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

Raapys November 22nd, 2006 03:46 PM

Re: Balance Mod AIs
 
Isn't GlobalResearch called each time an age change is called ? I'm not really sure how the AI_Research file fit in with the GlobalResearch file and the setup- and main script research parts at any rate. What a mess.

Romulus68 November 22nd, 2006 03:51 PM

Re: Balance Mod AIs
 
Is it possible to define what levels the the AI will research towards? So that you can predetermine the early phases of research to acheive a good mix of technology. For example: You tell a Crystaline race to research certain techs up to a said level then build a predeterimed ship.

By doing this you are able to program exactly how the ships will be built. ie Weapons, armor, shields, racial traits, etc. It will make the ships be "Cookie Cutter" designs, BUT effective "Cookie Cutter" designs.

Program in a variable that will pick predeterimed ship designs using a preset percentage of the existing designs. ie 40% frigates/destroyers, 30% Light cruisers/cruisers, 10% dreads/BB's, 5% carriers, 5% Support ships. A fleet of 10 ships would break down as 4 Frigates, 3 Cruisers, 1 Dreadnaught, 1 Carrier, and 1 Repair Ship.

The AI will build a balanced force between the size classes while using the predetermined ship configuration.

Captain Kwok November 22nd, 2006 05:08 PM

Re: Balance Mod AIs
 
Quote:

Raapys said:Isn't GlobalResearch called each time an age change is called ? I'm not really sure how the AI_Research file fit in with the GlobalResearch file and the setup- and main script research parts at any rate. What a mess.

No. It is only used for starting tech selection. Script_AI_Research.txt is the main file for determining what the AI will research in-game along with the called inserts from the Empire scripts themselves.

Anyway I've clean up the race setup selections - some of them weren't matched nicely to what I've have them researching later. I've also tidied up the common research list and hopefully it will help with efficiency.

Romulus:
That is almost exactly how it is setup right now... except there is more flexibility in the current system. The only real difference right now is that the AI will not build a good mixture of big and small ships - another item on the to-do list.

Romulus68 November 22nd, 2006 05:24 PM

Re: Balance Mod AIs
 
Quote:

Captain Kwok said:
Anyway I've clean up the race setup selections - some of them weren't matched nicely to what I've have them researching later. I've also tidied up the common research list and hopefully it will help with efficiency.


If I design/make new races on my own. What AI script will they use? Will I get smarter AI's using your pre-made ones?

Follow-up: If I start a game with 1,000,000 research will/does your AI's use it all? Does any AI use it all?

Follow up to the follow up: Can you make the Racial techs available on the race creation process?

Captain Kwok November 22nd, 2006 09:08 PM

Re: Balance Mod AIs
 
It depends on what script you tell them to use. If you copy one of the other empires or the default scripts, you'd get comparable performance with them in the mod. They may not necessarily smarter, but their tools will be improved.

The AI will use all the startup tech and racial points that it can.

Captain Kwok November 23rd, 2006 03:07 AM

Re: Next Balance Mod Update
 
I decided to hold off with a small release and continue on working on a more extensive v0.99 with the updated AI treaty scheme included. I did manage to update the research scripts today and it looks like they will address a number of the issues mentioned here. (Secretly it's because I want a nice shiny and stable v1.00 mu ha ha ha).

There's also some fixes and revisions for components and facilities. For example, I gave shields a bit better starting base and a slight boost in overall strength - primarily because they only regenerate after each turn and not each combat.

I'm aiming for the end of the weekend for this update - it should give me some time to actually play the mod too, rather than just test if the AI designs ships right. http://forum.shrapnelgames.com/image...ies/tongue.gif

Dragonmaster November 24th, 2006 02:28 PM

Re: Next Balance Mod Update
 
Just a small fix for your next version Kwok. Your shield Regenerator amount is showing wrong in the component help due to you using %amount1% instead of %amount2% and its returning the value of 1 for all levels.

Captain Kwok November 25th, 2006 11:39 AM

Re: Next Balance Mod Update
 
Thanks. I caught that typo yesterday when people where saying the displayed amount was 1.

---

I'm still debugging the new AI treaty proposal system. There are offering the right items for the package they choose and all, but for some reason I've having trouble getting the selected treaty name to appear... it's odd...

Raapys November 25th, 2006 12:51 PM

Re: Next Balance Mod Update
 
Could you alter the AIs 'Dont get hurt' strategy? When an AI attacks with a combined fleet of non-combat and combat ships, the non-combat ships with the Dont get hurt strategy will move so far away from the enemy ships that they cross the retreat border, effectively splitting the AIs fleet in two, while the combat ships engage. So we'd need strategy that doesn't move the 'fleeing' ships further away from the enemy than a certain safe distance.

AAshbery76 November 25th, 2006 03:00 PM

Re: Next Balance Mod Update
 
There are no intel points done by the A.I's whatsoever, been playing for hours vs 13 A.I's.

Q November 25th, 2006 03:35 PM

Re: Next Balance Mod Update
 
Quote:

AAshbery76 said:
There are no intel points done by the A.I's whatsoever, been playing for hours vs 13 A.I's.

Well, I have seen different.
In my opinion the AI uses even too much intel both in the balance mod and in standard SE V if you consider that most intel projects are of little real value for the AI.

AAshbery76 November 25th, 2006 04:08 PM

Re: Next Balance Mod Update
 
Even too much?

I repeat, in a 6 hour game vs 13 A.I's they have zero intel points.Are you playing the latest BM version?

Q November 25th, 2006 06:55 PM

Re: Next Balance Mod Update
 
Yes version 0.98 BM and 1.17 SE V.
With too much intel I mean that IMO the AI would profit more if it built research facilities instead of intel facilities.
What turn/stardate are you in your game?

In my standard SE V game at stardate 2405.3 the Abbidon have more than 21000 intel points per turn, other AI empires have less, some have no intel.

Raapys November 25th, 2006 07:04 PM

Re: Next Balance Mod Update
 
21000 O_O

In several of my lasts game none of the empires have had any intel points, while in the few games they've had some they've never had more than 3-4k.

Captain Kwok November 25th, 2006 10:14 PM

Re: Next Balance Mod Update
 
I stuck Intel Colonies to the bottom of the colony types list - so it's usually the last one to get satisfied and if there isn't too many colonies established it probably gets left out - unless they get lucky and designate a breathable as a intel colony. There is a mixed colony for research-intel but it probably doesn't help that much when it's chosen for a non-breathable. I'll push intel back up the list and drop something else.

Raapys November 25th, 2006 11:05 PM

Re: Next Balance Mod Update
 
How about just dropping intel type colonies entirely, and have them build an intel center or two on the resource and/or research type colonies?

Captain Kwok November 26th, 2006 12:14 AM

Re: Next Balance Mod Update
 
The AI will build Intel facilities on 3 types of colonies: Intel, Research & Intel, and Military. However, the problem is that often these mixed colonies get assigned to non-breathable colonies with insufficient space so they don't always see an Intel Center.

No worries though, I'll bump up the Intel Compound priority a bit and you'll see some more Intel points produced.

---

I was able to remedy my problem with the new treaty proposal scheme and it seems to be working out OK now. Depending on a few factors like anger or the number of wars its in, the AI will make packages for the following treaty "classes": Partnership, Military Alliance, Cooperation, Trade & Research, Trade, Non-Aggression, Non-Intercourse, Protectorate, and Subjugation. Some of the terms are "hard-coded", others are allowed to vary in their stipulations, and lastly some terms are randomly thrown in.

Currently, counter proposals and stuff work under the old scheme. I doubt I'll bring them up to snuff in this patch to the new system but if it isn't too complicated then maybe. http://forum.shrapnelgames.com/image...ies/tongue.gif

---

I'm also adding a Bombardment Ship for the AI to use in its fleets. This guy will generally be designed to soften up the defenses of colonies with planetary weapons - sort of a countermeasure to deal with the stronger planet defenses.

---

I should have a v0.99 of the mod ready for tomorrow night.

henk brouwer November 26th, 2006 06:22 AM

Re: Next Balance Mod Update
 
About the AI colonies: is the AI capable of making domed colonies undomed if it has the right population? If transporting the non-breathers of the planet is too complicated you could just let the AI 'scrap' the offending population http://forum.shrapnelgames.com/images/smilies/evil.gif. It would give them tons of extra facility space.

I was quite suprised to see that you can scrap populations without any obvious impact on loyalty or happines, perhaps that should be considered a SEV bug though. The whole domed-undomed thing seems quite awkward, It would make far more sense if a planet became undomed if a population is present that can breath it's atmosphere, even if races that can't breath it are still on the planet. The non- breathers would stay domed, and would be limited in their growth by the maximum domed capacity, but I see no logical reason why the race that can breath the atmosphere couldn't populate the rest of the surface. That's more of an SEV issue though. I'm looking forward to the patch.

Q November 26th, 2006 06:33 AM

Re: Next Balance Mod Update
 
As far as I have seen the AI does not remove population to undome a colony. Would indeed be a major improvement if he would.

Captain Kwok November 26th, 2006 10:58 AM

Re: Next Balance Mod Update
 
I would suggest that on a mixed colony with a breathable and non-breathable race, that the non-breathers should become subject to migration to breathable planets. Over time, all the non-breathers would be shipped out and leave a non-domed colony behind. http://forum.shrapnelgames.com/image...ies/tongue.gif

AAshbery76 November 26th, 2006 11:55 AM

Re: Balance Mod AI Treaties
 
Quote:

Captain Kwok said:
I'm not sure if I'll be able to get the AIs to make their own alliances - but they should be able to participate in one somewhat.

That's a shame.Having power blocks in the game would be great.Making multiple alliances is a exploit if the A.I empires can't form their own power blocks.

Captain Kwok November 26th, 2006 02:41 PM

Re: Balance Mod AI Treaties
 
I think one way of setting it up would be is to look at races it has good relations with (ie low anger) and if there are more than two good allies then to propose the Alliance agreement. I don't imagine they synchronize their actions together or anything, but at least they might declare war or something at the same time.

Captain Kwok November 26th, 2006 09:08 PM

Re: Balance Mod Update
 
Greetings!

Version 0.99 of the Balance Mod is available for download:
http://www.captainkwok.net/balancemod.php

There were a number of fixes and changes in this version, along with the addition of the new AI treaty proposal scheme. They should be making better treaties with more appropriate names and provisions now. Let me know how it goes.

<font class="small">Code:</font><hr /><pre>
Version 0.99 (26 November 2006)
-------------------------------

1. Changed - Adjusted the damage order for Armor and Shield types
2. Changed - Increased resource levels for finite games
3. Changed - Increased Combat Radius to 2500
4. Changed - Crew Boarding Strength to 0.5
5. Fixed - Maximum level for some vehicles was incorrect
6. Fixed - Engines Per Move value for Organic Large Freighter was incorrect
7. Changed - Genetic Recoding Lab no longer modifies reproduction rate
8. Changed - Increased shield point amounts slightly
9. Changed - Phased-Shield Generator is now a bit more expensive
10. Changed - Slightly increased shield regeneration rate for Shield Regenerators
11. Changed - Decreased Life Support and Crew Quarters to 3 levels
12. Changed - Decreased Vehicle Systems tech area to 5 levels
13. Changed - Adjusted tech level requirements for Self-Destruct Device and Auxiliary Control
14. Changed - Solar Sail now has 2 levels
15. Added - New design type Bombardment Ship
16. Changed - Increase damage and range for Planetary Napalm
17. Fixed - AI wasn't always adding max engines on large ships
18. Changed - AI Fleets will break formation immediately
19. Fixed - A few typos with maximum levels
20. Changed - Sound effects in combat range have a larger range to be heard
21. Changed - Increased the size of some combat effects
22. Changed - Increased AI's number of Intel Compounds
23. Changed - AI will use more fleets
24. Added - New Treaty Proposal scheme for AIs
25. Updated - Continued to refine AI research pathing
26. Updated - AI Empire Scripts
</pre><hr />

Raapys November 26th, 2006 09:36 PM

Re: Balance Mod Update
 
Looks like a very nice update, thanks.

arthurtuxedo November 27th, 2006 03:01 AM

Re: Balance Mod Update
 
By the way, I notice that the Balance Mod has combat zoomed farther out than stock. This is a very nice feature and one that I wish all mods included. Where is the setting for this?

Suicide Junkie November 27th, 2006 03:50 AM

Re: Balance Mod Update
 
Settings.txt:

Space Combat Maximum Zoom Out Distance := 90.0

Dizzy November 27th, 2006 08:29 AM

Re: Balance Mod Update
 
OOOOoooohhhhhhh! TY Capt Kwok!

Dodd November 27th, 2006 07:25 PM

Re: Balance Mod Update
 
I am presently playing Balance mod 0.99 ,patch 1.17. I am playing under high difficulty settings. I have just taken out an alien main planet with my 5 frigates and a repair ship. They defended it with 1 colony ship and an unarmed space station. It is currently turn 2402.8. Is it possible to make the aliens defend their home planets a lot better ? The appearance of a few satelites and weapons stations would have made me feel that this wasnt such an easy victory.

Dodd

javaslinger November 27th, 2006 07:44 PM

Re: Balance Mod Update
 
I'm gonna guess he's already working on that.....

Javaslinger

AAshbery76 November 27th, 2006 07:57 PM

Re: Balance Mod Update
 
It does seem from my early games in 99, that the A.I is not building defences.Unless they are building defences after facilities,which is wrong.

Dodd November 27th, 2006 08:24 PM

Re: Balance Mod Update
 
As this was the alien homeworld with a 4 billion population I expected a tougher defence. However I was counter attacked a turn later by a force of ten frigates ( a most enjoyable battle} but by then the damage had been done.

Captain Kwok November 27th, 2006 08:28 PM

Re: Balance Mod Update
 
The order for ground construction is described as "Facilities &gt; Units &gt; Facility Upgrades &gt; Unit Retrofits*". So generally smaller planets will be the first to add defensive units. Also, since the queue rate is highest on the homeworld, the AI prefers to build its ships there - so it's usually a while before they actually build units on it. An overall increase to unit build priorities might help.

Dizzy November 27th, 2006 11:06 PM

Re: Balance Mod Update
 
Well... I think it's necessary. Otherwise you could go for a hail mary pass with a transport and some tanks and you've won the game.

Captain Kwok November 28th, 2006 03:37 AM

Re: Balance Mod Update
 
Yeah, and unfortunately the large numbers of defined militia in the mod are overwritten by some secret stock backup setting. http://forum.shrapnelgames.com/images/smilies/frown.gif

I'll pump up unit production and maybe some more BSYs - that might encourage more unit construction for the AI early on.

javaslinger November 28th, 2006 03:41 AM

Re: Balance Mod Update
 
Can you get any info from Aaron on that secret stock backup to work around it?

BTW, is Aaron open to collaberations with you and other top modders to improve the stock game?

Keep up the incredible work!

Javasligner

mrscrogg November 29th, 2006 02:32 AM

Re: Balance Mod Available for SE:V
 
Is there an icon , new screen or patch number that shows up anywhere that lets you know if the Balance Mod has downloaded sucessfully and is ready for use as there was for Star Trek Mod on SE4 ?

Suicide Junkie November 29th, 2006 07:39 AM

Re: Balance Mod Available for SE:V
 
When you press "New Game" it will be in the list.
When you select its entry in the list, you'll see Kwok with a puzzled expression, holding a meson blaster in one hand and an APB in the other.

Wenin November 29th, 2006 03:31 PM

Re: Balance Mod Update
 
You can Retrofit units?!?!? How?

Captain Kwok November 29th, 2006 05:23 PM

Re: Balance Mod
 
In theory units can be retrofit, but there is no way to issue the order. I send a nag e-mail every so often asking for a retrofit screen that can handle multiple retrofits, and of course unit retrofits etc.

AAshbery76 November 29th, 2006 05:34 PM

Re: Balance Mod
 
All the race members seem to be jubilant after the patch,it makes some of facilities pretty useless..

Captain Kwok December 1st, 2006 04:06 PM

Re: Balance Mod
 
Bump for The Gnome.

Also check the Balance Mod forums over here:
http://www.spaceempires.net/home/forum-73.html

---

A v1.00 update is coming later this weekend. A couple more bug fixes plus some additions to boost the AI's unit production and defense.

The Gnome December 1st, 2006 05:54 PM

Re: Balance Mod
 
Groovy, thanks Kwok, apparently I'm blind!

Just a quick question, have you/are you planning any mods to the minister AI?

Dejavuproned December 1st, 2006 09:12 PM

Re: Balance Mod
 
I have recently installed the Balance mod and started a new game. There is something I noticed about research points though. I have 2 planets with research facilities on them, according to the planet report screen one planet is generating 4125 research points and one planet is generating 1997 research points which totals 6122. But when I go to the research screen it only says I have 5456 research points available, what happened to the rest? My government type gives me +6% research but my society type decreases research by 5% so I should have a 1% bonus so it cant be that. Anyone know what the problem might be?

Suicide Junkie December 1st, 2006 09:22 PM

Re: Balance Mod
 
Did you just finish one of the research centers?
You generate the points last month, and spend them this month.

Dejavuproned December 1st, 2006 10:16 PM

Re: Balance Mod
 
Ahh I didnt even realize that, you are right I have 6122 points in the next turn.

Thanks!

Captain Kwok December 2nd, 2006 12:24 AM

Re: Balance Mod
 
Gnome, through improving the AI, you improve the ministers. So far the AI focus has been ship designs, construction, diplomacy, and a little bit of other things. Which particular ministers were you interested in using?

javaslinger December 2nd, 2006 04:45 AM

Re: Balance Mod
 
I think the population ministers are broken. I'm using your mod, but I think it's an issue with SEV not yoru mod. Can you get them working??

Thanks,

Javaslinger

Dodd December 2nd, 2006 06:49 PM

Re: Balance Mod
 
I have noticed that when I try to upgrade my pre existing ship designs that items like better armor are not improved i.e the armor value remains the same. To improve a design I have to start from scratch. Is there a way to fix this?

Captain Kwok December 2nd, 2006 07:11 PM

Re: Balance Mod
 
Are you referring to the total armor on the design? If that's the case, then there's a SE:V issue with the stats not being updated until the save is re-loaded or perhaps until the next turn.

Dodd December 2nd, 2006 07:22 PM

Re: Balance Mod
 
Yes. The the total armor value wouldnt change. I did not realize that the values would update next turn.

Thanks

Dodd


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