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Re: Balance Mod Available for SE:V
Ive patched to 1.08 and im using hardy industrialists.
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Re: Balance Mod Available for SE:V
Hmm. Are you continuing a game that was started under 1.00?
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Re: Balance Mod Available for SE:V
Nope, new game.
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Re: Balance Mod Available for SE:V
Kowk, would it be possible to have a look at the copy of Script_AI_ColonyType you used for this?
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Re: Balance Mod Available for SE:V
in the components.txt if I change the amount to just [%level%] it gives me a rate of 28 when it should be 5. What could cause that?
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Re: Balance Mod Available for SE:V
Elves.
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Re: Balance Mod Available for SE:V
Those damn dirty elves. I'll 'ave um.
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Re: Balance Mod Available for SE:V
Ack, confirmed. There was a bug that applied the HI trait twice on BSYs that was fixed but looks like it's crept back in. *sigh*
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Re: Balance Mod Available for SE:V
Strange thing is I get this in stock SE aswell, Ship based space yards are producing too much.
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Re: Balance Mod Available for SE:V
Yes, that is because it is a SE:V bug not a mod bug. It was fixed in 1.06, but it seems it got broken again. Not sure why though.
----- On a side note, I've had Fyron create a forum for the Balance Mod at Spaceempires.net: http://www.spaceempires.net/home/forum-73.html |
Re: Balance Mod Available for SE:V
Oh I see. Alrighty then, i'll abuse it while I can.
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Re: Balance Mod Available for SE:V
Kwok, I don't think there is a Point Defense ship type in stock, what do you think about one for balanced? The AI might need code changes to use them too.
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Re: Balance Mod Available for SE:V
Quote:
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Re: Balance Mod Available for SE:V
cool, can't to try it out. I guess the tricky part will be to tell the AI when they need PD ships in their fleets.
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Re: Balance Mod Available for SE:V
Quote:
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Re: Balance Mod Available for SE:V
Are their any API functions that will let you get what kind of weapons an enemy tends to used based on intel or battle experience?
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Re: Balance Mod Available for SE:V
Sys_Does_Vehicle_Design_Have_Component_With_Name: boolean
design_id: long component_name: string Sys_Does_Vehicle_Design_Have_Ability_With_Name: boolean plr_index: long design_id: long ability_name: string Sys_Get_Vehicle_Design_Date_Last_Seen: long design_id: long plr_index: long |
Re: Balance Mod Available for SE:V
Kwok, Point Defense seems a bit overpowered. I made 2 PD frigates (L3) that each had 4 L1 PD cannons. I faced them against 5 Frigates with 2 capital ship missiles each. They shot down every missile without a problem. PD should be that good with some more tech (or better targetting computers) but right now it seems a bit much.
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Re: Balance Mod Available for SE:V
Some calculations on the BalanceMod fighter counts:
http://home.comcast.net/~anglewyrm/fightercounts.gif A first level Light Carrier has 650kt * 40% = 260kt fighter bays, or nine bays. So it can carry 54 fighters minimum. If you take four engines per fighter (at 50 supplies each) times 54 fighters, that's 10,800 supplies per launch. Since there is no room for that much supplies on board, the alternative is to add the required fighter bays, and leave them empty, or not use carrier hulls. |
Re: Balance Mod Available for SE:V
yikes... I think I am going to need bigger supply ships for carriers.
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Re: Balance Mod Available for SE:V
Also, getting solar systems to generate that amount of supplies is going to take a lot of resupply centers.
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Re: Balance Mod Available for SE:V
AW, your chart is not quite accurate. There are only 5 levels of Fighter Bays (every odd level of Fighters) and so the max capacity is 200kT.
Before I had Small Engines store 25 supplies and use 1 supply - but that had to be changed because the Supply Conservation racial trait would round that down to 0, so I bumped it up 50 supplies and 2 usage. Anyhow I am working on a slightly modified system for fighter supply. I'll post about it later. |
Re: Balance Mod Available for SE:V
Woops I forgot something else I wanted to add. Note that fighters do retain their own supply storage as well in addition to the carriers storage - so the usage isn't as dramatic as illustrated.
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Re: Balance Mod Available for SE:V
Kwok, see my note about PD? I've played with it some more, still seems like they either fire too fast or are too accurate.
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Re: Balance Mod Available for SE:V
Patch 1.07 had a PD fix for time rates that has seemed to post the overall effectiveness of PD and I haven't had much time to experiment under it yet.
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Re: Balance Mod Available for SE:V
Kwok,
I changed some values for PD in Components ( Name := Point - Defense Cannons ): Weapon Reload Rate MS Formula := 1000 and Weapon Bolt Speed := 0.06 These seem to work better. I did 3 missile frigates (2 L2 capitals each) vs 2 PD ships ( 4 L1 PD's each ). The PD ships held off initially, but missiles started to get through, which seems appropriate in that case. I wonder if the Reload time should also take the level into account. |
Re: Balance Mod Available for SE:V
So it turns out it was a simple error in percentage that was preventing the AI from putting PD on Frigates! Anyways, I also have the AI designing and in theory building dedicated PD ships. I'll need to run a quick AI game to see exactly what they are up to.
Regarding PD rates - I'll probably keep them the same. However, I'm going to increase their damage min-max range. The reasoning behind this is that missiles come in stacks and if you're going to reduce the fire rate then you're only ever going to hit the first missile and the second will always get through etc. If you can get one or two shots at each missile with a damage amount that is ~50% able to destroy the missile in one hit you'll get situations where sometimes the missiles are stopped or sometimes they leak through. This was how it was working more or less prior to the 1.08 patch. |
Re: Balance Mod Available for SE:V
If the PD range is good, it will get to fire at the missiles more than once too.
I'll experiment when you put it out. |
Unrecoverable fighters
bug: Fighter bays do not recover fighters from space, they only launch them.
I like the way fighters are launched per bay on a timer! That's major cool. It requires planning a strike so that carriers approach the target until empty, so that fighters can overpower defenses. |
Re: Balance Mod Available for SE:V
Captain Kwok how did you get the components seperated by category instead of just alphabetized? I have tried rearranging the components to my preference in the components.txt file but they still end up alphabetized. Is there another file i need to modify?
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Re: Balance Mod Available for SE:V
I posted about turning off alpha-sort in the modding thread.
----- I'm just about ready to post a brief update for the Balance mod. It fixes a few typos and tweaks the AI a bit more. |
Re: Balance Mod Available for SE:V
thanks.
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Re: Balance Mod Available for SE:V
Greetings.
I've posted version 0.91 of the Balance Mod. It fixes some bugs/typos and makes a few AI improvements. They should be building more units and equipping their smaller ships with PD. It's compatible with v0.90 saved games. http://www.captainkwok.net/balancemod.php |
Re: Balance Mod Available for SE:V
Fighter bays need this ability added:
Ability 2 Type := Units - Recover Ability 2 Description := Can recover fighters from space. Ability 2 Scope := Space Object Ability 2 Range Formula := 0 Ability 2 Amount 1 Formula := "Fighter" Ability 2 Amount 2 Formula := 0 |
Re: Balance Mod Available for SE:V
Just a note, the download was still point to the 0.90 version, so if you downloaded between now and when I first posted, you probably need to download again. http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: Balance Mod Available for SE:V
Thank you, Captain Kwok. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Balance Mod Available for SE:V
1 Attachment(s)
When I start a new game I get this error and SEV crashes. How can I fix it?
http://www.shrapnelcommunity.com/thr...0896-error.jpg |
Re: Balance Mod Available for SE:V
Don't start a new game? http://forum.shrapnelgames.com/images/smilies/laugh.gif
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Re: Balance Mod Available for SE:V
Ack. Delete the soundeffects.txt file from the data folder. It's the one for TG's sound mod. ;P
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Re: Balance Mod Available for SE:V
That fixed it. Thanks! http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Balance Mod Available for SE:V
What do you think about having the Capital Ship missile's (and maybe other missiles/rockets) defensive bonus modified by the empires Armor level? It would stand to reason they would have better armor/hulls as their tech increases.
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Re: Balance Mod Available for SE:V
Any chance you could have a look at the AI treaties stuff Kwok( i.e. disable some of the options for the AI)? It's sort of game-breaking when the AIs make silly treaties that prevents them from expanding and researching :|
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Re: Balance Mod Available for SE:V
I actually did modify some of the maximum anger values allowed for different treaty conditions, but unfortunately in my quick test games for the last update I didn't see much of a difference, but I'll continue to work on it as time permits.
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Re: Balance Mod Available for SE:V
I did some PD tests, it is still overpowered. I did a 4 on 2 test and the 2 PD ships shot down every missile. All 4 ships were even firing their missiles at the same time (2 a piece).
I increased the defensive bonus on the missiles and they started to leak through. |
Re: Balance Mod Available for SE:V
That's not exactly an accurate test though. Try mixing up a large missile fleet versus a DUC fleet with a couple of PD ships and see what happens.
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Re: Balance Mod Available for SE:V
I'll give that a shot too, but in any case should 4 missile frigates be able to take on 2 frigates with L1 PD's? If they had more advanced PD systems sure...
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Re: Balance Mod Available for SE:V
Well I can't seem to test fleets in the simulator as it hangs the game after I add ships (they don't even show up in the new fleet).
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Re: Balance Mod Available for SE:V
Another idea, hope you don't find this annoying of me http://forum.shrapnelgames.com/images/smilies/happy.gif
For capital ship missiles: Weapon Seeker Tonnage Structure Formula := 10 + (([%Level%] - 1) * 1) + (Get_Empire_Tech_Level("Armor") * 10) This would provide missile armor (this doesn;t cover the other kinds of armor though). Also, the damage a missile causes could be affected by the warhead tech level. These arn't really PD fixes, but it might be nice to have some of the components affected by other techs. |
Re: Balance Mod Available for SE:V
You don't have to be testing fleets or anything, just add about 10 ships per side and see how it goes.
I'm not sure if I'm going to mod in some of the more advanced techniques for the Balance Mod as I'm going for stock-like, but I can always change my mind. Mu ha ha ha. |
Re: Balance Mod Available for SE:V
I did 6 MF (missile) vs 4 DU's and 2 PD's. The test run had the DU's and PD's sitting there taking it and they did... the PD's were shooting down pretty much everything. A couple got through, but not many.
Wonder if I can create a Kwok++.... |
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