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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)

Captain Kwok February 4th, 2007 12:07 PM

Re: Balance Mod Update...
 
Two things about the slots:

a) I didn't actually look at them
b) I should have waited until I made a save game breaking patch before updating

I also prefer to have a set of central slots.

se5a February 4th, 2007 03:02 PM

Re: Balance Mod Update...
 
ok we forgive you :p

DeadZone February 4th, 2007 03:42 PM

Re: Balance Mod Update...
 
for now anyway http://forum.shrapnelgames.com/images/smilies/wink.gif http://forum.shrapnelgames.com/image...ies/tongue.gif

se5a February 5th, 2007 03:00 PM

Re: Balance Mod Update...
 
here's annother little niggle kwok - the PD animation is about 2x too big.

Dizzy February 5th, 2007 08:38 PM

Re: Balance Mod Update...
 
WHOOHAW! I'm playing again after the 1.25 patch and the game is pretty solid with the mod. Tanka Kwok.

Suicide Junkie February 5th, 2007 09:10 PM

Re: Balance Mod Update...
 
Too big?

I think all the animations are far too puny.
What's the point of 3D realtime combat if you're gonna leave out the Hearty Thoom and Sparkly Pzorch?

se5a February 6th, 2007 12:32 AM

Re: Balance Mod Update...
 
the PD is bigger than the DUC, bigger than the fighters themselfs.

Suicide Junkie February 6th, 2007 01:14 AM

Re: Balance Mod Update...
 
Well, ok, I guess that could use a little adjustment then. Mostly increasing the size of the other weapons. No harm in a PDC shot being similar in size to a fighter, as long as it is a powerful PD shot.


PS:
Sorry, wrong button, I meant to hit reply.

Dan_ February 6th, 2007 10:06 AM

Re: Balance Mod Update...
 
However anoying it is, you've got to admit it would be worse for the fighter pilots http://forum.shrapnelgames.com/images/smilies/wink.gif

Looks good so far, and the AI are being much more resistant since they stoped blowing up their team mates. They keep leaving fighters on the planets giving my troops a hard time.

I think another big improvement could be for the AI to scrap non-breathing population if there are breathers present. They seem to have a lot of domed colonies where they need not be. For all I know, there could have been pop transports on the way to fix this however.

Edit: Also, the religious tech goes to lvl2, but I don't think the 2nd level is used.

Captain Kwok February 6th, 2007 11:53 AM

Re: Balance Mod Update...
 
Unfortunately there isn't a way to discriminate breathers through the scripts yet, so I can't make functions that selectively transport population.

Looks like I had fixed Religious Studies to 1 level on my Balance Mod spreadsheet, but neglected to actually change in TechAreas.txt - so oops.


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