod v1.03 Status

Soumis par Psieye le Jeu, 2007-02-01 02:12

javaslinger wrote:
Still on track for a release tonight? I need something to keep me from getting any sleep... Smiling

Javaslinger

Ahahahaa, one of those days/nights Javaslinger? Here try one of the Touhou game demos on the link in my sig - if you're compatible with them then you're guaranteed to stay awake trying to figure out the patterns ^^
---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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Mod Designer

Re: Balance Mod v1.03 Status

Soumis par Captain Kwok le Jeu, 2007-02-01 09:21

So last night I tried a couple of AI test games before I was going to release the mod when I noticed a few problems than prevented me from posting v1.03. First problem was that the AI wasn't adding enough ships to fleets, which was due to attack ships being given too many other orders. So I got that fixed.

I also noticed the AI's treaties didn't have any stipulations! Turns out when I disentangled some of new treaty functions in the scripts, I borked the routine for adding treaty elements, so all the treaties had new elements to them! I didn't have the time to fix it last night, so I'll work on it today. It's likely a minor oversight, ie not calling some function in the right order. Sticking out tongue

On the good news front, improvements to the AI's colony type selection and facility construction are working well.

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Space Empires Depot | SE:V Balance Mod

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Image de Psieye

Re: Balance Mod v1.03 Status

Soumis par Psieye le Jeu, 2007-02-01 09:24

No problem - I'm having a bad enough week as it is so I wouldn't have time to enjoy the latest BM (or IRM) anytime soon. I may or may not have to put in some hours at the lab over the weekend to fix the problem we're having.

BTW Kwok? What timezone are you in?

---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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Mod Designer

Re: Balance Mod v1.03 Status

Soumis par Captain Kwok le Jeu, 2007-02-01 09:27

I'm in Toronto, Canada - so EST.

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Space Empires Depot | SE:V Balance Mod

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Re: Balance Mod v1.03 Status

Soumis par Prankowski le Jeu, 2007-02-01 10:56

i don´t want to stress you kwok, but get the new version done! Sticking out tongue
i planned a nice SEV saturday and would like to use the new BM version Smiling

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Re: Balance Mod v1.03 Status

Soumis par Fallen Haven le Jeu, 2007-02-01 16:07

Captain Kwok wrote:
I also noticed the AI's treaties didn't have any stipulations! Turns out when I disentangled some of new treaty functions in the scripts, I borked the routine for adding treaty elements, so all the treaties had new elements to them! I didn't have the time to fix it last night, so I'll work on it today. It's likely a minor oversight, ie not calling some function in the right order. Sticking out tongue

Anything i should watch for with the new diplomacy code? I haven't checked yet what was added or changed in the Politics file... Diplomacy is one of the weakest link of the AI, i hope the new code does something worthwhile.

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Mod Designer

Re: Balance Mod v1.03 Status

Soumis par Captain Kwok le Jeu, 2007-02-01 16:20

The only AI change in stock for diplomacy was with Alliances removing/adding the player from them - which was due to some sort of anger issue.

My problem resulted when I separated the choose type of treaty code into a new function and then neglected to call the add_treaty_elements function afterwards. I just got home so I can test if that resolves my issue. Sticking out tongue

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Re: Balance Mod v1.03 Status

Soumis par javaslinger le Jeu, 2007-02-01 16:50

No pressure, but my next game will feature either Balance mod or IRC... whichever is released first.. Smiling

j/k.. I can play both at the same time right???

Javaslinger

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Re: Balance Mod v1.03 Status

Soumis par Scottmm78 le Jeu, 2007-02-01 18:15

how does the AI in the 1.03 handle holding grudges i'm playing in 1.02 and i attacked a race that is using the "default" AI and stole a few ships (i love ship capture) and now they hate me "Murderous" and they decleard war on me that i figured would happen but i have not raided there worlds since (20+ turns) and they have not attacked me, but they still will not sign a peace treaty same with a game the other day i was able to switch them to human and get peace but that would only last a few rounds

not sure if its BM or default game tats causeing it (both 1.20 and 1.25 sev's)

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Mod Designer

Re: Balance Mod v1.03 Status

Soumis par Captain Kwok le Jeu, 2007-02-01 18:59

FYI, I've finally posted v1.03 for download, see link for changelog & download:
http://www.spaceempires5.com/en-US/node/2411

---
Scott,

Perhaps 2 years is not long enough to erase their wounds? Anyway, how much visibility of your systems/colonies do you think they had?

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Space Empires Depot | SE:V Balance Mod

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Re: Balance Mod v1.03 Status

Soumis par Scottmm78 le Jeu, 2007-02-01 19:20

i switched him to human and he seen half of my planets incuding my home world

i mean all i did was stole a couple ships and forced his citizens to work my mines (they had the correct atmosphere) I was 02 and he was CO2

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Mod Designer

Re: Balance Mod v1.03 Status

Soumis par Captain Kwok le Jeu, 2007-02-01 19:26

But did the AI have active sensor coverage of your space?

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