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-   -   Balance Mod Available for SE:V (http://forum.shrapnelgames.com/showthread.php?t=30863)

Captain Kwok January 22nd, 2007 01:24 PM

Re: Balance Mod AI
 
Could it be a difference in research points? Try using the maximum amount of allowed starting tech points and see if that helps.

Tim_Ward January 22nd, 2007 09:37 PM

Re: Balance Mod AI
 
I had the same problem. Do .emp files save designs as well?

Ironmanbc January 23rd, 2007 12:04 PM

Re: Balance Mod AI
 
So anyone know's when the next patch comes out http://forum.shrapnelgames.com/image...s/confused.gif

not that i'm in a hurry http://forum.shrapnelgames.com/images/smilies/happy.gif

Captain Kwok January 23rd, 2007 02:56 PM

Re: Balance Mod
 
I believe the next SE:V patch will out next Monday-ish. The next BM update should be about the same time.

Raapys January 23rd, 2007 03:37 PM

Re: Balance Mod
 
That'd be 2.24? So one more set of patch notes and fixes?

I was hoping for a fix to the PD problem with time compression, but alas it doesn't seem to affect stock game, only mods( including the Balance mod ), so I'm not sure how much Aaron is looking into it. I got a response to it earlier this week where he claimed it was fixed with 1.20, but that's what I've been using all the time. *shrug*

As far as I can tell, it's related to either firing rate or the attack modifier of the PD weapons, possibly both. Could have something to do with time compression and the attack modifier going into a negative number, which rarely happens in stock, but happens always in BM because PD attack modifier start at 0.

Not so cool if we have to wait another month for a fix to this.

Ironmanbc January 23rd, 2007 06:08 PM

Re: Balance Mod
 
Well as long as it is fixed we can wait and work around it

Raapys January 23rd, 2007 06:16 PM

Re: Balance Mod
 
Actually, my point was that it hasn't been fixed, just that Aaron thinks it has. So unless someone can convince him that it still isn't fixed, then there wont be a fix for it in the upcoming patch, which would be a shame.

Captain Kwok January 28th, 2007 01:53 AM

Re: Balance Mod
 
The PD problem is probably due to the increased firing rates of PD in the mod, which are generally 500 ms. I wouldn't be surprised if the time compression fix was "snapped" to 1 second intervals or something like that.

Raapys January 28th, 2007 11:58 AM

Re: Balance Mod
 
I don't think that's the case, Kwok. I tried taking stock PD firing rates down, but that didn't produce the problem. Just as taking the Balance Mod's PD firing rates up again to 2000 didn't solve the problem. That's why I'm thinking it's actually connected to the 'to-hit' modifier, which starts at +50 in stock, but is at 0 by default in the Balance Mod.

However, the newest patch might have fixed this with this part: "29. Note - All weapons have a 1% chance to hit, and a 1% chance to miss, no matter what the bonuses are."

( I do hope he meant 'minimum 1%', though )

Captain Kwok January 28th, 2007 12:20 PM

Re: Balance Mod
 
I'm just not sure on how the to-hit modifier would be connected to time compression though...

Raapys January 28th, 2007 01:10 PM

Re: Balance Mod
 
*shrug*

Hard to say without actually having the code to look at. And I can't really say I know for sure. What I've seen is that the problem does not appear to exist in pure stock. The problem is apparant in the Balance Mod: missiles are far more likely to get through at 8x. The problem is even more apparant if you try to use SJ's 'leaky-PD' idea, PD cannons with 50ms fire rate and -90 or so to-hit modifier: at 8x all missiles get through, even if the system works perfectly at 1x.

The reason I think it's related to the to-hit modifier instead of firing rate, is that if you set the PD to-hit modifier to +50 or so, no missiles get through at 8x even with 50ms fire rate. So obviously 50ms 'works'( which means 500ms does too), but somehow, when the to-hit modifier goes too far into negative, the PD wont hit a thing in 8x even if it still hits in 1x.

Perhaps the hit/miss roll isn't done as often in 8x or some such, so if one miss is rolled it could apply to several shots.

Kana January 28th, 2007 03:45 PM

Re: Balance Mod
 
Are the missiles the same speed as stock in BM?

Captain Kwok January 28th, 2007 03:51 PM

Re: Balance Mod
 
They're in the same range, but not exactly the same.

Captain Kwok January 29th, 2007 01:56 PM

Re: Balance Mod
 
I've got v1.03 of the mod almost ready to go, with the minor exception that I haven't compiled the updated AI scripts nor tested them with the latest patch. I hope to do that in a 2hr window I have after work, but it might be much later tonight or even tomorrow.

---

The v1.02 mod just needs the new line in settings.txt added (whether or not retreat is allowed) and it should work fine.

se5a January 29th, 2007 02:48 PM

Re: Balance Mod
 
if it's going to take a while, can you release a no AI version for PBW?

Kana January 29th, 2007 03:33 PM

Re: Balance Mod
 
Quote:

Captain Kwok said:
They're in the same range, but not exactly the same.

I was just wondering if the missile speed might have something to do with the time compression/PD hit problem.

GuyOfDoom January 29th, 2007 04:00 PM

Re: Balance Mod
 
What can we expect to see different in v1.03?

Captain Kwok January 29th, 2007 05:00 PM

Re: Balance Mod
 
It's mostly an AI patch, with just a few minor adjustments or corrections in the data files. The AI improvements include some tweaks to ship orders, colony development and maintaining units, along with the addition of a few new functions from the latest SE:V patch.

GuyOfDoom January 29th, 2007 07:47 PM

Re: Balance Mod
 
Cool, thanks.

Shadowstar January 30th, 2007 02:38 AM

Re: Balance Mod
 
Is there a way to tell which data files have changed since the previous version? I'd like to be able to incorporate new changes in the balance mod to my mod-in-development (which is based on balance), but as I have added to some of the data files, I don't want to overwrite my changes.

Captain Kwok January 30th, 2007 02:51 AM

Re: Balance Mod
 
Look at the last date the file was saved, that will usually indicated that something was changed if they are different. You can also run a comparison (using a notepad type program like Textpad) that will show changes in the files.

Captain Kwok January 30th, 2007 04:08 AM

Re: Balance Mod update soon...
 
It turns out there was some unusual behaviour with the AI in the mod that I need to look into some more so that is what the current delay is. On the other hand, the new colony type modifiers seem to working out good. Unfortunately I won't be able to include a little routine I wrote for replacing facilities with better ones - ie Monoliths or adding Robotoid Factories etc - since a few built-in functions need to be added by Aaron.

---

I've noticed in the test game and it has been reported at SE.net that ships going for retrofit trigger "Can't be retrofit no SY present" message, but retrofit anyways. I'm thinking this might be an SE:V error because it didn't crop up in v1.02 of the mod until SE:V v1.25 rolled out.

---

The new RUNTURNS cheat is a godsend! Just type in ~RUNTURNS 50~ and watch tv for 30min and SE:V just computes away.

---

I've also made a poll over at the SE.net Balance Mod forums asking if I should make retreat disabled by default in the mod. Find the poll here: http://www.spaceempires.net/home/ftopict-2278.html

Romulus68 January 30th, 2007 02:44 PM

Re: Balance Mod update soon...
 
Can we get some Leaky shields and armor in the Balance mod?

Captain Kwok January 30th, 2007 03:39 PM

Re: Balance Mod Leakiness?
 
Unfortunately the premise of the mod doesn't lend itself to the use of leakiness...

My next project certainly will take advantage of the enhanced damage types in SE:V.

Atrocities January 30th, 2007 04:02 PM

Re: Balance Mod Leakiness?
 
Is the Balance mod compatible with v1.25?

GuyOfDoom January 30th, 2007 04:55 PM

Re: Balance Mod Leakiness?
 
Quote:

My next project certainly will take advantage of the enhanced damage types in SE:V.

Did I miss reading it somewhere? Did they add leaking damage to stock SEV?

Phoenix-D January 30th, 2007 05:02 PM

Re: Balance Mod Leakiness?
 
Not stock. Its moddable though.

Captain Kwok January 31st, 2007 02:20 AM

Re: Balance Mod Update...
 
I'm going to have to finish off the update tomorrow night. Just a few more items to cover off...

Captain Kwok February 1st, 2007 11:18 AM

Re: Balance Mod Update...
 
So last night I tried a couple of AI test games before my intended release when I noticed a few problems than prevented me from posting v1.03. First problem was that the AI wasn't adding enough ships to fleets, which was due to attack ships being given too many other orders. So I got that fixed.

I also noticed the AI's treaties didn't have any stipulations! Turns out when I disentangled some of new treaty functions in the scripts, I borked the routine for adding treaty elements, so all the treaties had new elements to them! I didn't have the time to fix it last night, so I'll work on it today. It's likely a minor oversight, ie not calling some function in the right order.

There's also a few crashes or end of processing hangups. Not sure if those are mod related until I can do some script log debugging. *sigh*

On the good news front, improvements to the AI's colony type selection and facility construction are working well.

RCCCL February 1st, 2007 11:59 AM

Re: Balance Mod Update...
 
CK, in v1.02 one of the organic weapons, I think it was the Hyper-Plasma Bolt, though it may have been the upgraded Acid Globul, at max level, 6, only has a range of 20 ls. which also messes up the damage.

President_Elect_Shang February 1st, 2007 12:02 PM

Re: Balance Mod Update...
 
Quote:

Captain Kwok said:
...I can do some script log debugging. *sigh*

How are you doing this?

Captain Kwok February 1st, 2007 12:20 PM

Re: Balance Mod Update...
 
DebugSettings.txt lets you generate logs for everything from a line-by-line script execution log for each player each turn or log the graphics engine etc.

Captain Kwok February 1st, 2007 12:24 PM

Re: Balance Mod Update...
 
RCCCL - The attentuation rate for the Hyper - Plasma Bolt was incorrect. It was decreasing at 5 damage points per 1 range, instead of 0.5 damage per 1 range. I'll fix it up for v1.03! http://forum.shrapnelgames.com/image...ies/tongue.gif

RCCCL February 1st, 2007 12:49 PM

Re: Balance Mod Update...
 
I see, but the range is only supposed to be 20 ls?

Captain Kwok February 1st, 2007 12:52 PM

Re: Balance Mod Update...
 
Quote:

RCCCL said:I see, but the range is only supposed to be 20 ls?

Since the attenuation was much higher, it reached 0 damage at ~20 range.

Uncle_Joe February 1st, 2007 07:15 PM

Re: Balance Mod Update...
 
Do you think you'll have 1.03 up tonight? Its almost time for monthly stab at SE5 again and I figured with the new patch I can disable retreats and hopefully head off the long turn loading.

I'd like to wait for the newest Balance Mod before trying SE5 again if its going to be up tonight or tomorrow.

Thanks!

Captain Kwok February 1st, 2007 07:33 PM

Re: Balance Mod Update...
 
I'm running hopefully the final test game right now. The treaty problem has been fixed and everything else seems ok for most part. http://forum.shrapnelgames.com/image...ies/tongue.gif

frightlever February 1st, 2007 07:36 PM

Re: Balance Mod Update...
 
Quote:

Captain Kwok said:
So last night I tried a couple of AI test games before my intended release when I noticed a few problems than prevented me from posting v1.03. First problem was that the AI wasn't adding enough ships to fleets, which was due to attack ships being given too many other orders. So I got that fixed.

I also noticed the AI's treaties didn't have any stipulations! Turns out when I disentangled some of new treaty functions in the scripts, I borked the routine for adding treaty elements, so all the treaties had new elements to them! I didn't have the time to fix it last night, so I'll work on it today. It's likely a minor oversight, ie not calling some function in the right order.

There's also a few crashes or end of processing hangups. Not sure if those are mod related until I can do some script log debugging. *sigh*

On the good news front, improvements to the AI's colony type selection and facility construction are working well.


That's a pretty detailed description of your typical code crunch right there. The Balance Mod is the only thing making me stick with semi-stock SE V. Other than that I would abandon it.

Atrocities February 1st, 2007 07:57 PM

Re: Balance Mod Update...
 
I am looking forward to the next version as well. It is very difficult to play stock SE V after using the Balance Mod. It is like going from taking warm water showers to sitting in a cold stream.

Captain Kwok February 1st, 2007 08:40 PM

Re: Balance Mod Update...
 
Well, v1.03 of the Balance Mod has finally been posted. Keep an eye for any weirdness. http://forum.shrapnelgames.com/image...ies/tongue.gif

Download here:
http://www.captainkwok.net/balancemod.php

Here are the details:
<font class="small">Code:</font><hr /><pre>
Version 1.03 (01 February 2007)
-------------------------------

1. Fixed - Error in maximum level for Organic and Crystalline Baseships
2. Fixed - Some ships had the incorrect number of maximum engines
3. Fixed - Error in ability amount for Mineral Scanner facilities
4. Added - Updated generic slot layouts (Thanks to Fyron)
5. Changed - Slight increase in supply usage for seeker weapons
6. Changed - Slight reduction in defense structure for Crystalline Torpedoes
7. Changed - Small increase in bolt speed for bolt weapons
8. Changed - Increased damage amount required to kill population
9. Changed - Slightly adjusted base reproduction rate
10. Fixed - Error in attenuation for Hyper-Plasma Bolts
11. Changed - Improved AI's facility selection for its colony types
12. Changed - AI will no longer add ordnance storage on ships/units that don't use ordnance
13. Added - AI will scrap obsolete Weapon Platforms
14 Changed - AIs will take score into consideration for accepting treaties
15. Changed - Reduced anger ranges for some of the AI's proposed treaty types
16. Updated - AI research spending tweaked
17. Updated - AI Scripts
</pre><hr />

Raapys February 1st, 2007 09:08 PM

Re: Balance Mod Update...
 
Time to try another game then, at long last. Thanks Kwok!

Kamog February 2nd, 2007 02:11 AM

Re: Balance Mod Update...
 
Thank you, Captain Kwok. http://forum.shrapnelgames.com/images/icons/icon7.gif

I don't play standard SEV, I only play balance mod.

Atrocities February 2nd, 2007 02:18 AM

Re: Balance Mod Update...
 
Thanks CK. This will help.

Hrothgaar February 2nd, 2007 06:33 AM

Re: Balance Mod Update...
 
Does the 1.03 Version of the Mod work with SE V Version 1.25 or is it still for 1.20?

se5a February 2nd, 2007 08:02 AM

Re: Balance Mod Update...
 
1.25

Captain Kwok February 2nd, 2007 09:49 AM

Re: Balance Mod Update...
 
An important note:

Please delete the DebugSettings.txt from your Balance Mod data folder. Although technically it should only generate logs when it's set to true in the stock folder and not a mod folder, there was a report of logs being generated. The logs are made in the backup folder, and are about 6MB per game player per turn and so can use tons of disk space fast!

se5a February 3rd, 2007 03:52 AM

Re: Balance Mod Update...
 
I don't want to sound like a whingeing bastard, but I don't like the new defult slots at all.

needs to have an odd number of slots across, and I'd prefer it if they were different for each type of hull too.

Suicide Junkie February 3rd, 2007 04:07 AM

Re: Balance Mod Update...
 
Ah, the symmetry demands of obsessive-compulsive ship design. http://forum.shrapnelgames.com/images/smilies/wink.gif

I agree, odd numbers are nicer.

se5a February 3rd, 2007 04:10 AM

Re: Balance Mod Update...
 
and it REALLY screws up if your in the middle of a game and switch to the new version.

DeadZone February 4th, 2007 01:02 AM

Re: Balance Mod Update...
 
Quote:

se5a said:
I don't want to sound like a whingeing bastard, but I don't like the new defult slots at all.

needs to have an odd number of slots across, and I'd prefer it if they were different for each type of hull too.

Shut up you whinging bastard http://forum.shrapnelgames.com/image...ies/tongue.gif lol
Actually, I do agree with you, I like symmetry


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