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Re: Balance Mod Available for SE:V
Greetings.
I've posted v1.19 of the Balance Mod. Version 1.19 makes some significant improvements to the AI's starting technology selection, improves its handling of warp point defenses, plus the usual assortment of fixes and tweaks. It's savegame compatible with any Balance Mod v1.15+ games. You can download it here: http://www.captainkwok.net/balancemod.php Code:
Version 1.19 (14 April 2009) |
Re: Balance Mod Available for SE:V
As usual, thank you very much for your excellent work.
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Re: Balance Mod Available for SE:V
Thanks Q!
Just a quick note to Small Systems users, they'll be a quick update tomorrow to bring some of the component data changes in the mini mod up to v1.19. Nothing that will interfere with savegames etc., and you can continue using the current Small Systems v1.01 without problems with BM v1.19 until the v1.02 update is posted. |
Re: Balance Mod Available for SE:V
I've posted the v1.02 of the Small Systems mod. It includes the component updates from v1.19 of the Balance Mod.
Find it here: http://www.captainkwok.net/balancemod-extras.php |
Re: Balance Mod Available for SE:V
Besides the (usual) minor troubles with the AI behaviour (I'll get to that later, after more testing), I'm really having trouble with migration - did you change anything else in your mod than:
Code:
Race Starting Percent Reproduction := 8 Migration movement outwards from the homeworlds is so strong that I don't need any pop transports in the first 10, maybe even 20 turns or more. I started with 3 evenly sized homeworlds, and only those with "good" conditions barely keep their pop level, the other is slightly draining away with only 3 additional colonies founded in the starting systems.(no racial reproduction modifiers, no med labs build, "+12" means coloniser send out on that turn): Code:
unpleas./domed - - - - 14 (6%migr./6%gr.) edit: PS - Thanks for this mod, keep up the good work !! |
Re: Balance Mod Available for SE:V
Migration to newly founded breathable colonies is strong at first and then they level off and start to rely on their own reproduction for further growth.
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Re: Balance Mod Available for SE:V
I've been playing two games... large maps and lots of AI opponents(17 and 18). It seems they show very little interest(almost zero) in building research facilities, which seems to be one of the most important buildings. As a result I have 4X their research each turn. I've only played two games... so maybe it's just bad luck.
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Re: Balance Mod Available for SE:V
Approximately how many systems are in your quadrants? Often a crowded galaxy stunts AI growth because there's a lot of early interaction between players and fewer colonies per player, which doesn't always allow for an AI to get a good distribution of their facility types.
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Re: Balance Mod Available for SE:V
It's a large randomly generated map with approximately 125 systems.
Half of the AI opponents have the same research as when the game started. Here are the settings I've used: The year is 2406.0 (60 turns?), everyone started with one planet with good equal conditions, medium AI difficulty, starting racial&technology&resource starting points were low, and balanced starting setting for planets. I did include neutral opponents so perahps they are the ones not building research facilities?? |
Re: Balance Mod Available for SE:V
Are you using any custom ship sets?
How many colonies do these races with stagnant resource totals have? You can send the savegame to contact at captainkwok.net and I can take a look at it to see if there's any issues. |
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