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-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Balance Mod Available for SE:V (http://forum.shrapnelgames.com/showthread.php?t=30863)

Arralen November 1st, 2007 10:35 PM

Re: Mines, Treaties, and Cluster Bombs
 
Quote:

Saber Cherry said:
5) The 1.11 AI seems very happy to make treaties now. TOO happy. Every turn I get bombarded with messages requesting some changes in my existing treaties, which is really tedious and annoying. Could you perhaps make the AI a little more content, so that a given empire won't try to renegotiate treaties more often than ever 20 turns or so? With 10 treaties, I get 1-3 renegotiation requests every turn.

6) The AI is VERY happy to propose and accept tech-sharing treaties.

I second this.
The AI is way too happy to get everyone into a big intersettling-and-common-research treaty. Or maybe relations get "amiable" too easily, dunno. However, it doesn't make sense if I have shared system view of all systems in a large galaxy on turn 48 just because I didn't refuse that treaty with one AI accidently ...

All in all, though, I find the mod very enjoyable and quite an improvent over the base game. Thanks.

Captain Kwok November 1st, 2007 10:44 PM

Re: Mines, Treaties, and Cluster Bombs
 
Quote:

MasterChiToes said:
Is it normal for every last AI to cancel their treaties with you on the SAME turn?

Sounds like you triggered the mega evil settings.

MasterChiToes November 2nd, 2007 01:07 AM

Re: Mines, Treaties, and Cluster Bombs
 
Is there a way to mod-out the mega evil settings?

Kamog November 2nd, 2007 02:19 AM

Re: Mines, Treaties, and Cluster Bombs
 
There is a line in settings.txt:

AI Uses Mega Evil Empire := True

Q November 2nd, 2007 06:42 AM

Re: Mines, Treaties, and Cluster Bombs
 
The problem IMO with the AI launching sats and mines from all colonies is the maximum number of units in space. The AI may very well reach this limit and then be unable to launch any units just in places where it would be needed most. Of course 2 or 3 systems away from the enemy defensive units around colonies make sense, but 10 systems away on the other side of the map is not effective. You still can have some weapon platforms as defense against some ships that may be translocated by a random event. Stealth ship however should never be able to get to your core systems: that is the job for minefields on warp points to prevent.

Tim_Ward November 3rd, 2007 02:05 PM

Re: Mines, Treaties, and Cluster Bombs
 
[quote]
Arralen said:
Quote:

Saber Cherry said:
5) The 1.11 AI seems very happy to make treaties now. TOO happy. Every turn I get bombarded with messages requesting some changes in my existing treaties, which is really tedious and annoying. Could you perhaps make the AI a little more content, so that a given empire won't try to renegotiate treaties more often than ever 20 turns or so? With 10 treaties, I get 1-3 renegotiation requests every turn.

I'm very happy with the diplomacy AI. Ideally, the AI's wouldn't propose such comprehensive treaties so soon, but apart from that there's a range of personalities which seem to be taking into account the power of your empire and your relations with the rest of the galaxy in the way they interact with you, leading to a decent mix of allies and enemies (provided you get the right empires in your game).

Captain Kwok November 3rd, 2007 02:15 PM

Re: Mines, Treaties, and Cluster Bombs
 
The AIs are actually sorted into 4 personality groups for random selection, but it doesn't look like the values (random player personality grous) in settings.txt are being used.

Q November 3rd, 2007 03:07 PM

Re: Mines, Treaties, and Cluster Bombs
 
Kwok do you know why no recon sat design is created?
In the script everything seems there for this design.

Captain Kwok November 3rd, 2007 05:23 PM

Re: Mines, Treaties, and Cluster Bombs
 
There was a small error in the routine that affected Recon Satellites and Medical Ships. Both are working now.

In Script_AI_DesignCreation, If you replace:

Line 2505: set comp_id := Sys_Get_Best_Component_With_Ability(sys_long_Playe r_ID, comp_abil)

with...

if (comp_name <> "") then
set comp_id := Sys_Get_Component_With_Name(sys_long_Player_ID, comp_name)
else
set comp_id := Sys_Get_Best_Component_With_Ability(sys_long_Playe r_ID, comp_abil)
endif

It'll be fixed.

Q November 4th, 2007 04:11 AM

Re: Mines, Treaties, and Cluster Bombs
 
Thank you Kwok, that worked at least partially:

The recon sats have now two basic sensors and one tachyon sensor, which is not very useful.
And attack drones have tachyon sensors too. Is this intentional?


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