.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   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)

Raapys January 28th, 2007 01:10 PM

Re: Balance Mod
 
*shrug*

Hard to say without actually having the code to look at. And I can't really say I know for sure. What I've seen is that the problem does not appear to exist in pure stock. The problem is apparant in the Balance Mod: missiles are far more likely to get through at 8x. The problem is even more apparant if you try to use SJ's 'leaky-PD' idea, PD cannons with 50ms fire rate and -90 or so to-hit modifier: at 8x all missiles get through, even if the system works perfectly at 1x.

The reason I think it's related to the to-hit modifier instead of firing rate, is that if you set the PD to-hit modifier to +50 or so, no missiles get through at 8x even with 50ms fire rate. So obviously 50ms 'works'( which means 500ms does too), but somehow, when the to-hit modifier goes too far into negative, the PD wont hit a thing in 8x even if it still hits in 1x.

Perhaps the hit/miss roll isn't done as often in 8x or some such, so if one miss is rolled it could apply to several shots.

Kana January 28th, 2007 03:45 PM

Re: Balance Mod
 
Are the missiles the same speed as stock in BM?

Captain Kwok January 28th, 2007 03:51 PM

Re: Balance Mod
 
They're in the same range, but not exactly the same.

Captain Kwok January 29th, 2007 01:56 PM

Re: Balance Mod
 
I've got v1.03 of the mod almost ready to go, with the minor exception that I haven't compiled the updated AI scripts nor tested them with the latest patch. I hope to do that in a 2hr window I have after work, but it might be much later tonight or even tomorrow.

---

The v1.02 mod just needs the new line in settings.txt added (whether or not retreat is allowed) and it should work fine.

se5a January 29th, 2007 02:48 PM

Re: Balance Mod
 
if it's going to take a while, can you release a no AI version for PBW?

Kana January 29th, 2007 03:33 PM

Re: Balance Mod
 
Quote:

Captain Kwok said:
They're in the same range, but not exactly the same.

I was just wondering if the missile speed might have something to do with the time compression/PD hit problem.

GuyOfDoom January 29th, 2007 04:00 PM

Re: Balance Mod
 
What can we expect to see different in v1.03?

Captain Kwok January 29th, 2007 05:00 PM

Re: Balance Mod
 
It's mostly an AI patch, with just a few minor adjustments or corrections in the data files. The AI improvements include some tweaks to ship orders, colony development and maintaining units, along with the addition of a few new functions from the latest SE:V patch.

GuyOfDoom January 29th, 2007 07:47 PM

Re: Balance Mod
 
Cool, thanks.

Shadowstar January 30th, 2007 02:38 AM

Re: Balance Mod
 
Is there a way to tell which data files have changed since the previous version? I'd like to be able to incorporate new changes in the balance mod to my mod-in-development (which is based on balance), but as I have added to some of the data files, I don't want to overwrite my changes.


All times are GMT -4. The time now is 12:04 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.