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Re: Balance Mod Available for SE:V
I'm having a little bit of a problem with a movement point calculation oddity:
(My) Small Fighter, 2x SmallIonEngine I, says (4,10) on the construction screen - and ends up with 8km/s in combat. Sithrak FF, 5x IonEngine I, says (8) on the construction screen (7 from engines, 1 from racial trait) - and ends up with 11km/s in combat, outpacing the fighters ! Am I overlooking some factor? |
Re: Balance Mod Available for SE:V
Is this using the small systems mod?
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Re: Balance Mod Available for SE:V
Quote:
Should have mentioned that I guess ... |
Re: Balance Mod Available for SE:V
It seems I made the movement amount for the fighter engines too low in Small Systems. A new version of the mod is being posted tonight, and I'll have an update for Small Systems in a day or two with a fix.
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Re: Balance Mod Available for SE:V
Greetings.
Version 1.19g for the Balance Mod is available. A little late, but better than never! Hopefully there's no more errors with the vehicle hull modifiers. I also made some tweaks to a few weapons and added a couple new images. Cooperative intelligence was improved as the points were not always available for the current turn. The AI got some more attention. I focused on adding more flexibility to the AI's designs and their vehicle distribution, which will be expanded greatly in v1.20. It's savegame compatible. Download it here: http://www.captainkwok.net/balancemod.php The changes: Code:
1. Fixed - Some vehicle hull modifiers were incorrect |
Re: Balance Mod Available for SE:V
Yeah, great !
I'm sorry to say, though, that most likely you'll have to do another version :( ;) Just tonight I stumbled upon what seems to be a regression to around 1.15 (i vaguely remember reporting such a problem around then): AI (Norak) offered alliance, with intersettling and complete(!) tech exchange, and all goodies on turn 41. Thing is: I'm not bordering them, I don't "see" them on the map, I may have shot down one scout 20 turns earlier. No trade, no previous treaty, relations are "unknown". Either the AI is (again) too fond of intersettling/alliance treaties, or this is that "errenous treaty message in the turn of meeting them" bug, which I had once before as well. Might actually be a indigenous SE5 vanilla bug, don't know... . Savegame appreciated? |
Re: Balance Mod Available for SE:V
Nearly forgot - and the forum didn't let me make any more changes to the above posting ...
AI scoutships (e.g. Phong, Norak) use only 1 main gun, but no PD; Layout is essentially the same as the attack ship (at least with minimum-size FF in the beginning), just the PD is exchanged for a large supply store. I think this layout is unadvisable, as these ship are easily killed by missile sats or gun fighters. I would suggest reducing the armor (2x heavy, 1x light) to fit a PD gun, especially as it is available to all races from start. |
Re: Balance Mod Available for SE:V
Upon applying my tweaks to 1.19g, I found you added and removed some values from settings.txt vs. 1.19f, but I don't find that mentioned in the readme!? Deliberate or an editing error?
Added: Code:
All Shipsets Get 360 Degree Center Firing Point := TRUE Code:
Combat Fighter Group Amount := 20 PS: I love Winmerge !! ;) :) |
Re: Balance Mod Available for SE:V
I noticed that the Balance Mod settings.txt file was missing the firing point line and was carrying some extra lines versus the stock file. The edit didn't effect the mod in anyway, purely cosmetic so I didn't bother mentioning it.
If you have the turn available where the Norak offer the treaty that would be useful, savegame at captainkwok dot net. |
Re: Balance Mod Available for SE:V
Forgot to mention that if the AI suspects you're using seeker weapons, then it'll start adding PD to its scout ship designs.
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