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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)

mrscrogg February 19th, 2007 02:18 AM

Re: Balance Mod...
 
Captain , how about incorporating SJ's swirlly warpoints to your mod { if he approves } - I think it would enhance the visuals

Dizzy February 19th, 2007 08:14 AM

Re: Balance Mod...
 
Quote:

mrscrogg said:
Captain , how about incorporating SJ's swirlly warpoints to your mod { if he approves } - I think it would enhance the visuals

Seconded

Caduceus February 19th, 2007 11:05 AM

Re: Balance Mod...
 
Thirded.

And for the record, we shouldn't refer to this mod file as "BM 1.0X" as it totally brings to mind other things...

Shadowstar February 21st, 2007 04:27 AM

Re: Balance Mod...
 
Thankfully Kwok didn't call it "Balance Dissapointing Stock Mod"...

Baron Munchausen February 22nd, 2007 02:51 PM

Re: Balance Mod...
 
Some other major AI issues besides the 'stream of ships' problem:

So far it looks like every AI researches fighters and builds one or more 'Light Carriers' -- and then does nothing with them. They just sit there, usually over the homeworld, and never get stocked with fighters or deployed. Isn't this a bit wasteful?

Neutrals will do the same thing with colonizers. Even when the single system that a neutral has access to is fully colonizefd it will keep two or even three colonizers on standby like it's expecting a new planet to be discovered. This is very expensive for an 'empire' consisting of a single system.

Nitpicks:

Why is the Ionic Pulse Missile not placeable in units, while the Capital Ship Missile and the Plasma Missile are? In stock, it is just like the other missiles. ???

The field of torpedo weapons seems to have one more level than is needed. I researched Gamma Pulse Torpedo to level 6 (tech level 20) and there is still one more level. If I researched that, I'd get nothing because the GPT has maxed out. That would waste a lot of research points for some stupid AI that doesn't know any better.

Captain Kwok February 22nd, 2007 03:49 PM

Re: Balance Mod...
 
I re-wrote the ship purchase scheme for v1.04 - so the AI will now only build colony ships for colonizables plus a spare for every 5 colonizable planets it's recorded. This will benefit neutrals - as long as they don't go and do something stupid and trade system maps. http://forum.shrapnelgames.com/image...ies/tongue.gif

The Carrier is actually waiting for even fighters before joining a fleet. This is usually 50% of it's available cargo space. The problem is it's hard trying to get a single planet to contain a concentrated surplus of fighters.

The last two items are typos. At one point, torpedo tech did extend to 21 levels, but I cut a level out on the spreadsheet but never the data file itself. I'll make IPM placeable on units.

aegisx February 22nd, 2007 03:54 PM

Re: Balance Mod...
 
Is there an AmINeutral() function? http://forum.shrapnelgames.com/images/smilies/happy.gif

Phoenix-D February 22nd, 2007 04:18 PM

Re: Balance Mod...
 
Its actually "am I not a neutral", but yeah.

aegisx February 22nd, 2007 04:23 PM

Re: Balance Mod...
 
Couldn't that be used to prevent AI players from building colony ships for systems outside their own?

Phoenix-D February 22nd, 2007 04:32 PM

Re: Balance Mod...
 
It probably could. Its actuually what you thought, though:
Sys_Are_We_Neutral_Empire


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