.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Balance Mod Available for SE:V (http://forum.shrapnelgames.com/showthread.php?t=30863)

Captain Kwok May 31st, 2007 11:55 PM

Re: Balance Mod v1.07 Available!
 
It's saved game compatible, but probably best to start a new solo game if you want to use the added design types etc.

Captain Kwok May 31st, 2007 11:57 PM

Re: Balance Mod v1.07 Available!
 
Quote:

aegisx said:
leaky intel?

Yes, the success of an intel project will be based on a combination of the attack points, defense points, and project cost.

The basic success rate:
success = attack points / (attack points + 2*defense points + project cost)

narf poit chez BOOM June 1st, 2007 04:12 AM

Re: Balance Mod v1.07 Available!
 
...Er, attack points on both sides of the equation?

DrewBlack June 1st, 2007 02:07 PM

Re: Balance Mod v1.07 Available!
 
Hi

What versionj of game does 1.07 work with??

BlueTemplar June 1st, 2007 02:44 PM

Re: Balance Mod v1.07 Available!
 
1.35 works fine

aegisx June 1st, 2007 02:52 PM

Re: Balance Mod v1.07 Available!
 
Quote:

Captain Kwok said:
Quote:

aegisx said:
leaky intel?

Yes, the success of an intel project will be based on a combination of the attack points, defense points, and project cost.

The basic success rate:
success = attack points / (attack points + 2*defense points + project cost)

So, the more you spend on a project the less likely it is to succeed?

Captain Kwok June 1st, 2007 03:51 PM

Re: Balance Mod v1.07 Available!
 
No. The only two items that reduce the success of the project are the defense points and the cost of the project. It's typically easier to get through several small projects that a large project etc. The more you spend, the better chance you have to succeed because the ratio of attack points to the pooled points denominator will increase.

gregebowman June 1st, 2007 04:26 PM

Re: Balance Mod v1.07 Available!
 
I'm using v1.06 and patch 1.35, and I'm still playing my original game I started using v.105 and patch 1.33. If I do update to v1.07, will I have to start over?

Captain Kwok June 1st, 2007 04:58 PM

Re: Balance Mod v1.07 Available!
 
It's technically ok for the data files, but a game started in v1.05 and carried over into v1.06/1.07 will have a partially non-functional AI. New ministers were added for the AI in v1.06 and are only registered in games that were started with v1.06/1.07.

Kamog June 2nd, 2007 01:33 AM

Re: Balance Mod v1.07 Available!
 
Thank you for the new Balance Mod version, Captain Kwok. I have started a new game today, and SEV is very good now, with the recent patch and the Balance Mod, and I'm having fun! http://forum.shrapnelgames.com/images/smilies/happy.gif

Big improvements in the last few months. http://forum.shrapnelgames.com/images/smilies/laugh.gif

Q June 2nd, 2007 09:56 AM

Re: Balance Mod v1.07 Available!
 
Probably this is a general bug not related to BM but when you play a game with intel projects disabled the AI will still research intel and build intel facilities.
In BM 1.07 I have seen so far very good AI development and good defenses of their colonies.
Thank you for your work Kwok.

aegisx June 2nd, 2007 10:04 AM

Re: Balance Mod v1.07 Available!
 
Kwok, any preview on whats next for BM?

Captain Kwok June 2nd, 2007 01:34 PM

Re: Balance Mod To-Do List
 
Here's the current to-do list. I'd like to get v1.08 out quickly (although it looks like a lot of items, most are small tasks). The following v1.09 I'd like to have out with the next SE:V patch.

v1.08:
- Continue AI design improvements
- Diversify AI diplomacy
- Base total unit demand on available total planet space
- Improve AI state transitions
- Improve AI colony type selection criteria
- Add specific AI lists for unit drop locations
- Adjustments to weapon balance

v1.09:
- Update Alliance diplomacy
- Update research pathways and tech selection
- Implement AI use of cloaking, basic stellar manipulation

-----

So far I haven't found a way to prevent the AI from researching intel. I've asked for a script function to return if the game has intel or no intel.

-----

Also keep an eye out for odd AI designs. There's bound to be some ones that don't quite work out with the new revisions.

Baron Munchausen June 2nd, 2007 06:31 PM

Re: Balance Mod To-Do List
 
Logically, the game should remove Intel from the research list if it has been disabled. Isn't that what SE IV did?

Captain Kwok June 2nd, 2007 08:12 PM

Re: Balance Mod To-Do List
 
I believe it does, but the AI scripts call tech areas by their name and so it doesn't matter if it's not displayed.

Raapys June 2nd, 2007 09:15 PM

Re: Balance Mod To-Do List
 
Central Computer Complex( and thus System Computer Complex, Citizen Databank Complex, System Citizen Databank ) bonuses are still stackable, unlike those modifying resource generation and construction rate. Thus you can basically build ten SCC's in a single system and get a gigantic bonus.

This isn't a mistake with the mod per se, but rather the game engine. For some reason Aaron has made it so it treats the resource/construction modifiers( not stackable ) differently from the research/intelligence modifiers( stackable ). I've tried to bug Aaron about it, but without much luck it appears. Think you could give it a try, Kwok?

To sum it up: The abilities "Point Generation Modifier - Research" and "Point Generation Modifier - Intelligence" needs to be altered to behave like the Resource Gen Modifiers, i.e. only one ( the highest ) modifier should count on each "Scope".

Captain Kwok June 2nd, 2007 10:04 PM

Re: Balance Mod To-Do List
 
So you have confirmed (ie tested for certain) Resources ones do not stack within scope? But research/intel does?

Raapys June 2nd, 2007 10:24 PM

Re: Balance Mod To-Do List
 
Yah, I tested it out by making a facility that used all the modifiers and built several of it on the same planet. Intelligence and Research is definitely being increased for each, while Construction rate and all the Resource Gens are only being increased by the first one( unless a facility with higher % modifier is built, of course, at which point it uses that one instead ).

I assume the Research/Intel modifiers are the broken ones and not the Resource/Construction modifiers, since the facilities are obviously only supposed to be 'one per system/planet'.

Perhaps a big improvement would be to have the current modifiers( with research/intel fixed ) and in addition a set of stackable ones, to open up possibilities for modders.

Q June 3rd, 2007 03:32 AM

Re: Balance Mod To-Do List
 
The possibility to research intel in a game with disabled intel projects is available for the human player too. It is clearly a bug in the game itself and I reported it to MM.
Kwok did you change anything about migration or the population transport? In my game I am at 2407.1 with AI team mode. And to my big surprise almost all AI colonies are undomed due to population migration/transport. This is excellent!! The AI is getting extremely strong in this game and the only weakness I found so far is that the AI still has problems with my minefields. I have seen no minesweepers until now.

Captain Kwok June 3rd, 2007 11:41 AM

Re: Balance Mod To-Do List
 
The AI will scrap any non-breathers on planets with breathing population. It was added in v1.06.

The AI does build lots of minesweepers and sticks them in fleets, but perhaps they haven't got to mine research yet.

cshank2 June 3rd, 2007 08:15 PM

Re: Balance Mod To-Do List
 
Kwok, your mod is the only reason this game is playable.

Captain Kwok June 4th, 2007 01:06 AM

Re: Balance Mod
 
For players with long games or pbw games, what many experience points are your ships accumulating?

se5a June 4th, 2007 09:44 AM

Re: Balance Mod
 
I think psycic may be a little high, I'll have to take a look.

aegisx June 4th, 2007 11:59 AM

Re: Balance Mod Available for SE:V
 
Kwok, can you post the 1.07 AI scripts?

phalzyr June 4th, 2007 12:08 PM

Re: Balance Mod Available for SE:V
 
Quote:

aegisx said:
Kwok, can you post the 1.07 AI scripts?

Yes, Kwok please http://forum.shrapnelgames.com/images/smilies/happy.gif

aegisx June 4th, 2007 04:47 PM

Re: Balance Mod Available for SE:V
 
it also seems like AI players do not research nearly enough. Maybe mining/farming/radio colonies should also build some research facilities?

Escaflowne June 4th, 2007 05:30 PM

Re: Balance Mod Available for SE:V
 
The issue I'm having is that the turn processing is taking FOREVER once I click the next turn button.

I'm playing with a large galaxy, lots of computers, and a huge bonus. And processing a turn is taking at least 10 minutes once I click go.

Is that an issue in the basic game (more then likely) or something you're doing in the mod scripts?

Thanks for the mod, it ROCKS!

Captain Kwok June 4th, 2007 05:34 PM

Re: Balance Mod Available for SE:V
 
It's due to the AI's movement and combat phases - especially with the large number of ships you'd expect with a high AI bonus. The scripts are executed relatively quickly and don't contribute much to turn processing times.

Fewer AI opponents in a medium to large galaxy allows them to develop more and provide a greater challenge, while saving a bit on turn processing times.

Raapys June 4th, 2007 10:03 PM

Re: Balance Mod Available for SE:V
 
Kwok, a question. Do you know the effects of tweaking the "Combat Iterations Per Frame" setting( in settings.txt )? There's no mention of it anywhere that I can find, so I'm having trouble understanding exactly what it does.

Ed Kolis June 4th, 2007 11:48 PM

Re: Balance Mod Available for SE:V
 
I would imagine it controls the ratio between the "frame rate" and the "logic rate" of combat - if you set it to a higher number, the game would (assuming it's actually implemented) compute the combat results in more detail with better accuracy. I suppose lowering it could reduce the size of the combat logs, at the expense of detail though... might be worth a shot...

edit: odd, you're right, there is no mention of it in the modding doc... maybe it was added more recently?

edit 2: but nothing in history.txt either... this is strange :?

Raapys June 5th, 2007 09:45 AM

Re: Balance Mod Available for SE:V
 
Curious.

Wouldn't this in effect mean that combat results vary depending on the performance of one's computer? The faster the computer, the more accurate the combat.

More, couldn't this also explain the whole 'time compression changes combat outcome' scenario? You're bound to loose alot of FPS( and thus combat iterations ) when increasing the time compression.

If such is the case, then that would have to be considered a huge flaw in the game's combat engine.

aegisx June 5th, 2007 10:56 AM

Re: Balance Mod Available for SE:V
 
Kwok,

Can you add lists to track if systems have facilities for Temporal, Organic (etc) 1-per-system facilities? It already does it for resupply/spaceports.

Kana June 5th, 2007 12:31 PM

Re: Balance Mod Available for SE:V
 
Quote:

Raapys said:
Curious.

Wouldn't this in effect mean that combat results vary depending on the performance of one's computer? The faster the computer, the more accurate the combat.

More, couldn't this also explain the whole 'time compression changes combat outcome' scenario? You're bound to loose alot of FPS( and thus combat iterations ) when increasing the time compression.

If such is the case, then that would have to be considered a huge flaw in the game's combat engine.

More of a reason to go back to a turn based combat system. Or even a WEGO system like Combat Mission.

Ed Kolis June 5th, 2007 01:13 PM

Re: Balance Mod Available for SE:V
 
Or perhaps Aaron just needs to rewrite the combat engine to keep the logic rate *independent* of the framerate... this is how most modern games are developed http://forum.shrapnelgames.com/images/smilies/wink.gif

Fyron June 5th, 2007 02:13 PM

Re: Balance Mod Available for SE:V
 
"Do you know the effects of tweaking the "Combat Iterations Per Frame" setting( in settings.txt )?"

I would imagine it has to do with the compression of combat logs, not the actual combat processing.

"More of a reason to go back to a turn based combat system. Or even a WEGO system like Combat Mission."

Considering that the actual computation of real time combat is more or less identical to turn based (just with a higher order of turn numbers), no, not really.

DeadZone June 6th, 2007 02:15 AM

Re: Balance Mod Available for SE:V
 
Gotta admit Kwok, you've done a really good job with this mod
I'm liking it alot

se5a June 6th, 2007 03:00 AM

Re: Balance Mod Available for SE:V
 
"More of a reason to go back to a turn based combat system. Or even a WEGO system like Combat Mission."

**** no.

Captain Kwok June 6th, 2007 11:29 AM

Re: Balance Mod
 
Does anyone have an advanced game with the mod using fleets with lots of combats... if so, how many xp points have they racked up?

Captain Kwok June 7th, 2007 10:31 AM

Re: Balance Mod
 
Just an FYI to interested mod users that don't visit the Mod's SE.net forum, I posted an updated Components.txt with some revised weapon data in this thread:

http://www.spaceempires.net/home/fto...11-.html#20211

There's been a lot of small adjustments to improve overall cost and damage balance of weapons across the board.

Captain Kwok June 7th, 2007 04:02 PM

Re: Balance Mod
 
Quote:

Aaron said:This is a funny little setting. Up till several months ago, combat would take place at an accelerated rate but using the normal timer ticks from your system. I found that I could speed this up by forcing several iterations each timer tick. So instead of each timer tick causing one pulse of combat, there is now a loop which will cause “Combat Iterations Per Frame” worth of pulses for each timer tick. The dangerous part of this setting is that if you set it too high, you’ll cause the frame rate to drop to zero.

I got this reply from Aaron re: the "Combat Iterations Per Frame" value in settings.txt.

Raapys June 7th, 2007 05:03 PM

Re: Balance Mod
 
Interesting.

Not sure I entirely understand what he's saying, though. Perhaps someone with a broader understanding of english and computer programming could explain it in less technical terms?

And wouldn't this only matter for AI battles( or sim. mode battles ), since player battles all take place at a set time rate( for example 8x, 32x etc.)? Also, the setting defaults to '20'; wouldn't this in effect mean a 20 times as fast battle resolution compared to before this technique was taken into use?

Captain Kwok June 7th, 2007 05:16 PM

Re: Balance Mod
 
I don't know what the previous technique was, but I'd imagine it's not a 20x difference. But I think if you were to set it to 40 now, you'd get twice the combat rate, assuming your computer can handle that. The accelerated time settings I imagine would affect actually combat events as they likely skip "combat pulses".

Q June 9th, 2007 02:44 PM

Re: Balance Mod
 
Kwok, the game I play at the moment with BM v1.07 is the best SE V game I had until now!
The AI improvement is substantial, especially the scrapping of non-breathers on planets helps the AI a lot. The minesweepers I missed in an earlier report are now showing up, are within fleets and giving me a headache.
Congratulation for you excellent work!
One problem is the happiness. I think you are right and only the peaceful type is used. There you have a decrease of 5 (= 0.5%) for each enemy ship in the system. That is awful much. 40 ship will already give you the maximum happiness decrease in that system. Futhermore I have seen that ship losses decrease the happiness in the entire empire, not as said in the description only in the system. Again the value of 2 for each ship can create big problems (especially for the AI) in later games, when losses of 50 or more ships can occur.
Another problem the AI still has is resupply. Fleets run out of supplies and are almost paralized.
But again your game mod is really fun and I enjoy it very much.

Captain Kwok June 10th, 2007 12:34 AM

Re: Balance Mod v1.08 Available!
 
Greetings!

Another update is available for the Balance Mod. Version 1.08 focused on improving weapon and racial trait balance, along with some more AI improvements and the usual fix or two.

I also changed the AI's demand for vehicle types to be based on the number of facility slots in the Empire, rather than just colonies. Keep an eye out for weird imbalances of certain design types in their fleets etc.

Note you might need to fiddle around with your saved empire files as the Organic and Crystalline traits were increased to 2000 cost.

Grab the update here:
http://www.captainkwok.net/balancemod.php

<font class="small">Code:</font><hr /><pre>
Version 1.08 (09 June 2007)
---------------------------

1. Changed - All weapons now have intervals for damage amounts
2. Changed - Made lots of overall damage/range/cost changes to weapons
3. Changed - Gamma Pulse Torpedoes damage type to Skips All Shields
4. Fixed - Seeker description for Power Lamprey was not being displayed
5. Fixed - Error in Plague Bomb description
6. Changed - Increased cost of Crystalline and Organic racial traits to 2000 points
7. Changed - Increased tech area cost for racial trait technologies
8. Changed - Decreased Neural Combat Net to 10kT
9. Changed - Increased cloak level of Stealth Totems
10. Changed - Reduced Holy War Totem to 5 levels and reduced size to 10kT
11. Changed - Reduced size of Vengeance Totem to 20kT
12. Changed - Increased tech area cost for Religious Technology
13. Changed - Decreased cost of Psychic Scanner and added regular scanning ability to it
14. Changed - Updated Homeworld starting facilities for a max tech start
15. Fixed - Alloy Burner Missile was not using ordnance
16. Changed - Reduced experience points required to achieve experience levels and receive attack and defense bonuses
17. Added - New images for Small Supply Storage, Small Ordnance Storage, and Small Ordnance Vat
18. Changed - Slight increase to ruins tech area costs
19. Changed - Reduced experience rates for Psychic Fleet Training and Psychic Ship Training facilities
20. Changed - AI fleets when waiting for ships to join will occupy enemy if they have enough ships to be active
21. Changed - AI will favor facility construction when maintenance costs are high
22. Changed - AI Carriers will leave fleets to re-load Fighters if they have none
23. Changed - Narrowed AI's choice of warp points to drop mines and satellites
24. Fixed - AI would not always build a Spaceport right away if required
25. Updated - AI Scripts
</pre><hr />

GuyOfDoom June 10th, 2007 12:42 AM

Re: Balance Mod v1.08 Available!
 
Quote:

Captain Kwok said:


Note you might need to fiddle around with your saved empire files as the Organic and Crystalline traits were increased to 2000 cost.


</pre><hr />

If it might ask why? I've always considered the Racial techs underpowered considering you have to pay racial points and then research them. For 1,000 points Ancient Race gives you far too much information.

Captain Kwok June 10th, 2007 12:47 AM

Re: Balance Mod
 
Resupply is tricky. I did modify the resupply routine to clear orders and go to resupply but I've noticed if a fleet gets caught with several combats in a row they tend to get trapped and can't escape to resupply.

I've asked MM what's up and what plans there might be with population happiness considering it's implementation. I'll see what the response is before making more changes.

Captain Kwok June 10th, 2007 12:57 AM

Re: Balance Mod
 
Quote:

GuyOfDoom said:
If it might ask why? I've always considered the Racial techs underpowered considering you have to pay racial points and then research them. For 1,000 points Ancient Race gives you far too much information.

It's mostly based on discussion contained here:
http://home.spaceempires.net/ftopict-2669.html

se5a June 10th, 2007 01:03 AM

Re: Balance Mod
 
Kwok - I've had a neutral building fighters with no weapons in 1.07

Q June 10th, 2007 04:36 AM

Re: Balance Mod
 
Will there be any AI problems continuing a BM v1.07 game with the new v1.08?

Captain Kwok June 10th, 2007 10:19 AM

Re: Balance Mod
 
It should be ok.


All times are GMT -4. The time now is 03:03 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.