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

Balance Mod v1.14a Patch for SE5 v1.71 Available!

Image de Captain Kwok
Soumis par Captain Kwok le Mer, 2008-03-26 22:44 SE:V MODs

Greetings.

I've posted the v1.14a patch for the Balance Mod to be used with the new SE5 v1.71 patch released today.

It's savegame compatible with v1.10+ games. You need to have v1.14 installed before applying the v1.14a patch.

You can find the patch here:
http://www.captainkwok.net/balancemod.php

Besides a couple of small script compatibility issues, I threw in a couple of items from the pending Balance Mod v1.15 as a bonus. Sticking out tongue

Here's the details:

Version 1.14a on 26-March-2008:

    1.  Fixed   - Damage types Only Engines, Only Weapons, and Only Shield Generators were not set to skip armor properly
    2.  Changed - Increased shield points for Small Shield Generator
    3.  Changed - Damage amount for Shield Disrupter
    4.  Changed - Damage amounts for most warhead weapons and reduced their cost
    5.  Fixed   - Error in the amount of crew Boarding Parties could overcome
    6.  Fixed   - Some engine details were described incorrectly for Carriers
    7.  Changed - Reduced the number of engines on Carrier hulls to 15
    8.  Changed - Updated the maximum allowed unit settings in VehicleUnitTypes.txt
    9.  Changed - Reduced seeker supply usage
    10. Changed - Increased seeker defense bonus from Defense Systems tech area
    11. Changed - Increased range and effect amounts for Tractor, Repulser, and Wormhole Beams
    12. Changed - Increased cost for Anti-Proton Beams
    13. Changed - Removed to hit penalty form High-Energy Magnifier
    14. Changed - Energy Refractor can only be placed in armor slots
    15. Fixed   - AI was unable to add Energy Refractor to their ship designs
    16. Fixed   - Some AIs were not adding weapons to Fighter Bomber design types
    17. Fixed   - Sometimes a player's design type did not have the correct internal design type and ministers wouldn't work properly
    18. Changed - Updated event and intel scripts for planet conditions event/intel project

‹ Quick question... Can't find what to mod... My Expansion ›
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Image de Romulus68
Mod Designer

Re: Balance Mod v1.14a Patch for SE5 v1.71 Available!

Soumis par Romulus68 le Jeu, 2008-03-27 07:22

What about v1.71 compatibilty with BM 1.09PBW?

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Image de Captain Kwok
Mod Designer

Re: Balance Mod v1.14a Patch for SE5 v1.71 Available!

Soumis par Captain Kwok le Jeu, 2008-03-27 08:28

I'll put it together tonight.


Space Empires Depot | SE:V Balance Mod

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Image de Romulus68
Mod Designer

Re: Balance Mod v1.14a Patch for SE5 v1.71 Available!

Soumis par Romulus68 le Jeu, 2008-03-27 11:20

Captain Kwok wrote:
I'll put it together tonight.


Space Empires Depot | SE:V Balance Mod

Thank you VERY much.

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

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Image de Captain Kwok
Mod Designer

Re: Balance Mod v1.14a Patch for SE5 v1.71 Available!

Soumis par Captain Kwok le Jeu, 2008-03-27 16:35

If you downloaded the v1.14a .RAR download between now and last night, you might want to download it again. The link was pointed at the wrong file!!!


Space Empires Depot | SE:V Balance Mod

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Re: Balance Mod v1.14a Patch for SE5 v1.71 Available!

Soumis par Thunderhit le Ven, 2008-03-28 07:05

Is BM 1.5 going to be savegame compatible with a new game started with 1.71 and BM 1.14a? Seeing that there's this new patch I wanted to get back to the game, but if you release a new version of the mod in a week or so that wouldnt make much sense if I can't continue with the new version.

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Image de Captain Kwok
Mod Designer

Re: Balance Mod v1.14a Patch for SE5 v1.71 Available!

Soumis par Captain Kwok le Ven, 2008-03-28 07:07

v1.15 will not be compatible. But it's at least 2-3 weeks away.

---

Sorry I didn't get the chance to do the v1.09 PBW update either. Maybe tonight.


Space Empires Depot | SE:V Balance Mod

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Re: Balance Mod v1.14a Patch for SE5 v1.71 Available!

Soumis par marhawkman le Ven, 2008-03-28 07:23

Hopefully in a week or so, I'm gonna be making a new mod. mind if I use BM as a starting point?

Escrisma gave me an idea, and I like it. Laughing out loud

see: http://spaceempires5.com/en-US/node/5120

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Re: Balance Mod v1.14a Patch for SE5 v1.71 Available!

Soumis par Natas Dog le Ven, 2008-03-28 07:36

This is probably the wrong thread to be asking, but I'm new to this mod and SE5 in general. I'm generally confused with the function of ministers, and I figure it's probably simpler than I'm making it. In a nutshell; how do the minister toggles in the Empire window work? For example: If I have the toggle to handle fighter launching at planets, do I still need to toggle the minister on for every planet that I want fighters handled at? Or, are all the minister toggles in the empire screen global?

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Re: Balance Mod v1.14a Patch for SE5 v1.71 Available!

Soumis par marhawkman le Ven, 2008-03-28 07:59

ministers are global.

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Image de Captain Kwok
Mod Designer

Re: Balance Mod v1.14a Patch for SE5 v1.71 Available!

Soumis par Captain Kwok le Ven, 2008-03-28 10:13

In general, the minister has to be active and the space object (ship, planet, etc) should be under minister control.

FAQ on what Balance Mod ministers do:
http://www.captainkwok.net/balancemodministers.php


Space Empires Depot | SE:V Balance Mod

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Re: Balance Mod v1.14a Patch for SE5 v1.71 Available!

Soumis par Natas Dog le Ven, 2008-03-28 14:36

Thanks Kwok. I'm pretty sure that I caught my minister pulling fighters back into the planet after I launched them earlier without minister control on though; so it certainly appears they're global.

I could be crazy too, as I'm still pretty new to SE5; but unless fighters automatically recall themselves if they're left in orbit of a planet I have to assume the minister did it. This game's got a pretty steep learning curve compared even to MOO3; and I thought it was pretty deep. Mastering this game's going to take some time.

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Re: Balance Mod v1.14a Patch for SE5 v1.71 Available!

Soumis par marhawkman le Ven, 2008-03-28 14:54

marhawkman wrote:
Hopefully in a week or so, I'm gonna be making a new mod. mind if I use BM as a starting point?

Escrisma gave me an idea, and I like it. Laughing out loud

see: http://spaceempires5.com/en-US/node/5120

Well? Smiling

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Image de Captain Kwok
Mod Designer

Re: Balance Mod v1.14a Patch for SE5 v1.71 Available!

Soumis par Captain Kwok le Ven, 2008-03-28 15:47

Oops, I shouldn't have added planets to that list. Only ships, fighter groups, and drone groups require their minister toogle to be on in v1.14.

Unit launching falls under the realm of the "Colonies..." ministers who are global.

---

Feel free to use the BM as a base.


Space Empires Depot | SE:V Balance Mod

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Image de exelsiar

Re: Balance Mod v1.14a Patch for SE5 v1.71 Available!

Soumis par exelsiar le Ven, 2008-03-28 18:10

marhawkman, as far as im aware matey, the general etiquete for the game is that ya welcome to use pretty much anything from any mod as long as you give credit where its due, with links if possible.
_____________________

Grand Lord Exelsiar of the Azra-Dun Commonwealth, at your service

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Re: Balance Mod v1.14a Patch for SE5 v1.71 Available!

Soumis par msnevil le Lun, 2008-03-31 09:23

Kwok, could you please add the ability of the AI to research Mineral,organics,radioactive extraction upgrades. When Maintenance supply exceeds overall supply.

The last two games that I have played, The AI_empire tends to have a economic crash when I take over one of their high mineral extraction worlds. And if several high mineral extraction worlds are taken over, the AI never truly recovers. (1.14 version)

Its rather depressing when a good game gets ruined by a Ai that can't balance its budget.

(Of course, with the recent US economic slump. Maybe a balance budget is a fantasy, not a reality? And the AI is modeled after US capitalism 101. Smiling)

Thank you for your time and consideration.

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Re: Balance Mod v1.14a Patch for SE5 v1.71 Available!

Soumis par marhawkman le Lun, 2008-03-31 09:37

Er... I'd actually have it research once it's used 75% of resources. But only research while at 75% or more. Otherwise it won't be able to build the upgrades once it has them.

Now to get started..... I still am waiting on computer. Sad

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Re: Balance Mod v1.14a Patch for SE5 v1.71 Available!

Soumis par Natas Dog le Lun, 2008-03-31 10:15

I've got a question on the subject of AI as well. Does the AI design its ships using the same auto design feature the player has? If so, there's some kind of issue with the organic tech tree at least where the auto design prefers to use the small ordnance vats over the normal sized one on every ship I've tried to auto design right up to dreadnoughts. Not sure if it's your deal Kwok, but based on the numbers 4x smalls are quite inferior to a single normal sized one and a waste of tonnage that could be spent elsewhere. Not sure if any other racial techs have this issue; but I did notice the AI designer never seems to want to use the religion based ship fittings either. It also prefers my level 1 depleted uranium cannons over my level 5+ organic weapons systems.

Personally I wish there was an auto design feature that would just fill in the necessary components to get rid of all the requirements, so I just had to add the extras. I've become pretty efficient and fitting out ships by this point though, so it's not a big deal to just do everything by hand.

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Image de Captain Kwok
Mod Designer

Re: Balance Mod v1.14a Patch for SE5 v1.71 Available!

Soumis par Captain Kwok le Lun, 2008-03-31 11:32

The auto complete does use the AI scripts, but it uses the default scripts which are currently setup to use only items in the regular technology tree. There's a couple of minor exceptions, one of them being ordnance vats. There's an error in storage formula for the Small Ordnance Vats, but otherwise its stats equal out to the large version but the end of the tech tree, even though it's ordnance generation rate is a bit lower. In general, Large Ordnance Vats are only used when the design calls for more than 5% of its space to be dedicated to ordnance storage. This typically only occurs with Supply Ships.

The design scripts are being improved in v1.15, so in many cases racial components will be incorporated if they're available using auto-complete. The exception is probably weapons until I can come up with an efficient way of determining what weapons a player prefers at the time.


Space Empires Depot | SE:V Balance Mod

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Re: Balance Mod v1.14a Patch for SE5 v1.71 Available!

Soumis par marhawkman le Lun, 2008-03-31 12:35

maybe several different design types for varying weapons?

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Re: Balance Mod v1.14a Patch for SE5 v1.71 Available!

Soumis par Natas Dog le Lun, 2008-03-31 13:08

You're right about the supply ship being the biggest problem. It ended up filling my middle deck of my dread with tons of the little green buggers. It's good to hear you're going over the ship building logic in 1.15; especially if it helps the AI put up a better fight.

I did notice one other odd issue, but I'm not at my PC to give you the proper name of the facility. It's the organic facility that adds 2m population per turn, and it doesn't always show up as being queued in the same system when you're looking at the build queue of another planet in that system. It shows 0 queued, which in my case led to me building 3 of them in a single system until I realized the error. It's hardly a show stopper, but I found it odd since the rest of the organic facilities didn't seem to have the same problem.

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Re: Balance Mod v1.14a Patch for SE5 v1.71 Available!

Soumis par msnevil le Mar, 2008-04-01 08:54

Which is part of the problem, once the AI out spends itself, It rarely recovers.

I've had many games ruined. When the AI lost a Armada, and\or Mineral extraction planets. And then it never truly recovers.

(It would be nice if the AI placed some of its research focus on building up its resources\economy. Along with balancing its budget, and not spending itself into oblivion.)

marhawkman wrote:
Er... I'd actually have it research once it's used 75% of resources. But only research while at 75% or more. Otherwise it won't be able to build the upgrades once it has them.

Now to get started..... I still am waiting on computer. :(

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Image de Captain Kwok
Mod Designer

Re: Balance Mod v1.14a Patch for SE5 v1.71 Available!

Soumis par Captain Kwok le Mar, 2008-04-01 09:33

Barring a disaster, the AI is good quite at managing its finances. The problem lies mostly with the static values I've used as low resource markers. While they work well for the early to mid-game phase, they are too low to provide the AI enough time to counter act a quick drop in output. I've modified these indicators for v1.15 to be based on actual production figures, so it should give the AI enough time to react and do the things it does - such as prioritize resource facilities and sometimes scrap a non-resource facility for a resource one, or focus on necessary constructions. In addition, I've allowed the AI to clear queues as resources become precariously low. Previously they did cut back on construction, but sometimes got caught in a cycle where items were half-completed and still constructed, which hurt their bottom line.


Space Empires Depot | SE:V Balance Mod

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Re: Balance Mod v1.14a Patch for SE5 v1.71 Available!

Soumis par msnevil le Jeu, 2008-04-03 08:48

Now I'm really looking forward to 1.15. Smiling

Thanks for the information kwok.

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