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

aegisx November 7th, 2006 08:23 PM

Re: Balance Mod Update
 
Kwok, did you fix up the ship design function that checks if a new design is needed? (As per the email I sent you).

Thanks

Captain Kwok November 8th, 2006 02:35 AM

Re: Balance Mod Update
 
Greetings.

Version 0.95 of the Balance Mod is available. It will only work with v1.13 of SE:V and note that it is save-game compatible, but you'll need to re-design some of your ships to take advantage of same changes to armor size and ship requirements.

I tried out a couple of game for 10-15 turns in both beta 1.13 and retail 1.13 with no AI problems. Let me know if you encountered any weird AI behaviour!

http://www.captainkwok.net/balancemod.php

<font class="small">Code:</font><hr /><pre>
Version 0.95 (08 November 2006)
-------------------------------

1. Changed - Decreased the engines per move value for Destroyers and Light Cruisers
2. Changed - Decreased the max number of engines allowed for Destroyers and Light Cruisers
3. Changed - Reduced Organic and Crystalline Armor to 10kT
4. Changed - Reduced Stealth and Scattering Armor to 20kT
5. Changed - Carriers now only require 30% of their hull devoted to fighter bays
6. Changed - Brave and Cowardly traits now provide small Combat To Hit bonus/penalty
7. Removed - Ordnance generation from Ordnance Storage containers
8. Changed - Supply/Ordnance Storage components can be placed on Weapon Platforms
9. Added - Supply storage for Weapons Platform Computer Core
10. Changed - Re-worked main Empires weapon selection
11. Added - AI fixes/improvements from SE:V v1.08 to v1.13
12. Updated - AI Scripts
</pre><hr />

Captain Kwok November 8th, 2006 02:56 AM

Re: Balance Mod Update
 
You can also find the AI Scripts here in the resources section:
http://www.captainkwok.net/balancemod.php

Note they will only work with SE:V v1.13 and not v1.08!

Uncle_Joe November 8th, 2006 03:01 AM

Re: Balance Mod Update
 
Thanks for the update!

I still have yet to really get 'into' SE5 yet, but your work looks excellent from what I've seen so far.

Thanks again!

Q November 8th, 2006 04:17 AM

Re: Balance Mod Update
 
Thank you Kwok for your excellent and huge work!

AngleWyrm November 8th, 2006 06:40 AM

MainStrings.txt
 
1 Attachment(s)
I can't start this version, I get a pop-up box that says can't find stuff in main record in mainstrings.txt. Do I need a newer version of mainstrings.txt?

Edit: Problem solved -- I deleted the old BalanceMod folder, then re-installed, and now it works.

http://www.shrapnelcommunity.com/thr...ainstrings.jpg

Q November 8th, 2006 07:31 AM

Re: MainStrings.txt
 
Small bug in version 0.95: the defense modifiers of stealth and scattering armor don't stack as the description suggests.
I don't know if this is a problem of the game itself or the mod: the savegames keep the original version the game was started (in my case 0.92) in the description of the game type even after saving it under the new version. Not a big problem but might be a little confusing.

Captain Kwok November 8th, 2006 09:37 AM

Re: MainStrings.txt
 
I've accidently assigned the same identifier to Stealth/Scattering Armor so they are not stacking when combined. Thanks for the catch!

AAshbery76 November 8th, 2006 07:30 PM

Re: MainStrings.txt
 
The mod is stopping me from using the emp files for the stock empires, it says too many research points used.

Captain Kwok November 8th, 2006 07:36 PM

Re: MainStrings.txt
 
Quote:

AAshbery76 said:
The mod is stopping me from using the emp files for the stock empires, it says too many research points used.

You won't be able to use stock empire files for a number of reasons, including different tech costs, tech tree, and racial costs to name a few. However I will be including some 2000 pt default empires for each of the main empires in the next version.


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