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Re: Balance Mod Available for SE:V
No custom ship sets.
The number of colonies range between 2 to as high as 24. 2 seem to be doing good researching levels 7 seem to be doing average researching levels 8 seem to be doing poor researching levels I'll be sending the savegame soon... perhaps I just had bad luck. |
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I started at least 3 games with high difficulty/low bonus and paradise quadrants, and never noticed any "main nation" AI turtling in any deparment. In fact, I had to go in settings.txt and reduce the AI bonus from 2.0 to 1.3 to make the game more sensible - AI was just "pouring all over the map", those with a good start developing an expansion speed that left me no choice but to restart (I'm playing with simultanious move, so there's no way to "manually" beat down fleets of 5 times mine's size ...). As I'm always trying out new mods with master password enabled and all scores visible, it's easy to look into it if something really goes wrong. Yet, the AIs are doing quite well .. notice the Abbidons are completely out-researching me (again), despite having only 2 planets more then me !!! Just in case somebody wonders - player 13-17 are obvisouly minor AIs which do not leave their home systems. Yet No17 seems to have gotten a lucky draw ... . While looking at this - would it be possible to make shure that minors build intel centers? Code:
Play Ress Reas Int Tech Sys Planets Pop |
Re: Balance Mod Available for SE:V
Some notes from my "test" games:
- AI uses up to 10(!) light organic armor in FF - AI uses 1 main gun on Troop Transport, but no PD (e.g. Ukra-Tal 1x Acid Globule) - AI offers nonaggression in all systems with 5% ressource tariff upon first meeting, even if they're rated higher - minor AIs still offer intersettling treaties, now even "bribe" to get them offering tariff or tech levels (which they normally don't have) - in general, AIs are still much too eager to do intersettling treaties - AI asks for military assistence for a mere trade alliance treaty (trade 15% / non agg. in all sys. / share maps / share minef. codes / share medical) - would it be possible to edit the default TF/fleet formations? E.g. have TFs flee in formation to give them better PD coverage, or have ships abort attack at 5%-10% (internal) damage ? |
Re: Balance Mod Available for SE:V
There's no implementation of difficulty levels in SE5. I also haven't added any difficulty features yet either in the mod. :P
If an AI only has a handful of colonies, their colony type distribution might be skewed towards whatever the planets it has are best at. |
Re: Balance Mod Available for SE:V
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http://forum.shrapnelgames.com/attac...2&d=1240929832 I'm not sure 'bout the AI difficulty level which was turning off ministers in SE4 and supposedly is in SE5 as well, but I'm pretty sure the "Computer Player Bonus .." lines in settings.txt do work, e.g. while the doubled research points do not show up in the comparison screen, they do show up on the research screen if you log into an AI position (but they're gone as soon as you hit "end turn", for obvious reasons) Code:
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Re: Balance Mod Available for SE:V
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Re: Balance Mod Available for SE:V
Kwok: in your page says that the Small Systems mod increases turn processing time... any idea by how much? if it´s less than 50% i´ll try SEV again with your balance mod and small systems mod...
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Re: Balance Mod Available for SE:V
On average, it cuts down the time of the movement phase by about 50%. Overall, I'd estimate you get about 25-30% savings depending on the frequency of combats.
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