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

Balance Mod v1.15 Available!

Image de Captain Kwok
Soumis par Captain Kwok le Lun, 2008-09-29 22:20 SE:V MODs

Greetings!

Balance Mod v1.15 is finally available! It's a significant update with lots of tweaks, changes, and AI upgrades.

Some of the bigger changes include the availability of racial trait technologies from the game's start, revised combat physics, and Robotoid Factories now modify building rates. There's also been a lot of tweaks and fixes based on feedback to improve general game play and usefulness of items.

The AI has been greatly improved over previous versions. They maintain much better economies, build and colonize faster, make better ship designs, and conduct more sensible diplomacy. The AI can also make use of stellar manipulation technologies, atmosphere and resource converters, and will try to adapt to its enemies. A lot of fixes and tweaks were also made to improve all facets of the AI's empire management.

Important:
Balance Mod v1.15 is not compatible with older versions of the mod, nor is it compatible with older Balance Mod maps, game setups, or empire files!

You can find v1.15 for download here:
http://www.captainkwok.net/balancemod.php

Here's the most recent changelog:
http://www.captainkwok.net/balancemodhistory.php

‹ Balance Mod diplomacy: subjugation treaty Questions on mod merging and ship set adjustments ›
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Image de BlackSwan

Re: Balance Mod v1.15 Available!

Soumis par BlackSwan le Mar, 2008-09-30 02:20

Let me be the first to Thank You

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Image de boromeo

Re: Balance Mod v1.15 Available!

Soumis par boromeo le Mar, 2008-09-30 03:05

Lol I was the first to thank Kwok on his forum and I will be second here.Smiling

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Re: Balance Mod v1.15 Available!

Soumis par Qcontinuum le Mar, 2008-09-30 03:36

Thank you very much Kwok for this huge and excellent work!
And special thanks that you already posted the AI scripts too.

If you were never satisfied with the AI, you should definitely try BM 1.15.

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Re: Balance Mod v1.15 Available!

Soumis par msnevil le Mar, 2008-09-30 09:36

Let me be the fourth to thank you.

http://www.youtube.com/watch?v=4NJQvswrSPg

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Re: Balance Mod v1.15 Available!

Soumis par Vince278 le Mar, 2008-09-30 14:12

And I the fifth. Keep up the good work! Smiling

How the Nova mod going?

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Image de Ashbery76
Mod Designer

Re: Balance Mod v1.15 Available!

Soumis par Ashbery76 le Mer, 2008-10-01 07:03

I'm getting diplomacy with a lot of resource taffif offers but the actaul taffif value is nothing.

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Mod Designer

Re: Balance Mod v1.15 Available!

Soumis par evader23 le Mer, 2008-10-01 08:45

Forgive me if this has been asked before
I have not played the Balanced mod

Will AI use troops to invade planets?

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Image de crazydog

Re: Balance Mod v1.15 Available!

Soumis par crazydog le Mer, 2008-10-01 08:58

Definitively YES !!!!

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Image de Captain Kwok
Mod Designer

Re: Balance Mod v1.15 Available!

Soumis par Captain Kwok le Mer, 2008-10-01 09:38

There are a couple of minor bugs with AI treaties and the occasional inactive neutral race. There will be a quick fix provided tonight.


Space Empires Depot | SE:V Balance Mod

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Re: Balance Mod v1.15 Available!

Soumis par Darenkel le Jeu, 2008-10-02 21:29

Are you going to do a patch like with 1.14a-b or are you just reuploading the original .zip with the fix?

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Image de Captain Kwok
Mod Designer

Re: Balance Mod v1.15 Available!

Soumis par Captain Kwok le Jeu, 2008-10-02 22:09

It'll be posted as a patch to v1.16, there's a few more items to address. I'll try to post it tomorrow evening.


Space Empires Depot | SE:V Balance Mod

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Re: Balance Mod v1.15 Available!

Soumis par jowe01 le Ven, 2008-10-03 20:54

A couple of questions:

1)When I start a new low tech game, I am possessing all the racial technologies at level 1 (according to the "Our empire" report in the diplomacy screen). Is that intended?

2) Strangely enough, that does not seem to allow me to build any racial component in the "out of the box" balance mod. Why is this? How do you accomplish that i have all the racial techs but they do not allow me to build the components which they should allow me to build (like eg temporal scanners, etc.)?

3) I am using the balance mod as the basis for my own little mod. In my modified version I am actually able to build all the race-tech-related items on turn 1, although i did not choose any race tech. Any idea how that can happen? I can not think of any modification I made that could be related to this effect. Maybe you have an idea or your answer to the two questions above m,ay help.

Thanks a lot in advance.

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Image de Captain Kwok
Mod Designer

Re: Balance Mod v1.15 Available!

Soumis par Captain Kwok le Ven, 2008-10-03 21:36

It's a bug with SE5. Empires with racial techs in Balance Mod v1.15 are given level 1 of their respective racial trait technology when the game starts. That is, the start level in the tech area file is set to 1. Unfortunately in some cases SE5 is not checking the requirements properly (being the race needs the appropriate racial trait) and listed the racial tech areas. This is also what is causing the free tech points bug in the technology setup. Fortunately though, the requirements are properly evaluated for the availability of components, facilities, vehicles etc.

I can't comment on the third item without the details of what changes you made.


Space Empires Depot | SE:V Balance Mod

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Re: Balance Mod v1.15 Available!

Soumis par jowe01 le Sam, 2008-10-04 02:48

Thanks, Kwok, that helps already.

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Re: Balance Mod v1.15 Available!

Soumis par Blubel le Sam, 2008-10-04 15:46

Thanks Kwok, you have really mad a great step with the AI in this version. Just to give you some feadback (you probably know most of this by now...).

The AI always wants Resource Tarriff in their treaties, without asking for a tarriff. (I hope you get what I mean)
It is also asking for mutual colonization all the time. (Thats not a bug, but mutual colonization with a human in't the best thing for an AI.)
It uses cristaline armor without shields. (Probably only before they research shields, but this still wastes resources.
Most Ais are proposing treaty changes, giving away their system maps for nothing.
Sergetti AI constantly(every 5 turns) asks for the same treaty, even if this treaty is in place, or a better one was just agreed.
AI surrenders quite easily, when attacked by 2 races.
AI constantly tries to open warp points to systems to far away, even with maxed out warp point openers.

Hope that helps.

Blubel

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Image de Captain Kwok
Mod Designer

Re: Balance Mod v1.15 Available!

Soumis par Captain Kwok le Sam, 2008-10-04 17:08

There are some bugs with treaties that will be fixed in a patch by the end of the weekend.


Space Empires Depot | SE:V Balance Mod

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Re: Balance Mod v1.15 Available!

Soumis par jowe01 le Dim, 2008-10-05 08:11

Big thank you also from me, Kwok.

I am still in the process of adopting the BM to my own preferences. One major thing I do is to replace the Xi'Chung by a more powerful empire (via racial traits only available to them). With your help, I am nearly done with modifying all the relevant text files and scripts.

However, one bug persists. The modified Xi'Chung are producing very weird and basically useless designs (e.g. space stations only with dozens of crew quarters and life support but without weapons or space yards). After a lot of trial an error, I have been able to isolate the bug to the xichung_main_script.csf. If I replace my modified version with the one you provide in the XI'Chung's empire folder of the unmodified BM, everything is fine. Now I thought that I must have made a mistake when modifying your scripts (first Script_AI_GlobalResearch and Script_AI_Research, then XiChung_Setup_Script and XiChung_Main_Script). However, to test this I have taken a fresh download of your script files from your website and have the comiled the XiChung_Main_Script myself. Now when I paste this into my Xi'Chung folder, it does not solve the issue. Only by using the alöready compiled file from the unmodified BM is the issue solved.

Logically, it would seem that the uncompiled files on your website do not entiurely correspond to the ones you used to compile the scripts for the BM. Is that possible?

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Image de Captain Kwok
Mod Designer

Re: Balance Mod v1.15 Available!

Soumis par Captain Kwok le Dim, 2008-10-05 10:51

The scripts are exactly the same.

Your error may be due to this reason:
http://www.spaceempires5.com/en-US/node/6116


Space Empires Depot | SE:V Balance Mod

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Image de Captain Kwok
Mod Designer

Re: Balance Mod v1.16 Patch Available!

Soumis par Captain Kwok le Lun, 2008-10-06 21:49

Greetings.

I posted the v1.16 patch at my site:
http://www.captainkwok.net/balancemod.php

Note you need to have v1.15 already installed as the download for v1.16 is a patch only!

It's savegame compatible with current v1.15 games!

1.  Changed - Remove Intelligence Centers as a starting facility
2.  Fixed   - Error in tech area requirement for Fusion Ground Thrusters, Small Incinerator Beam and Small Phased-Polaron Beam
3.  Changed - Light Cruisers set to 60 movement points per sector from 61
4.  Fixed   - Error in requirement evaluation for System Robotoid Factory
5.  Fixed   - The AI would sometimes counter a treaty with the same elements as the original
6.  Fixed   - The minister for Warp Point Openers was not considering the maximum distance a ship could open a warp point to
7.  Fixed   - The minister for Planet Destroyers was not considering the target planet's size
8.  Fixed   - Some neutral players were inactive
9.  Fixed   - The AI was sometimes surrendering when it shouldn't have
10. Fixed   - Some strategies placed Fighters too high in the target priority list
11. Updated - AI Scripts


Space Empires Depot | SE:V Balance Mod

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Image de TakAhLah
Mod Designer

Re: Balance Mod v1.15 Available!

Soumis par TakAhLah le Mar, 2008-10-07 05:30

Thank you Captain K.

Any news on patches for SEV in general?

----------------------------------------------------------------
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Re: Balance Mod v1.15 Available!

Soumis par Vince278 le Mar, 2008-10-07 11:27

Looks great! Smiling

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Re: Balance Mod v1.15 Available!

Soumis par jowe01 le Mar, 2008-10-07 15:43

Captain Kwok wrote:
The scripts are exactly the same.

Your error may be due to this reason:
http://www.spaceempires5.com/en-US/node/6116


Space Empires Depot | SE:V Balance Mod

Kwok, you are the greatest. How do you know these things? That actually worked.

I have another nut for you to crack. I am playing with a custom ship set (no clue whether that is of any importance, given that I am playing the race myself). When checking which items I can construct, the game does not seem to recognize my starting tech levels. They appear correctly in the research screen, but the corresponding items are not available. For exmple, I start with point-defense level 1 but I am unable to build point-defense cannons. Researching an additional level does not help, I need to research level 1 myself in order to be able to afterwards use the tech (i.e. I have to set the starting levels for all tech to zero, what is of course hurting the AI.)

For the AIs, that does not seem to be the case. They can build items based on their starting techs.

Any idea what is causing this?

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Image de Captain Kwok
Mod Designer

Re: Balance Mod v1.15 Available!

Soumis par Captain Kwok le Mar, 2008-10-07 16:18

The Script parser quirk was discovered some time ago. Some other player was trying to compile the BM's scripts and noticed that a bunch of statements were always returning zero. It turned out it was due to the ,/. issue.

Are you using a new empire file created with v1.15/v1.16? Did you do any tinkering in TechAreas.txt etc?


Space Empires Depot | SE:V Balance Mod

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Image de Telumehtar

Re: Balance Mod v1.15 Available!

Soumis par Telumehtar le Jeu, 2008-10-09 14:55

many many thanks Captn!

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Image de Telumehtar

Re: Balance Mod v1.15 Available!

Soumis par Telumehtar le Jeu, 2008-10-09 14:57

many many thanks Captn! --- Oooops! too many clicks ---

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Re: Balance Mod v1.15 Available!

Soumis par Vince278 le Lun, 2008-10-13 12:13

Thanks again, Captain. How it going with the Nova mod? Smiling

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Re: Balance Mod v1.15 Available!

Soumis par Comit le Sam, 2008-11-01 13:25

Thanks for all your hard work Captain. I haven't played SEV in over a year, but this mod keeps me coming back Laughing out loud

Possible bug report:

Enemy AI built up an army of fighters, 100's of them. When I readied my forces to confront them, they all ran away. Why? They had no weapons, just engines and armor. I suppose you could call this a diversion, but I call it a disappointment lol. Was all excited for a big battle.

And an improvement request:

I know your always fine tuning the AI, but I'd sure like to see the AI be less suicidal. Like I have this tiny staging planet in enemy lines. It only has 3 small basic platforms, each having 3 missiles...so about 9 missiles per volley. That *shouldn't* really be that hard to counter. They keep sending waves of frigates with little to no missile defense though, so usually every volley takes down a ship. It's been going on for years now Sticking out tongue
They'll usually get a few dinky shots off, but they're charging me with the starter cannons. If they're so focused on attacking the planet, shouldn't they focus on bombs a little?

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Re: Balance Mod v1.15 Available!

Soumis par Qcontinuum le Mer, 2008-11-19 07:28

The AI of BM 1.15/1.16 is soooo much better than everything I have seen until now in SE III/IV/V!!

They attack with fleets of 100-200 combat ships, break through my heavily warp point defenses and conquer in the same turn one of my colonies.
I send my reserve fleets to counterattack and then another attack occurs on a different warp point at the other end of my empire.

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Image de Captain Kwok
Mod Designer

Re: Balance Mod v1.15 Available!

Soumis par Captain Kwok le Mer, 2008-11-19 17:16

Thanks Q. Your testing has been most helpful!


Space Empires Depot | SE:V Balance Mod

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