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Re: Balance Mod AI Treaties
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Re: Balance Mod AI Treaties
I think one way of setting it up would be is to look at races it has good relations with (ie low anger) and if there are more than two good allies then to propose the Alliance agreement. I don't imagine they synchronize their actions together or anything, but at least they might declare war or something at the same time.
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Re: Balance Mod Update
Greetings!
Version 0.99 of the Balance Mod is available for download: http://www.captainkwok.net/balancemod.php There were a number of fixes and changes in this version, along with the addition of the new AI treaty proposal scheme. They should be making better treaties with more appropriate names and provisions now. Let me know how it goes. <font class="small">Code:</font><hr /><pre> Version 0.99 (26 November 2006) ------------------------------- 1. Changed - Adjusted the damage order for Armor and Shield types 2. Changed - Increased resource levels for finite games 3. Changed - Increased Combat Radius to 2500 4. Changed - Crew Boarding Strength to 0.5 5. Fixed - Maximum level for some vehicles was incorrect 6. Fixed - Engines Per Move value for Organic Large Freighter was incorrect 7. Changed - Genetic Recoding Lab no longer modifies reproduction rate 8. Changed - Increased shield point amounts slightly 9. Changed - Phased-Shield Generator is now a bit more expensive 10. Changed - Slightly increased shield regeneration rate for Shield Regenerators 11. Changed - Decreased Life Support and Crew Quarters to 3 levels 12. Changed - Decreased Vehicle Systems tech area to 5 levels 13. Changed - Adjusted tech level requirements for Self-Destruct Device and Auxiliary Control 14. Changed - Solar Sail now has 2 levels 15. Added - New design type Bombardment Ship 16. Changed - Increase damage and range for Planetary Napalm 17. Fixed - AI wasn't always adding max engines on large ships 18. Changed - AI Fleets will break formation immediately 19. Fixed - A few typos with maximum levels 20. Changed - Sound effects in combat range have a larger range to be heard 21. Changed - Increased the size of some combat effects 22. Changed - Increased AI's number of Intel Compounds 23. Changed - AI will use more fleets 24. Added - New Treaty Proposal scheme for AIs 25. Updated - Continued to refine AI research pathing 26. Updated - AI Empire Scripts </pre><hr /> |
Re: Balance Mod Update
Looks like a very nice update, thanks.
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Re: Balance Mod Update
By the way, I notice that the Balance Mod has combat zoomed farther out than stock. This is a very nice feature and one that I wish all mods included. Where is the setting for this?
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Re: Balance Mod Update
Settings.txt:
Space Combat Maximum Zoom Out Distance := 90.0 |
Re: Balance Mod Update
OOOOoooohhhhhhh! TY Capt Kwok!
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Re: Balance Mod Update
I am presently playing Balance mod 0.99 ,patch 1.17. I am playing under high difficulty settings. I have just taken out an alien main planet with my 5 frigates and a repair ship. They defended it with 1 colony ship and an unarmed space station. It is currently turn 2402.8. Is it possible to make the aliens defend their home planets a lot better ? The appearance of a few satelites and weapons stations would have made me feel that this wasnt such an easy victory.
Dodd |
Re: Balance Mod Update
I'm gonna guess he's already working on that.....
Javaslinger |
Re: Balance Mod Update
It does seem from my early games in 99, that the A.I is not building defences.Unless they are building defences after facilities,which is wrong.
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