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-   -   Balance Mod Available for SE:V (http://forum.shrapnelgames.com/showthread.php?t=30863)

Raapys March 7th, 2008 04:24 PM

Re: Balance Mod
 
Perhaps the AI could be scripted to send a message when you're angering them? Since there are several actions that increases their anger, each one could have a relevant message giving the player some idea of 'what he did wrong'. Some way to avoid spamming the player would have to be found, of course.

Captain Kwok March 7th, 2008 04:58 PM

Re: Balance Mod
 
The AI already does this. It tells you to remove your colonies, ships, stop being allies with their enemies, stop military or intelligence attacks etc.

Do you have treaties with other races that are your allies' enemies or vice versa?

The Sergetti are xenophobic, so they tend to anger faster than others. Still working on how to prevent them from getting involved in too many conflicts at once - which is particularly a problem in crowded quadrants.

I'm re-doing the anger system for v1.15, so I'll be making a number of related changes that will help elucidate the reasons for their moods and anger.

AstralWanderer March 7th, 2008 05:20 PM

Re: Balance Mod
 
Thanks for the update Kwok! I'd like to report on three oddities though:
  • Hardy Industrialist trait description "Planetary Space yards produce at 20% of their normal rate" hardly sounds like an advantage! Fortunately it doesn't work as described...stock specifies +20%.
  • Advanced Storage Techniques provides no increase in planetary facility capacity. Is this deliberate? (even a reduced percentage would be better than nerfing it completely, and increased cargo capacity on its own is hardly worth 1,000 racial points).
  • Encountered a Cue-Cappa Colony ship with no weapons (fair enough) but with ordinance storage (plus armour and supply storage). Presumably this was just to make up the tonnage, but it is unnecessary expense nonetheless. Can't the AI "build short" in cases like this to get cheaper ships?

Captain Kwok March 7th, 2008 05:58 PM

Re: Balance Mod
 
I'll fix up the hardy industrialists description.

Originally, stock didn't have the increased facility space either. It added it in after - I'm still not sure if I'm going to put it in. The AST trait does apply to all cargo abilities though, so carriers can carry more fighters or mine layers can carry more mines etc. Depending on your mode of play, it can be quite useful. However, If I do add the facility space modifier, the cost will probably jump up to 2000 points at the least. If I don't I might drop it down to 500 racial points.

Colony Ships add extra supply and ordnance intentionally. They get transfered to the colony when it's founded, which can provide some supplies or ordnance right away to nearby ships that are nearby and low on supplies/ordnance.

The armor is for two purposes: protection versus damaging warp points and to help a bit with ramming. Most of the AI races will kamikaze their colony ships if they are attacked.

Baron Munchausen March 7th, 2008 09:29 PM

Re: Balance Mod
 
Yeah, that was a major surprise when I discovered that the AI races in this mod would try to RAM with their colony ships. But once you know it's going to happen, it simplifies the problem of chasing down colony ships... http://forum.shrapnelgames.com/images/smilies/happy.gif

The Sergetti are now at war with every other race in the game, even the neutrals. They've suffered some losses but not very much yet. They are gonna be in very deep trouble in a few more turns when my shiny new light cruisers go charging into the adjacent lightly defended system, and that will put me right next to their home system. I am thinking about a 'strategic' strike directly into the home system and then going back for the small planets in the intervening system. If it works, it'd be a major gain for me and a major loss for them.

AstralWanderer March 8th, 2008 04:28 AM

Re: Balance Mod
 
Captain Kwok said:
However, If I do add the facility space modifier, the cost will probably jump up to 2000 points at the least. If I don't I might drop it down to 500 racial points.


Stock adds 10% to planet facility capacity - that means just 2 more facilities on a homeworld (I do remember it being 20% in a previous version - or was that SE4?) so it shouldn't be a major advantage as-is.

Captain Kwok said:
Colony Ships add extra supply and ordnance intentionally. They get transfered to the colony when it's founded, which can provide some supplies or ordnance right away to nearby ships that are nearby and low on supplies/ordnance.


Would it not be better to skip this functionality on colony ships and leave it to freighters instead? It isn't needed in the early stages of the game and does slow down construction - I was able to build a minimal CS (with just 2 cargo holds plus colony module and essentials) in 0.1 years while adding armour, etc pushed it to 0.2 (with shipyard build bonuses - skipping the cargo holds and even dropping an engine should provide a 0.1 year build without). That makes a bigger difference at the start when colonising in-system.

An ordinance/supply freighter would not only do the job better but it can be reused. The issue then is giving the AI enough smarts to know when to use them (e.g. building a colony in a contested system, building a colony on a border system - or even for all colonies built after first contact). Currently AIs send colony ships unescorted even into hostile space.

Captain Kwok said:
The armor is for two purposes: protection versus damaging warp points and to help a bit with ramming. Most of the AI races will kamikaze their colony ships if they are attacked.


Warp points that can affect a 350Kt colony ship seem pretty rare and ramming doesn't work in practice (colony ships being slower than the average frigate). I'd suggest the tradeoff in longer build times is not a good one.

Suicide Junkie March 8th, 2008 01:34 PM

Re: Balance Mod
 
What's the big deal with a slightly longer build time?

So you get 19 colony ships out in the first 20 turns instead of 21... but you give those colonies a jump start.
Most of the time is going to be spent in transit anyways.


That said, supplies and ordnance are not as useful as you might think.
The wandering ships won't get supplies while passing through the sector unless there is a resupply depot pushing supplies. Unless a load cargo (supplies) order is given, the ships won't get any.

Slapping an anti-planet weapon on them can help. When faced with the inevitable competition for worlds, glass the enemy colony and then land yourself.
Cargo for extra population is probably the best, and if you can squeeze on a couple fighters or a platform to defend the new colony, that's great.

AstralWanderer March 8th, 2008 02:18 PM

Re: Balance Mod
 
Turning out colony ships quickly is important in the beginning stages for establishing in-system colonies and grabbing neighbouring systems. Even a 1-2 turn lead can become significant if it allows you to claim systems before the AI does - so having the AI do a similar thing levels the playing field.

As for supplies/ordinance, I believe the Captain was considering Weapons Platforms with seekers, which would require both to function. In this case, providing them to a colony makes sense but it is better done by freighter, which can carry the platforms also.

Ed Kolis March 8th, 2008 02:48 PM

Re: Balance Mod
 
Platforms don't actually use supply or ordnance in space combat, and I believe the only platform-mountable weapons that can even target anything in ground combat AND use supplies or ordnance are the Bomblet Missiles, which are not exactly an early game tech!

Captain Kwok March 8th, 2008 06:16 PM

Re: Balance Mod
 
A ship will take any supplies/ordnance that it needs from a planet regardless if a Resupply Depot is present, assuming it's in the sector during end turn processing.

As I mentioned earlier, the extra supply/ordnance is for resupplying the odd ship that needs it before a resupply depot is constructed. If you give the AI a low bonus, the few extra components make no difference in construction times.

AI colony ships do on occasion pick up Weapon Platforms, depending on their destination and if a WP is easily available.

Damaging warp points can do 100-200 damage to a ship. Without a few armor components, a colony ship could lose most of its components (particularly engines) quite easily, leaving it to limp along to its target.

Colony ships are not ordered to dangerous systems, but occasionally they end up in one because it's on the way to a non-hostile system. There's no way right now for the scripts to know what systems a ship has to go through to get to its destination, so you can't always stop a non-combat ship from entering a hostile system. I've requested a script function to provide a list of systems that a ship has to travel through, which will allow a check against hostile systems etc.

Baron Munchausen March 8th, 2008 09:28 PM

Re: Balance Mod
 
We need a distinction between 'systems to avoid' -- meaning ALL ships stay out, and 'systems for unarmed ships to avoid' meaning hostilities are in progress. http://forum.shrapnelgames.com/images/smilies/happy.gif So, 'combat zone' systems? A two-tiered system of flags isn't very complicated. MM might be able to add it to the next beta.

With combat zone systems flagged, when the colonizer plots its course it could just re-route until it found a safe way to its destination. Meanwhile, warships would be able to go ahead and take a direct route to where-ever they were going, except for 'systems to avoid' which would still be totally off-limits.

Suicide Junkie March 9th, 2008 02:39 AM

Re: Balance Mod
 
Quote:

Captain Kwok said:
A ship will take any supplies/ordnance that it needs from a planet regardless if a Resupply Depot is present, assuming it's in the sector during end turn processing.

I recall having to manually load supplies from farming worlds (organics farms produce ~50 bonus supplies per turn) quite a few times when playing GGmod.

Captain Kwok March 9th, 2008 02:56 AM

Re: Balance Mod
 
I tested it out before I posted to make sure. The ship will load supplies/ordnance from the planet as long as long as it's there during turn processing. There was no resupply depot in the system.

se5a March 9th, 2008 03:24 AM

Re: Balance Mod
 
if you're just going past during the turn you have to order it to load though. does it use a movement point to do so?

capnq March 9th, 2008 06:44 AM

Re: Balance Mod
 
Quote:

Suicide Junkie said: Cargo for extra population is probably the best, and if you can squeeze on a couple fighters or a platform to defend the new colony, that's great.

Too much cargo space, though, leads to depopulated worlds.

Sardia March 9th, 2008 03:32 PM

Re: Balance Mod
 
Not necessarily. Simply send the colonizers to the biggest planet in the system, and then proceed to load up.

Suicide Junkie March 9th, 2008 04:42 PM

Re: Balance Mod
 
Why not edit the scripts to have colony ships load no more than 20% of the planet's population before heading out, rather than just using the load-all-and-colonize style order?

Captain Kwok March 9th, 2008 05:03 PM

Re: Balance Mod
 
I'm not concerned about planets being depleted of population as it is very unlikely. There's a high population weight in the mod, so it's usually taking less than 15M population and small domed colonies do not often get orders to build colonizers.

Suicide Junkie March 10th, 2008 03:32 AM

Re: Balance Mod
 
I suppose if you're building colony ships on breathable worlds it doesn't matter how many people you load, due to migration http://forum.shrapnelgames.com/images/smilies/happy.gif

Baron Munchausen March 10th, 2008 02:49 PM

Re: Balance Mod
 
Suggestions:

Make Organic Armor generate at least a small amount of supplies by solar generation. Isn't it plausible that organic armor could have this capability? Photosynthesis and all that? http://forum.shrapnelgames.com/images/smilies/laugh.gif It would be 'in character' for organic tech and would complement the Ordnance Vat very nicely.

Also, I've been thinking about damage types. Why do we have only these cleanly defined 'technical' damage types? Should a given weapon damage all types of shields or all types of armor in exactly the same degree? How about we have some 'natural' damage types?

I thought of this as I was contemplating the Acid Globule weapons. Acid would be a devastating weapon against plain metal armor, but probably less effective against other organic armored ships, and possibly ineffective against crystalline armor. Don't they store acid in glass containers? So, "Acid Damage" would be 2X against standard, emissive, and scattering armor, normal against organic armor, and 1/2 or perhaps none against crystalline armor.

Similarly, plain old 'Capital Ship Missiles' use a nuclear warhead. The huge flash / EMP from a nuclear warhead in space should do more damage to shields than a plain old particle beam. So maybe there should be 'nuclear explosive' damage that does 120 percent or 150 percent damage to shields and normal damage to armor/components? It also would be much more powerful in planetary bombardment than particle beams, so the population killed should also be ramped up for 'nuclear' damage types.

And there is my original request for a damage type, armor piercing for the 'DUC' because that's what Depleted Uranium is all about. http://forum.shrapnelgames.com/images/smilies/happy.gif This should also vary by the type or armor. Maybe 50 percent or more penetration for metal armors, organic is hard to say -- more or less? hmm.... -- but crystalline would probably be no penetration at all, just extra damage.

Just some thoughts. I haven't played SE in months and my imagination has started to work on the virtual universe again.

Captain Kwok March 10th, 2008 02:57 PM

Re: Balance Mod
 
It's a bit beyond the scope for BM, but I was going to add new basic damage types for weapons in my Nova mod. For example, you'd have a projectile damage type, an energy damage type, etc.

Captain Kwok March 10th, 2008 04:42 PM

Re: Balance Mod
 
Should I restrict Crystalline/Organic races to only have access to their racial hulls and not normal hulls? In this case, a Crystalline/Organic race would immediately have access to their ship hulls in this scheme.

There's a poll here if you're inclined to vote:
http://home.spaceempires.net/ftopict-4214.html

Baron Munchausen March 10th, 2008 07:35 PM

Re: Balance Mod
 
That seems like a good idea, at least initially. If possible you ought to allow them to research standard hulls at some point.

mrscrogg March 11th, 2008 08:27 AM

Re: Balance Mod
 
keep them with their racial hulls , a silicon creature would not research carbon ,only what it knows , also a creature with no eyes wouldn't develop television

narf poit chez BOOM March 12th, 2008 01:06 AM

Re: Balance Mod
 
...We use silicon. Next?

mrscrogg March 12th, 2008 12:47 PM

Re: Balance Mod
 
I was just trying to get a point across

narf poit chez BOOM March 12th, 2008 03:35 PM

Re: Balance Mod
 
Sorry if I sounded rude; I didn't mean it that way.

attack_condor March 12th, 2008 10:08 PM

Re: Balance Mod
 
Hello everyone,

A couple of questions and a bit of patience if they've been asked/answered:

First, when placing boarding troops onto a ship design, is their life support "built into" them, or do they share the life support for the ship?

Second, with respect to climate control facilities and their upgrade by x% per "year", is the "year" one year from the facility completion or at the tart of a calendar year?

Thanks ahead of time for any help.

Ed Kolis March 12th, 2008 11:36 PM

Re: Balance Mod
 
Boarding parties do not require additional life support.

As for climate control facilities, I think it's any game turn with a zero after the decimal point.

AstralWanderer March 23rd, 2008 11:19 PM

Re: Balance Mod
 
One problem I'm seeing with BM is the AI building Fighter Bombers with no weapons - just lots of armour. Since they then run away from any combat, chasing them down becomes a bit of a hassle. http://forum.shrapnelgames.com/images/smilies/wink.gif

In terms of changes - how about a rethink on engines? There seems little point in having separate tech fields for the different types now since the main difference is movement point generation, so why not either (i) combine the tech areas (Ion, Contra-Terrene, Jacketed-Photon, etc) into a general Propulsion technology or (ii) vary the movement point generation so that later technologies improve at a faster rate?

With (ii) you could, for example, set the formulae so that new techs start off with fewer points but improve faster, making them more suitable for long term investment, e.g.

<font class="small">Code:</font><hr /><pre>Engine type______Current formula_______________Suggested replacement
Ion..............100 + (([%Level%] - 1) * 5)...100 + (([%Level%] - 1) * 5)
Contra-Terrene...115 + (([%Level%] - 1) * 5)...100 + (([%Level%] - 1) * 7)
Jacketed-Photon..130 + (([%Level%] - 1) * 5)...100 + (([%Level%] - 1) * 10)
Quantum..........145 + (([%Level%] - 1) * 5)...100 + (([%Level%] - 1) * 15)</pre><hr />

With this, Contra-Terrene engines would need to be developed to level 3 before outclassing existing (prerequisite level 3) Ion engines, making level 4 or 5 Ion research a practical option for empires needing faster ships urgently.

Similarly Jacketed-Photon would need level 3 and Quantum level 2 to equal or outclass their prerequisites. It may be worth adjusting the prerequisite levels to increase the lead-in time for new propulsion types, but the overall effect should be to provide distinct short-term/long-term research decisions.

Captain Kwok March 25th, 2008 06:33 PM

Re: Balance Mod
 
It's not a bad suggestion, but the problem is that almost everyone will go with the Quantum engines right away because they know that they will be the best engines and easiest to manage from a ship design perspective.

The current system does capture a bit of the choice presented below. Often when a new engine tech becomes available, the older one has a few levels to improve to make it comparable to a mid-level next generation engine.

Captain Kwok March 27th, 2008 12:41 AM

Re: Balance Mod
 
I've posted the v1.14a patch for the Balance Mod to be used with the new SE5 v1.71 patch released today.

It's savegame compatible with v1.10+ games. You need to have v1.14 installed before applying the v1.14a patch.

You can find the patch here:
http://www.captainkwok.net/balancemod.php

Besides a couple of small script compatibility issues, I threw in a couple of items from the pending Balance Mod v1.15 as a bonus. http://forum.shrapnelgames.com/image...ies/tongue.gif

Here's the details:

<font class="small">Code:</font><hr /><pre>
Version 1.14a on 26-March-2008:

1. Fixed - Damage types Only Engines, Only Weapons, and Only Shield Generators were not set to skip armor properly
2. Changed - Increased shield points for Small Shield Generator
3. Changed - Damage amount for Shield Disrupter
4. Changed - Damage amounts for most warhead weapons and reduced their cost
5. Fixed - Error in the amount of crew Boarding Parties could overcome
6. Fixed - Some engine details were described incorrectly for Carriers
7. Changed - Reduced the number of engines on Carrier hulls to 15
8. Changed - Updated the maximum allowed unit settings in VehicleUnitTypes.txt
9. Changed - Reduced seeker supply usage
10. Changed - Increased seeker defense bonus from Defense Systems tech area
11. Changed - Increased range and effect amounts for Tractor, Repulser, and Wormhole Beams
12. Changed - Increased cost for Anti-Proton Beams
13. Changed - Removed to hit penalty form High-Energy Magnifier
14. Changed - Energy Refractor can only be placed in armor slots
15. Fixed - AI was unable to add Energy Refractor to their ship designs
16. Fixed - Some AIs were not adding weapons to Fighter Bomber design types
17. Fixed - Sometimes a player's design type did not have the correct internal design type and ministers wouldn't work properly
18. Changed - Updated event and intel scripts for planet conditions event/intel project
</pre><hr />

Captain Kwok March 27th, 2008 06:33 PM

Re: Balance Mod
 
If you downloaded the v1.14a .RAR download between now and last night, you might want to download it again. The link was pointed at the wrong file!!!

Arralen April 7th, 2008 03:28 AM

Re: Balance Mod
 
Did several testgames (SP/simu move/no tac combat// 1.71 and 114a) and encoutered several issues .. and as I don't know if they're from Kwoks or SE5, I'll start with posting them here (though I guess some might be well-known SE5 flaws ...) :
  1. AI (attack) ships are running out of supplies regularly and become sitting ducks in enemy territory.
  2. supply distribution to allies does not work. Depots themselves are sometimes recognized by the "resupply at nearest" order, but, oddly enough, of some ships in the the same and just beyond the WH to the neighbouring system one would target the allies colony, the other would chose to go all they way back to the next "own" depot .. on the very same turn, even! (Might be the code does not look for allied depots in neighbouring systems ?!)
  3. had 4 colony ships mothballed by marking them all and choosing "mothball". Reversing the procedure didn't work for all of them. I couldn't even scrap the lowest number unless after I scrapped the other three and waited another turn.
  4. AI pop minister tries repeatedly to drop pop on an already full colony. I even toggled the minister "off", canceled the ships orders, turned the minister "on" again, got the "ship without orders" end turn message - and on the next turn the ship was back trying to drop the pop again ... could be because it's actually the "Moon" of an asteroid field - and the only time when a "moon" and it parent object share the same map location. Possibly the code checks for pop numbers on the wrong object?
  5. asteroids values/conditions are not listed on the "known planets" screen
  6. crystalline armor shield generation stacks: getting hit 2x in a salvo on +6 shield armor gave me 12 shield points: Either the 2 armor slabs stacked or the shield generation from the 2 shot stacked and was applied after all damage calculation from the salvo.
  7. crystal weapons should be rebalanced .. maybe "armor piercing" instead of "armor negating" (50% penetration or something). They're base tech for any race with that tech path yet utterly devastating unless everybody has shields ..
  8. After getting ionic weapons 1, I was able to deploy ionic mine warheads - despite its description says I would need warhead level 6 (only had "1" in mines, warheads and ionics)
  9. "general" tech fields and tech advances need rebalancing: it's easier to research the starting techs to rediculous highs than to open a new tech field. That's making for dumb tech races with human players .. and the AIs research "plans" are way off anyway ..

Captain Kwok April 7th, 2008 02:29 PM

Re: Balance Mod
 
There is a current bug in SE5 that is effecting the selection of resupply locations using the "go to nearest resupply" function. It affects both the manual order and AI script function. I can make a workaround for the AI, but the order itself needs to be fixed by a SE5 patch.

Does that colony have the lowest population in your empire or close to it?

The Skip Armor damage type used to have only partial armor penetration, but doing so makes it trigger each and every armor's special effect (emissive etc.) as it passes through. This can seriously handicaps the skip armor type.

Yes, Crystalline Armor is intended to stack.

Many of the special warhead entries in Components.txt have an error in their requirements formula. Unfortunately I caught it after posting 1.14a.

Not sure what you mean exactly by the last item. Can you elaborate a bit?

se5a April 7th, 2008 05:17 PM

Re: Balance Mod
 
does he mean that DUC is too cheep?

Captain Kwok April 7th, 2008 08:07 PM

Re: Balance Mod
 
I figured he was talking about DUCs or CSMs etc., but while they are cheap enough to be enticing, ultimately they end up underpowered versus the second tier weapons.

Arralen April 10th, 2008 04:08 AM

Re: Balance Mod
 
Quote:

Quote:


[2] supply distribution to allies does not work. Depots themselves are sometimes recognized by the "resupply at nearest" order, but, oddly enough, of some ships in the the same and just beyond the WH to the neighbouring system one would target the allies colony, the other would chose to go all they way back to the next "own" depot .. on the very same turn, even! (Might be the code does not look for allied depots in neighbouring systems ?!)

There is a current bug in SE5 that is effecting the selection of resupply locations using the "go to nearest resupply" function. It affects both the manual order and AI script function. I can make a workaround for the AI, but the order itself needs to be fixed by a SE5 patch.

Should have made 2 entries from this:
A) supplies are not distributed to allied ships in a system
B) "goto nearest resupply" - an AI fix/workaround would be great as it gets seriously crippled by this bug


Quote:

Quote:


[4] AI pop minister tries repeatedly to drop pop on an already full colony. I even toggled the minister "off", canceled the ships orders, turned the minister "on" again, got the "ship without orders" end turn message - and on the next turn the ship was back trying to drop the pop again ... could be because it's actually the "Moon" of an asteroid field - and the only time when a "moon" and it parent object share the same map location. Possibly the code checks for pop numbers on the wrong object?

Does that colony have the lowest population in your empire or close to it?

Nope, it was (IIRC) 100/100 while there where 25/1000 planets as well.


Quote:

Quote:


[6] crystalline armor shield generation stacks: getting hit 2x in a salvo on +6 shield armor gave me 12 shield points: Either the 2 armor slabs stacked or the shield generation from the 2 shot stacked and was applied after all damage calculation from the salvo.

Yes, Crystalline Armor is intended to stack.


Ouch. Sure?


Quote:

Quote:


[7] crystal weapons should be rebalanced .. maybe "armor piercing" instead of "armor negating" (50% penetration or something). They're base tech for any race with that tech path yet utterly devastating unless everybody has shields ..

The Skip Armor damage type used to have only partial armor penetration, but doing so makes it trigger each and every armor's special effect (emissive etc.) as it passes through. This can seriously handicaps the skip armor type.

http://forum.shrapnelgames.com/image...s/rolleyes.gif
Maybe tone down their damage somewhat?


Quote:

Quote:


[9] "general" tech fields and tech advances need rebalancing: it's easier to research the starting techs to rediculous highs than to open a new tech field. That's making for dumb tech races with human players .. and the AIs research "plans" are way off anyway ..

Not sure what you mean exactly by the last item. Can you elaborate a bit?

Will come backt to that later .. no time now. Maybe do another test game and make some notes ..

capnq April 10th, 2008 10:34 AM

Re: Balance Mod
 
How is supply distribution divided and prioritized? Maybe your own ships are using up the system's supply capacity and there's nothing left for your allies?

Captain Kwok April 10th, 2008 11:15 AM

Re: Balance Mod
 
Allied ships are very low on the distribution list for supplies, so it's likely any remote resources are being used up the generating empire's ships/units.

Ships will resupply at allied worlds assuming their in orbit during end turn processing.

Raapys April 10th, 2008 12:30 PM

Re: Balance Mod
 
Oh, so allied ships wont regenerate supplies by just being in the same system?

Captain Kwok April 10th, 2008 01:10 PM

Re: Balance Mod
 
Allied ships will receive remotely distributed supplies, but a Resupply Depot can only distribute a couple thousand supplies per turn, so there's only so much to go around. The RD owner's ships have first priority, so outside of a stopping at an ally's planet, it's not very likely your ship will get anything.

Sardia April 17th, 2008 12:52 AM

Re: Balance Mod
 
In the next version, will there be plans to improve migration?

Fyron April 17th, 2008 04:09 AM

Re: Balance Mod
 
Short of writing a completely new script in the Events script file, the only thing one can mod about migration is the amount of the effect.

Race Starting Percent Migration := 5
Race Migration Added 1 Percent Per Population Amount := 1000

Arralen May 7th, 2008 06:59 AM

Re: Balance Mod
 
- minor AI nations shouldn't offer intersettling treaties: as they do not leave their home system, they don't benefit from those

- AI is too eager to exchange colonization techs. Or the big nations simply demand them from the minor ones, I don't know.. . Or maybe this is ok - haven't seen the AI use remote mining ships/stations, so settling everywhere is somewhat ok to make it challenging to the human player. Problem with this: you can remote mine ressources, but you can't "remote mine" research/intel (research stations would be cool, but beyond the scope of a rebalance mod I guess)
There's a bug with colonization techs anyway. Starting with IceCol, I was offered Ice/Gas Col tech when dealing with a race which started with Rock Col and had aquired Gas Col tech. No way for an ice dweller to get Rock Col tech from other races.

- AI only uses PD 1, ever.

- planet types (values) need rebalancing (since SE3, I think ;-) ): ice worls are mostly small, gas giants are .. giants, mostly. What gives a huge penalty or boost, respectivly, to the races which have them as their home environment. As an equalizer, gas giants should be much lower on minerals/radioactives, but they're not, as it seems. And there's nothing in favour of ice worlds: maybe make them have generally ok or better conditions, so environmental resistance (or how it is called) isn't a factor for those races ?

Captain Kwok May 7th, 2008 12:20 PM

Re: Balance Mod
 
The planet types are actually quite balanced. The Gas Giants appear larger but that's just a graphics thing, they are created in the same ratios as rock and ice planets

The AI does research and use point defense about level 1. If you're starting a game with 0 tech points, it might take them a bit longer to start researching more levels since they are researching more theoretical techs like physics etc.

Arralen May 7th, 2008 03:01 PM

Re: Balance Mod
 
Quote:

Captain Kwok said:
The AI does research and use point defense about level 1.

Started with 50k research points, and it's turn 148 now.
And all AI designs I know have PD 1 only - but weapons and engine tech 3-5 !


Leternel May 8th, 2008 11:46 AM

Re: Balance Mod Available for SE:V
 
as I was looking in the vehicule sizes file, I noticed a possible error in every carrier types:
While text is "30% must be filled with fighter bay or drone launcher" the formula is
Requirement 7 Formula := Get_Design_Ability_Percentage_Of_Hull_Space("Units - Launch", "Fighter") &gt;= 30 or Get_Design_Ability_Percentage_Of_Hull_Space("Units - Launch", "Drone")
instead of something like
Requirement 7 Formula := (Get_Design_Ability_Percentage_Of_Hull_Space("Unit s - Launch", "Fighter") + Get_Design_Ability_Percentage_Of_Hull_Space("Units - Launch", "Drone") ) &gt;= 30

Captain Kwok May 8th, 2008 09:11 PM

Re: Balance Mod Available for SE:V
 
I'll change that for the next update. It'd be good for if you want to mix and match fighter bays and drone launchers on a carrier.

Sardia May 22nd, 2008 06:05 AM

Re: Balance Mod Available for SE:V
 
Does anybody know why terran ships have fewer armor slots than other races?


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