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

Balance Mod v1.09 Available!

Image de Captain Kwok
Soumis par Captain Kwok le Ven, 2007-07-27 22:21 SE:V MODs

Greetings!

After a brief hiatus, the next version of the Balance Mod has been posted. The v1.09 update focuses on AI improvements and some adjustments to the intel system. There's also the usually batch of small fixes and tweaks.

Note you'll need SE:V v1.44 to use v1.09 and save games should be ok upgrading to the new version. Note this is the last version that will be compatible with the v105+ BM folder. The next update, v1.10, will definitely be a PBW and save game buster.

Grab v1.09 here:
http://www.captainkwok.net/balancemod.php

Version 1.09 (27 July 2007)
---------------------------

1.  Fixed   - Error in ability amount for small ECM
2.  Changed - Increased cost of Colony Module components
3.  Changed - Increased shield points for Small Shield Generator
4.  Changed - Increased structure for Small Emissive Armor
5.  Changed - Fixed error in Militia amounts in settings.txt
6.  Changed - Fixed error with some unique ruin technologies never being available
7.  Changed - AI will no longer develop intel operations when intelligence is not allowed by the game setup
8.  Fixed   - Error in Change Crew Experience intel project
9.  Changed - The intel project for a planet to rebel will no longer spawn a new empire, but join
              the source Empire
10. Changed - In order for a planet to rebel due to intelligence, the population must be very unhappy
11. Changed - The amount of disruption to another Empire's research or intel due to an intel project is more variable
12. Changed - Adjusted the costs to conduct some intel projects
13. Fixed   - Error with Drushocka weapon selection
14. Fixed   - Some races did not have a Small Secondary Weapon designation
15. Fixed   - Sometimes AI Fighter Bomber design had no weapons
16. Fixed   - Error in Sithrak fighter weapon selection
17. Fixed   - AIs in team mode sometimes broke treaties they had with each other
18. Changed - AI will research more efficiently by spending only the points require to reach the next level
19. Added   - New locations for AI to hold their fleets while they wait for ships to join
20. Changed - Slightly increased AI use of Weapon Platforms
21. Changed - Tweaked AI's anger values towards other empires with respect to war, treaty, or known status types
22. Changed - Modified the AI's anger calculation to be more dynamic
23. Fixed   - Sometimes specific Empire AI values for political settings were being overridden by default values
24. Fixed   - Error that resulted in the AI building too many Resuppy Depots on some colonies
25. Updated - AI Scripts

‹ Inventory Slots coding Some mod questions, brainstorming, and a possilbe future mod. ›
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Re: Balance Mod v1.09 Available!

Soumis par Jorgas le Ven, 2007-07-27 22:54

Time to test right away!

Assertion failure: (d:\myvb\spaceempires5\se5\pgms\common\sound_DSwavefiles.pas, Line 213)

Sad

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Mod Designer

Re: Balance Mod v1.09 Available!

Soumis par Captain Kwok le Ven, 2007-07-27 23:02

Delete the soundeffects.txt file in the data folder! I've left in my custom soundeffects file again...!

If anyone else has downloaded the mod within an hour of the first post, do the same.

The .zip/.rar files on the site have been updated as of now and will not cause this error. Sticking out tongue

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Space Empires Depot | SE:V Balance Mod

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Image de BlueTemplar

Re: Balance Mod v1.09 Available!

Soumis par BlueTemplar le Ven, 2007-07-27 23:20

At last! Smiling

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Re: Balance Mod v1.09 Available!

Soumis par Telumehtar le Sam, 2007-07-28 00:14

galactic balance is restored once again

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Re: Balance Mod v1.09 Available!

Soumis par inigma le Sam, 2007-07-28 00:33

The citizens on Altair IX rejoice once again at the prospect that competent AI will make the game last longer than 10 years!

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Re: Balance Mod v1.09 Available!

Soumis par Nevyn le Sam, 2007-07-28 10:28

Haha, for we have team mode enabled and the galaxy will...... attempt to make treaties with us regardless of the fact team mode is enabled and they should all be trying to destroy us.

First bug is mine! Aieee!

So yea, Team Mode doesn't work, the AI will try and make treaties anyway.

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Mod Designer

Re: Balance Mod v1.09 Available!

Soumis par Ashbery76 le Sam, 2007-07-28 13:28

Does it solve the problem with massive turn procesing times.

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Mod Designer

Re: Balance Mod v1.09 Available!

Soumis par Captain Kwok le Sam, 2007-07-28 16:03

The AI team mode is a minor script bug. I'll post a quick script patch for that shortly.

---

This version doesn't do much for turn processing times if you're into large galaxy 10+ AI games etc.

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Space Empires Depot | SE:V Balance Mod

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Re: Balance Mod v1.09 Available!

Soumis par Mylon le Mar, 2007-07-31 09:41

Will the 1.09 scripts AI scripts be made available?

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Mod Designer

Re: Balance Mod v1.09 Available!

Soumis par Captain Kwok le Mar, 2007-07-31 10:24

I'll post the scripts on Friday. There's a couple of bugs that I'd like to fix and post as an AI patch for v1.09.

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Re: Balance Mod v1.09 Available!

Soumis par Nevyn le Mar, 2007-07-31 20:17

Drushoka Ship Design seems wonky, a lot of them have no weapons.

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Mod Designer

Re: Balance Mod v1.09 Available!

Soumis par Captain Kwok le Mer, 2007-08-01 06:43

Do you recall what design types and vehicle sizes they were?

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Mod Designer

Re: Balance Mod v1.09 Available!

Soumis par Captain Kwok le Mer, 2007-08-01 07:55

I'll be posting a small patch for v1.09 on Friday morning that'll fix a few issues with the AI. This includes fixes for AI resupply and AI team mode along with the AI no surrender bug.

I'll also post an updated tech chart and source scripts then as well.

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Space Empires Depot | SE:V Balance Mod

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Re: Balance Mod v1.09 Available!

Soumis par Lord Charles le Mer, 2007-08-01 10:05

Can you elaborate on the intel changes you've made? I am about 30-40 turns in producing 3K more intel points than all other known empires and putting it all towards defense but I an still getting messages about covert system scans, communication taps, design theft, etc.

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Re: Balance Mod v1.09 Available!

Soumis par Nevyn le Mer, 2007-08-01 23:13

Seemed fairly across the board with the Drushoka ships. All sizes I've seen thus far up to cruisers.
Seems their loading up PD/Armour too much on the lvl 1 ship sizes and ending up without room for a weapon. Once they get the higher tech ship sizes seems to work allright.

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Re: Balance Mod v1.09 Available!

Soumis par BlueTemplar le Jeu, 2007-08-02 03:14

3K more is very very little... only if you had something like TWICE their intel points you would be getting very few intel operations succed against your empire.

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Mod Designer

Re: Balance Mod v1.09 Available!

Soumis par Captain Kwok le Jeu, 2007-08-02 06:56

It was a typo - "Electric Dischage" rather than "Electric Discharge" in the Druschoka_Main_Script. They wouldn't have a primary weapon for their combat ships until they received the Lightning Ray. It will be included in an AI patch tomorrow.

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Space Empires Depot | SE:V Balance Mod

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Mod Designer

Re: Balance Mod v1.09 Available!

Soumis par TakAhLah le Jeu, 2007-08-02 08:22

Just a couple of ideas to do with Ripper beams and incinerator beams...I find it strange that I cannot put ripper beams on fighters but I can put incinerators on them...I would think it should be the otherway round.

I would also like to see ripper beams be able to target fighters, drones and sats but leave incinerators with their current target types(ships,bases & planets) This would at least allow you to use ripper beams as a short range defence beam because as they stand they are not useful at all except in very very limited situations.

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Mod Designer

Re: Balance Mod v1.09 Available!

Soumis par Captain Kwok le Jeu, 2007-08-02 08:29

It would be a waste of firepower to use Ripper Beams versus fighters.

The main reason for no Small Ripper Beams, is that they didn't exist in stock. For technobabble reasons, let's just say the uncontrolled energy stream of the Ripper Beam just isn't suited for a small application. Sticking out tongue

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Mod Designer

Re: Balance Mod v1.09 Available!

Soumis par TakAhLah le Jeu, 2007-08-02 09:25

Shame, it would have given more use to an otherwise very under used/not used at all weapon. I'll just have to mod it in myself, but thats no fun if I can only use it against the AI.

Anyway keep up the gd work

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Re: Balance Mod v1.09 Available!

Soumis par Nevyn le Jeu, 2007-08-02 11:55

Hey, the damn Norak are using ripper beams vs me... I tell you they hurt when 50 ripper beam frigates assault through a warp point

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Mod Designer

Re: Balance Mod v1.09 Available!

Soumis par TakAhLah le Jeu, 2007-08-02 17:12

Yes they do hurt, but if you want to counter ripper beams just send in the fighters or use sats...as rippers cant target them Eye-wink...or simply just don't put your ships so close to the warp point...they have a very short range....which is why I think they would be useful on fighters...short range but fighters are fast so they can get near their targets...short range weapons on frigates and bigger ships are not a good idea...but thats just my opinion.

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Re: Balance Mod v1.09 Available!

Soumis par BlueTemplar le Jeu, 2007-08-02 19:35

It adds variety to the game! Why otherwise would you use tractor beams, unless to bring the enemy ships in Ripper Beam's range? Being able to put them on fighters and drones would defeat it's purpose of being a really powerful, close range weapon placed on the biggest ships and used against other big targets.

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Mod Designer

Re: Balance Mod v1.09 Available!

Soumis par Captain Kwok le Ven, 2007-08-03 09:25

There's an AI patch available for BM v1.09...

Read about it here:
http://www.spaceempires5.com/en-US/node/3886

Download it here:
http://www.captainkwok.net/balancemod.php

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Space Empires Depot | SE:V Balance Mod

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Mod Designer

Re: Balance Mod v1.09 Available!

Soumis par TakAhLah le Ven, 2007-08-03 12:43

Then why an earth can you put incenerator beams on fighters then? I think it makes more sense to have it the other way around. Also I haven't said anything about changing the range of the Ripper beam...simply giving it a few more uses/targets, so you would still need to use tractor beams if you put it on big ships.

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Re: Balance Mod v1.09 Available!

Soumis par marhawkman le Ven, 2007-08-03 12:51

"It adds variety to the game! Why otherwise would you use tractor beams, unless to bring the enemy ships in Ripper Beam's range?"

Or boarding parties.

Graviton hellbores are another possibility.

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Mod Designer

Re: Balance Mod v1.09 Available!

Soumis par TakAhLah le Ven, 2007-08-03 13:18

I've decided to get off my ass and do some number crunching so that we can compare Ripper beams to another Beam weapon...the APB's.
Research wise you can get to APB's before Ripper beams. But of course researching Ripper beams does lead to Incinerator beams...so why use ripper beams at all?

Have a look at both the ranges and damage at 0 and at 60 and compare. Also note that the tractor beam has a range of 100 and an APB a range of 120.

Yes the APB takes up 30K and a Ripper 20K but you'd need tractor beams(1 or 2) so that will take up space! Also if you are a ripper ship and you use a tractor beam to bring your APB target near to you...it will not be a disadvange for the APB ship as the damage at close range is almost the same a Ripper beam!

I have also included small weapons so you can look at them... Small APB's and small Incinerator beams...my idea being to replace small incinerator beams with small ripper beams...here the small ripper beam would have about half the range of a small APB...that being my idea. Please read the small weapon discriptions and note the words medium and short...then compare the weapon ranges. Thanks.

Enough said no?

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Re: Balance Mod v1.09 Available!

Soumis par BlueTemplar le Ven, 2007-08-03 13:38

Aren't incinerator beams weaker, or have more range than the ripper beams?

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Mod Designer

Re: Balance Mod v1.09 Available!

Soumis par TakAhLah le Ven, 2007-08-03 13:53

Nope, they have much more range 120 and do a lot more damage than Ripper beams

Which is why I had the idea to give Ripper beams more target types and to be able to use them on fighters...and get rid of incinerator beams on fighters...so they might be of some use.

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Mod Designer

Re: Balance Mod v1.09 Available!

Soumis par Captain Kwok le Ven, 2007-08-03 16:35

The Ripper Beam has a better dmg/kT/sec than the Incinerator Beam, which is what helps keep it's relevance until the late game. The short range of the Ripper Beam is its primary disadvantage, but it was never meant to be a primary weapon. It's a niche weapon that excels at WP defense and mounted on small, fast ships that close in at point blank range where their evasion bonus can be put to good use. With larger ships you might want to use in it combination with Tractor Beams - which are probably a weapon that could use a bit more range. Sticking out tongue

Here's a BM thread that contains a lot of discussion re: weapons etc:
http://www.spaceempires.net/home/ftopic-2640-0-days0-orderasc-.html

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Re: Balance Mod v1.09 Available!

Soumis par Dansherrill le Ven, 2007-08-03 16:47

Downloaded the balance mod yesterday. So far having a fine time with it but not in very far yet. Was looking at the settings file tonite and noticed under the number of computer players the min max for medium setting is 4 and 4. Is this what u intended or did u intend 4 and 7. Just wondering. Also wondering where is the self destruct device or is it in the mod.

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Mod Designer

Re: Balance Mod v1.09 Available!

Soumis par Captain Kwok le Ven, 2007-08-03 17:29

The self-destruct device is available after a couple tech levels in vehicle systems.

The 4 and 4 for medium amount of AIs was probably due to some test I was running. You can make it for whatever you want.

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Re: Balance Mod v1.09 Available!

Soumis par Astroshak le Mer, 2007-09-12 21:51

I've been getting some kinda strange error message about the game being unable to load a flag file or somehtin like that, when I've created a new empire. Balance Mod 1.09, SEV 1.44. Loading an empire I'd made previously works just fine, but making a new one or modifying the existing one, and I get that error, and usually just get dumped back at the new game creation screen.

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Re: Balance Mod v1.09 Available!

Soumis par Rodriguez le Sam, 2007-09-22 13:15

Whenever I try to start a game with your mod i get a "Access violation at Address 004836A0 in module 'SE5.exe'. Read of address 00000000" Exception. It occurs after the "Select Game Type" dialog but before the progress bar fills up. The last thing thats displayed is "Loading Bitmaps"...

Stock works without problems, any idea what could cause this?

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Mod Designer

Re: Balance Mod v1.09 Available!

Soumis par Captain Kwok le Sam, 2007-09-22 22:25

Do you know if it was unzipped correctly?

For example, is the data folder here:
..\Space Empires V\GameTypes\Balance Mod v105+\Data


Space Empires Depot | SE:V Balance Mod

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Re: Balance Mod v1.09 Available!

Soumis par Rodriguez le Dim, 2007-09-23 04:02

Yes, it looks exactly like that.

Edit: I also re-installed it with the rar instead of the zip file and applied the ai patch but it still crashes.

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Re: Balance Mod v1.09 Available!

Soumis par Rodriguez le Dim, 2007-09-23 08:13

Ok, seems to work now...
I had changed the settings.txt to:
Allow Music := FALSE
Allow Sound := FALSE
So I could start SE5 at all, otherwise it would crash even in Stock as soon as I can see the actual game screen.

I now changed:
Allow Sound := TRUE

and for some reason I can now play your mod. Laughing out loud
(I even hear music... SE5 has certainly a few odd quirks)

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Re: Balance Mod v1.09 Available!

Soumis par Blubel le Mar, 2007-10-09 04:43

Don't know if its a bug or a feature, but the Baseship Defence Modifier formula is := -30 + ([%Level%] * 5). So it starts at level 1 with -25 and tops out at level 6 with -0. Therfore a Baseship with 1800kT is as likely to get hit as a Cruiser with half its size and much less then a Battleship or Dreadnought.

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Mod Designer

Re: Balance Mod v1.09 Available!

Soumis par Captain Kwok le Mar, 2007-10-09 07:00

It should have been -5% per level, for a max penalty of -60%. There was actually several errors with to hit modifiers on hull, but luckily they have all been fixed up for v1.10!


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Re: Balance Mod v1.09 Available!

Soumis par Antarian le Mar, 2007-10-09 16:39

Captain, I am getting a strange error...

Trying to start a new game with your mod,

I use the Romulan custom shipset, among others. I am getting an error that the society type setting 'Cunning' (which is valid, isn't it???) is not known. The really weird thing is the error message is stating that the errant data file is in an non-existent folder in your custom mod area in the empires. I didn't move any custom shipsets in there yet, it only had stock in there when I upgraded.

Is there an old config file that is used to determine locations of things, some setting or log somewhere, that is getting confused?

All that is done before the naked stars is remembered

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