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Re: MainStrings.txt
The turn times since 1.13 are taking ages compared to 1.8,two or three times longer.I don't know if this is a patch problem in stock or the mod.
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Re: MainStrings.txt
I've noticed the same thing. I believe it is because combats now doesn't stop anymore before the time runs out, which makes AIs in war take forever on their turns because of the slow combat resolution system. Definitely needs a huge fix, it's become unplayable for me when a single empire can spend up to like 5 minutes some turns when they're at war( and someone always are).
The problem is actually twofold, though. First, battles themselves are taking way too long( is AI vs AI combat actually any faster than 8x strategic combat for the player? ), and secondly the AI spend many combats each turn hunting down fleeing enemy ships; combats that can last the full 5 minutes allowed. In my case an AI empire spent 8 combats in a single turn hunting down a single harmless, fleeing frigate with 5 of his ships. Needless to say, that turn took forever to process. And that was *one* empire and *one* ship. Should be a #1 priority for Aaron, as I see it. Most annoying part is that the AI isn't even using any of that time for 'intelligent thinking', he's just using it for chasing after a few unimportant ships. |
Re: MainStrings.txt
I've also noticed this right on the first turn of a saved game in the balance mod after patching to 1.13 and .95
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Fleet supplies
I just lost a fleet to zero supplies. I had about ten frigates (six meson guns, four missile frigates), and when combat started they all had zero supplies. The one opponant frigate ruined three of the fleet, and the rest are stuck because of no supplies. My fleet didn't fire a single shot.
According to the changelog, v1.04 fixed - Fleet were using more supply than they should. v1.07 fixed - Fleets were regaining supply and ordnance after each turn with no Resupply Depot present. At this point, I'm not particularly interested in wasting another four hours of my life. Edit: Ok, it's tomorrow and I'm over it. Still kind of sucky tho. |
Re: Fleet supplies
This Balance mod rocks. I like how organic tech actually gives me more value than just normal tech (especially in the armor and weapon section). It makes it worth while to spend racial points on getting organic access. I also like the fact that larger ships need more engines. In general I find this mod much more enjoyable than Vanilla SE5.
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Re: Fleet supplies
Greetings.
I've posted another update to the Balance Mod: http://www.captainkwok.net/balancemod.php It's a small update to fix a couple of items, sort of addresses long AI turn times, and increases the AI's design flexibility a bit. <font class="small">Code:</font><hr /><pre> Version 0.96 (09 November 2006) ------------------------------- 1. Fixed - Scattering Armor and Stealth Armor did not add their combat to hit bonuses 2. Added - AI Defense Ships implemented with se 3. Fixed - AI was using more Point-Defense than they needed 4. Changed - Reduced maximum combat time to 180 seconds 5. Changed - Space Combat Map Radius to 1500 6. Changed - Tweak AI Colony Type selection some more 7. Updated - AI Scripts </pre><hr /> |
Re: Fleet supplies
Thank you Captain Kwok, for all your great work on the Balance Mod. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Fleet supplies
Thanks, much needed. I suppose Aaron is aware of the issues with way too long AI combat times in turn processing?
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Re: Fleet supplies
Thank god for this mod.
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Re: Fleet supplies
Quote:
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