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Re: Balance Mod Available for SE:V
Im 209 turns into a balance Mod game, I just logged into all the empires as Im having an issue with it hanging when a new empire is created. Half of all the other empires planets are rebeling, is this normal?
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Re: Balance Mod Available for SE:V
Can you e-mail me the saved game? Capt-Kwok at rogers dot com...
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Re: Balance Mod Available for SE:V
I did the same and logged into the empires in my game. That was *really* depressing. At turn 180 none of them had developed Medium sized ships, most had around 6k research points, all but 2-3 of them had yet to leave their first system and discover any other empires(!), all but one or two of them had minor to severe maintenance problems, one guy had a mineral generation of 100k but only 10k maintenance; he didn't have *any* ships at all, at least 3 or 4 empires had just about all of their planets rebelling, etc. Hmm.
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Re: Balance Mod Available for SE:V
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Weapon Seeker Tonnage Structure Formula := 30 + (Get_Empire_Tech_Level("Armor") * 2) Weapon Seeker Defense Modifier Formula := 30 + (Get_Empire_Tech_Level("Defense Systems") * 2) |
Re: Balance Mod Available for SE:V
The main culprit is the Government traits... the happiness values are just too much to counter and there isn't sufficient time for the empires to build troops to counter. Working on it asap as it is absolutely killing the AI.
----- I've reduced the to-hit bonuses on PD with 2 exceptions as they don't need the bonus with the general change to -5% accuracy per 10 range introduced in v0.90 and the recent PD fix. ----- Thanks for sending in save games - I often struggle to get enough turns in to watch behaviour so they really help. |
Re: Balance Mod Available for SE:V
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Re: Balance Mod Available for SE:V
I've been thinking. The computer seem to colonize even the 'dome' planets in their system, which isn't really that smart. So, if 'Players can only colonize planets with a breathable atmosphere' is on, that should improve the computer's performance quite a bit, shouldn't it? He'd be forced out of his own system and he'd not waste population and colony ships on useless planets.
Most of the empires didn't have rebellions( in fact I think all 2-3 AIs that had rebellions had control over 2-3 solar systems), yet they didn't appear to be doing any better than those that did, so there seem to be more/bigger issues here too. |
Re: Balance Mod Available for SE:V
Bug - I have built an Organic Large Freighter, and it has a movement of 82.
Each contra-terrene engine (16 of them) adds 5 hexes to its movement. |
Re: Balance Mod Available for SE:V
Thanks! It was the result of a faulty engines-per-move value. http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: Balance Mod Available for SE:V
I've had some success in the upcoming v0.92 version getting the AI to explore more systems and expand faster by making resupply depots the first priority in a new system before spaceports, designated more ships as explorers, and tweaking construction queues for facilities...
However - at some point the AI just stops expanding and goes into a comatose state regardless if they have excess resources. I'm thinking that the AI stops building design types once it reaches some number of total ships/units for the number of colonies it has and that is what is preventing further expansion. |
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