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Re: Balance Mod...
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Re: Balance Mod...
Cool, I thought that would be the answer, but thought I'd check anyway. Thanks.
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Re: Balance Mod...
Kwok, I was thinking. Would it be unimaginably hard to get the AI to use a net of 'spy satellites' throughout the galaxy?
I.e. have the AIs deploy a few satellites, with the latest sensor tech and a weapon or so, spreading them out in a sensible way in the systems they have explored. This would provide the AIs with much better information on other empires' ship movements, thus they'd be in a far better situation when deciding what orders to give their ships. |
Re: Balance Mod...
The AI should be distributing satellites to WPs more effectively in the upcoming patch. This will help the issue somewhat. Dropping sats in unowned systems will be a little more tricky.
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Re: Balance Mod v1.04 Available!
Greetings.
I've finally got around to uploading v1.04 of the mod. There's lots of little fixes and tweaks, changes to mounts, added FQM, and of course some needed AI enhancements. Next on the agenda is v1.05, which will probably be focused on employing many of the new script functions from the next SE:V patch, plus anything I broke in v1.04...! <font class="small">Code:</font><hr /><pre> Version 1.04 (28 February 2007) ------------------------------- 1. Fixed - Error in number of tech levels for Crystalline Dreadnought 2. Fixed - Inconsistency in cost for Crystalline Small Fighter 3. Fixed - Bases with Quantum Reactors were not adding Supply Storage components 4. Fixed - Organic vehicle hulls were not receiving their regeneration bonus amounts 5. Fixed - Error in Baseship defense penalty 6. Fixed - Miscellaneous seeker weapon errors 7. Changed - Increased damage amount for Anti-Matter Torpedo 8. Changed - Decreased planet defense modifier 9. Changed - Increased damage factor for weapons and facilities to be functional 10. Changed - Reduced ECM defense bonus amount to 4% per level 11. Changed - Reduced size of mounts: Large is 1x, Heavy is 1.5x, and Massive is 2x size 12. Changed - Increased damage bonuses for mounts 13. Changed - Added range bonuses to ship mounts 14. Changed - Added accuracy bonus for Large Satellite Mount 15. Changed - Costs for ship mounts are now fixed amounts rather than increasing per level 16. Changed - Ionic Pulse Missiles can now be placed on Satellites and Weapon Platforms 17. Fixed - Error in number of tech levels for Religious Studies 18. Changed - Slightly reduced number of tech levels for Resupply tech area 19. Changed - Small change to tech requirements for Quantum Reactor 20. Changed - Increased the research cost for Applied Research 21. Changed - Adjusted damage type and damage amounts for Alloy Burner Missiles. They now do 2x damage to armor. 22. Changed - Increased the number of tech levels for Alloy Burner Missiles. 23. Changed - Increased tech area cost for Applied Research 24. Fixed - Error in starting range for Capital Ship Missile 25. Fixed - Error in starting range for Plasma Missile 26. Changed - Tweaked score calculation 27. Changed - Emissive Armor ability reduced (Temporary until fixed) 28. Fixed - The Gravitational Quantum Resonator's range was too high 29. Changed - Incorporated Fyron's Quadrant Mod with a few small changes 30. Changed - AI will now use a mixed variety of ship sizes 31. Changed - AI will also scrap obsolete Satellites in addition to Weapon Platforms 32. Added - Patrol and Scout Ship AI design types 33. Added - AI will now scrap obsolete ships 34. Changed - AI will consider racial trait technologies in choosing Colony Types 35. Added - Updated AI Scripts </pre><hr /> |
Re: Balance Mod v1.04 Available!
Just an FYI - you'll probably want to start a new game with v1.04 - some of the FQM additions have shifted around system objects and you'll get errors if you try and continue.
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Re: Balance Mod v1.04 Available!
Thanks CK.
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Re: Balance Mod v1.04 Available!
Just checked out 1.4. Looks very nice with the new effects! What would you think about slowing down the warp swirl...
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Re: Balance Mod v1.04 Available!
Have you checked out Time Distortion Burst (and Temporal Tachyon Cannon)? They seem to have a short range and it just stops (no trail off in power). When letting the AI run battles with ships that have these, they just follow the enemy not shooting while being shot at. In the later levels it improves a little, but for the first 5 or so, not much.
Just checking if that is the intended effect. |
Re: Balance Mod v1.04 Available!
It might have something to do with the strategy being used on the ship. A lot of the ships stutter when they reach their desired range and this either causes them just to be out of range to fire or to fire their bolt weapons, which end up being just short of the target when they max out on range.
There are a few range fields in settings.txt that I might be able to experiment with to see if I can get the ships to be a bit closer before they fire and avoid the above situation. |
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