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Re: Balance Mod Available for SE:V
Maybe it's something about the AI state, like when they meet other races they go from explore/expand to consolidate and sit around, or something.
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Re: Balance Mod Available for SE:V
I've seen them doing it without any contacts and only their home system explored though.
Also Kwok, I've not yet seen *any* empire research other than the Frigate size ships, i.e. they research it to level 3 then dismiss the rest completely. Guessing it has something to do with the altered tech tree in the mod? The AI also seem a wee bit too interested in researching that cultural stuff. |
Re: Balance Mod Available for SE:V
Quote:
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Re: Balance Mod Available for SE:V
I'm not sure if kwok changed this in his but...
call Add_Tech_Area("Light Hull Construction", 5) call Add_Tech_Area("Medium - Light Hull Construction", 1) Is it witing to reach level 5 in Light Hull before going to Medium? It will never reach level 5, as level 3 is the max. |
Re: Balance Mod Available for SE:V
The levels are changed for ships, but the "rough order" hasn't been optimized. I'll push ship construction ahead though. http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: Balance Mod Available for SE:V
Any chance of releasing the source to your csf? I'd like to see the improved colony selection (I'm working on a new Empire and that would help speed things up).
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Re: Balance Mod Available for SE:V
I've been doing some work on a custom race AI_Setup Script; it's for the stock game right now, but could easily be modified. Here's the tech section so far:
//------------------------------------------------------------ // Main // function Main returns boolean vars racial_points : long index : long begin // Select Racial Traits ------------------------------------- // Four levels exist in stock: 0k, 2k, 3k and 5k // sell low-priority traits call Add_Racial_Trait("Physical Weakness") call Add_Racial_Trait("Cowardly") call Add_Racial_Trait("Environmental Weakness") // 0k+ racial points, always take these call Add_Racial_Trait("Mining Aptitude") call Add_Racial_Trait("Natural Merchants") // 2k+ racial points, add these call Add_Racial_Trait("Ancient Race") call Add_Racial_Trait("Hardy Industrialists") // 3k+ racial points, add these call Add_Racial_Trait("High Reproduction") call Add_Racial_Trait("Naturally Happy") // 5k racial points, add these call Add_Racial_Trait("Propulsion Experts") call Add_Racial_Trait("Lucky") // Select Technologies -------------------------------------- // Five levels of technology start exist in stock: 0, 100k, 1m, 10m, All // with an additional post-start bonus of 0, 5k, 20k, or 100k // AI players can also be given an AI bonus call Add_Tech_Area("Sensors", 3) call Add_Tech_Area("Sattelites", 1) call Add_Tech_Area("Construction", 2) call Add_Tech_Area("Mines", 1) call Add_Tech_Area("Warheads", 3) call Add_Tech_Area("Sensors", 5) call Add_Tech_Area("Weapon Platforms", 1) call Add_Tech_Area("Missile Weapons", 3) call Add_Tech_Area("Armor", 2) call Add_Tech_Area("Physics", 2) call Add_Tech_Area("Shields", 1) call Add_Tech_Area("Energy Pulse Weapons", 1) call Add_Tech_Area("Fighters", 1) call Add_Tech_Area("Smaller Weapons", 3) // Spend any remaining points call Add_Tech_Area("Intelligence Services", 3) call Add_Tech_Area("Light Hull Construction", 5) call Add_Tech_Area("Repair", 5) set index := 3 loop call Add_Tech_Area("Minerals Extraction", index) call Add_Tech_Area("Applied Research", index) call Add_Tech_Area("Shields", index) call Add_Tech_Area("Energy Pulse Weapons", index) call Add_Tech_Area("Armor", index) call Add_Tech_Area("Missile Weapons", index) call Add_Tech_Area("Point - Defense Weapons", index) call Add_Tech_Area("Organics Extraction", (index - 1) ) call Add_Tech_Area("Radioactives Extraction", (index - 1) ) call Add_Tech_Area("Space Yards", index ) call Add_Tech_Area("Sensors", (index + 1) ) set index := index + 1 exitwhen (index >= 20) endloop call Add_Tech_Area("Quantum Engine", 10) call Add_Tech_Area("Medium Hull Construction", 10) call Add_Tech_Area("Repair", 50) call Add_Tech_Area("Large Base Construction", 10) call Add_Tech_Area("Fighters", 9) call Add_Tech_Area("Sattelites", 9) call Add_Tech_Area("Mines", 9) call Add_Tech_Area("Planet Utilization", 20) return TRUE end |
Re: Balance Mod Available for SE:V
well, i still dont understand some concepts in some files of the game
the most clueless to me is that racial+goverment+society plus and minus , i mean some races can have +5 in racial, then -3 in goverment and then -3 in society, and the result is -1 in that ability, knowing that the races cant change the goverments -cant, no?- i find such + and - very dumb, dont know , if im wrong pls tell me -im talking about the game in general, not specifically about this mod - regards |
RE: bonuses
There's a lot of files, where are you seeing this?
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Re: Balance Mod Available for SE:V
Almost everything is +/- http://forum.shrapnelgames.com/images/smilies/frown.gif. Aaron really likes additive modifiers...
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