![]() |
Re: Balance Mod Available for SE:V
Quote:
Easier tweak to reduce the imbalances would be to simply make the small, domed colonies bigger ... what about that? |
Re: Balance Mod Available for SE:V
Ok, here's my suggestion for tweaking the size of domed planets:
Make them size 2/4/6/8/10 instead of 1/2/3/4/5, that would reduce the gas dwellers average facility space advantage from 11% to 6%, and from 28% to 23% with "Advanced Storage Techniques". Furthermore this will strengthen the AI, which cannot really cope with having e.g. only 1-3 tiny (size 1) planets in a system, and does not show sensible building behaviour there. With doubled the number of facility slots chances are better that it builds something it actually benefits from! |
Re: Balance Mod Available for SE:V
That sort of change would be wildly inappropriate for FQM, at least. It represents a change to the actual game mechanics, rather than just fiddling around with which planets gets placed on the map.
==0== The main problem with reducing the number of gas giants the mod scripts generate in each system in SystemTypes.txt file is that it would have to depend on the distribution of said systems in each class of quadrant in QuadrantTypes.txt. Right now, every quadrant type uses the same distribution of system type by planet number*, but the scripts are designed to be easy to modify to recreate FQM SE4-style "Sparse" and "Dense" quadrant types (which have skews towards systems with fewer or more planets in them). I can't just make each class of planet have a rock/gas/ice ratio like 5/4/5 (or whatever it needs to be to average out the breathability problem). * The mod totals up the number of Standard systems with each base planet count. When the quadrants are generated, the total percent chance for Standard systems is the distributed amongst each group according to the following chart. Within each group, the available chance value is evenly divided into each system type. Planets : percentage 5: 5% 6: 10% 7: 20% 8: 35% 9: 20% 10: 10% |
Re: Balance Mod Available for SE:V
Greetings!
A new patch is available for the Balance Mod. The v1.19a update corrects a few bugs and adds more improvements to the AI including better resource management, unit distribution, and some refinements to colony ship and fleet handling. Please note you need to have v1.19 already installed before applying the patch! It's savegame compatible. I'll be posting an update for the Small Systems add-on to bring it up to date with v1.19a changes later today. You can find the patch here: http://www.captainkwok.net/balancemod.php The changelog: Code:
1. Changed - Updated description for Self-Destruct Device |
Re: Balance Mod Available for SE:V
Greetings!
There's another quick update available for the Balance Mod. The v1.19b patch makes a couple of improvements on v1.19a for the AI's resource and facility management functions. There's also a couple of small changes to Drone functionality and a reduction in combat speeds for freighters. The patch contains v1.19a already, so if you're still using v1.19 you can just download the v1.19b patch. BM Small Systems users should remember to re-apply the add-on after updating to v1.19b! You can download the v1.19b patch here: http://www.captainkwok.net/balancemod.php Changes: Code:
Version 1.19b (3 July 2009) |
Re: Balance Mod Available for SE:V
Greetings!
The v1.19c patch has been posted. It has some more refinements to the AI's resource and facility management routines along with a few fixes for other things. I also added some flags you can use in ship names to give the ship naming minister more functionality for human players. Next up is the big v1.20 update. I've already done most of the data file work already, but there's a lot of AI details to work on. Find the v1.19c patch here: http://www.captainkwok.net/balancemod.php Here's the list of changes: Code:
1. Changed - Restricted Emissive Armor to 1 per Satellite (Temporary Restriction) |
Re: Balance Mod Available for SE:V
All great stuff Captain Kwok! As soon as the 1.20 update arrives my brothers and I will start a new game.
:) |
Re: Balance Mod Available for SE:V
Thank you again Kwok for your continuous work.
I like the way you solved the: "9. Fixed - AI players were breaking their treaties in unison versus the mega evil player" very much. I tried the same by only letting the anger increase against the MEE, but for empires with huge fear this did't always work. Your solution should probably result in breaking all treaties within about 10 turns, which seems optimal IMO. |
Re: Balance Mod Available for SE:V
Greetings.
Just another quick patch to tie up a couple of loose ends. Most of the changes are self-explanatory from the change entry listed below. The migration rate change is only takes effect in new games. You can get the patch here: http://www.captainkwok.net/balancemod.php Code:
1. Changed - Reduced reproduction rate bonus of Medical Lab facility |
Re: Balance Mod Available for SE:V
Captain Kwok,
Where can I find your small systems mini mod? Can you post the link please? Thanks......:) |
All times are GMT -4. The time now is 12:16 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.