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

Ed Kolis January 17th, 2007 06:06 PM

Re: Balance Mod Available for SE:V
 
There is no "Hearty Merchants" trait - there is "Natural Merchants" (which is the one you want) and also "Hearty Industrialists" (which increases planetary spaceyard construction rate)...

mrscrogg January 17th, 2007 06:58 PM

Re: Balance Mod Available for SE:V
 
" Natural Merchants " was the one I meant

frightlever January 18th, 2007 06:10 PM

Re: Balance Mod Available for SE:V
 
"hardy" industrialsists, surely...

I WANT to be a Hearty Merchant. Right now I'm just a merchant. The money's good but I could be heartier.

Captain Kwok January 20th, 2007 01:38 PM

Re: Balance Mod Available for SE:V
 
Just a little bump to say I'm back from my trip and work on the mod is resuming. The most recent beta patch added had lots of AI updates so I'll be spending most of the week adding those in.

frightlever January 21st, 2007 02:09 PM

Re: Balance Mod Available for SE:V
 
Something I noticed when I played my last game - an AI empire surrendered to me and I paid more attention than usual checking out their ships. I'd already noticed the AI would send a few ships to attack my planet then after getting blasted by my WPs a new combat would start this time with a freighter that immediately ran for the border. I took a look at some captured troop transports and the orders on them showed Optimal Firing Range rather than Capture Planet. Or maybe this just happens when the ship gets captured and it's orders default to Optimal.

Kiedryn January 22nd, 2007 05:01 AM

Re: Balance Mod Available for SE:V
 
In version 1.02 i can't create a new empire with a shipset that is not included in original se5 game. It was working fine with 0.9X but not anymore.

Captain Kwok January 22nd, 2007 11:08 AM

Re: Balance Mod
 
Quote:

Kiedryn said:In version 1.02 i can't create a new empire with a shipset that is not included in original se5 game. It was working fine with 0.9X but not anymore.

There are instructions in the read-me file for adding custom races to the mod. A change was made to eliminate the double flag/portrait bug in the mod.

Dan_ January 22nd, 2007 11:08 AM

Re: Balance Mod AI
 
It would seem that all treaties are completly ignored during combat, as empires with 'col eachother systems' treaties turn on eachother as if they were at war. By themselves, these empires do not start combat entering the same sector, only when a 3rd party does. For empires to fight together they need to be part of an alliance. But there are as many bugs in the alliance part as the rest of the game making it almost un-usable as well, so up to you if you use it with the AI.

When a fleet from AI_B is re-supplying at a plannet from AI_A (treaty), attacking with anything (1 small drone) will cause them to fight and either the planet, fleet or both will be destroyed.

Tim_Ward January 22nd, 2007 11:25 AM

Re: Balance Mod AI
 
This will be fixed in the next patch.

Ironmanbc January 22nd, 2007 01:14 PM

Re: Balance Mod AI
 
I can't create a new empire with 0 points.. (start game) save it... and try to load it up when I start a new game

It tell me I have too many points!!!! I know I know next patch it MIGHT be fixed


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