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-   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)

RCCCL December 11th, 2006 05:06 PM

Re: Balance Mod Update
 
I'm using the one that's listed as Race 13, the red flag with the samon colored tri disign.

Romulus68 December 11th, 2006 06:31 PM

Re: Balance Mod Update
 
Captain,

There is another post talking about the AI's and giving them Ancient Race traits. They claim the computer play better with it. Can you edit that into your stock empires or are you (or the program) already giving the AI's that edge? (see everything)

Baron Grazic December 11th, 2006 07:27 PM

Re: Balance Mod Update
 
Romulus68 - If you start a new game with the option "Players can see all sectors of the solar system regardless of system" it should do the same thing, you just have to not "Cheat" and look around.
I played 1 game like this and had massive fleets attacking multiple targets each turn - This was a stock game too.

Raapys December 11th, 2006 07:33 PM

Re: Balance Mod Update
 
Players can see all sectors work even better, since it removes fog of war, which is what's really crippling the AI. Ancient Race will really just improve AI performance the first few turns, as it doesn't have to explore and such.

Captain Kwok December 11th, 2006 07:35 PM

Re: Balance Mod Update
 
Some of the AIs will add the ancient racial trait when they have 3000 or 5000 points to spend.

Using the players can see all objects in a system setting (SE:IV style) will certainly kick up the AIs performance.

AAshbery76 December 11th, 2006 07:48 PM

Re: Balance Mod Update
 
With all the shipsets,races going to be made I think BM should keep the stock flags.Release the smaller flag mod as an optional download.

Good work BTW.

Baron Grazic December 11th, 2006 08:30 PM

Re: Balance Mod Update
 
I read that Version 1.00 is certainly not compatible with earlier games but I was still hoping I could keep my empire file.
Starting a game being able to build Baseships on turn 1 is pretty good. http://forum.shrapnelgames.com/images/smilies/laugh.gif

Mercury December 12th, 2006 05:14 PM

Re: Balance Mod Available for SE:V
 
Ive never modded... hi, but i want to http://forum.shrapnelgames.com/images/smilies/laugh.gif
ill look around the mod programs i saw links too around the
forum. lates

Q December 15th, 2006 05:22 PM

Re: Balance Mod Available for SE:V
 
Some feedback for you Kwok about version 1.0:

- The AI expansion seems much better with rapid colonization of other systems.
- Treaties proposed of the AI make much more sense.
- In my game all AI empires are extremely eager to make a treaty. The next turn after I meet them they usually propose a first treaty. While this is good for some races, I would suggest you have some variety with races that will make treaties only rarely.

Very good work! Thank you very much for this mod.

Romulus68 December 15th, 2006 05:28 PM

Re: Balance Mod Available for SE:V
 
In verizion 1.00 I actually had the AI lay a minefield!

I tend to agree that the AI's are a little too quick to offer a treaty. In a small map you get overwhelmed with treaty offers from every race you are in contact with.

So far, I like V1.00 and hope the AI's will be more agressive.


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