.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)

cshank2 June 3rd, 2007 08:15 PM

Re: Balance Mod To-Do List
 
Kwok, your mod is the only reason this game is playable.

Captain Kwok June 4th, 2007 01:06 AM

Re: Balance Mod
 
For players with long games or pbw games, what many experience points are your ships accumulating?

se5a June 4th, 2007 09:44 AM

Re: Balance Mod
 
I think psycic may be a little high, I'll have to take a look.

aegisx June 4th, 2007 11:59 AM

Re: Balance Mod Available for SE:V
 
Kwok, can you post the 1.07 AI scripts?

phalzyr June 4th, 2007 12:08 PM

Re: Balance Mod Available for SE:V
 
Quote:

aegisx said:
Kwok, can you post the 1.07 AI scripts?

Yes, Kwok please http://forum.shrapnelgames.com/images/smilies/happy.gif

aegisx June 4th, 2007 04:47 PM

Re: Balance Mod Available for SE:V
 
it also seems like AI players do not research nearly enough. Maybe mining/farming/radio colonies should also build some research facilities?

Escaflowne June 4th, 2007 05:30 PM

Re: Balance Mod Available for SE:V
 
The issue I'm having is that the turn processing is taking FOREVER once I click the next turn button.

I'm playing with a large galaxy, lots of computers, and a huge bonus. And processing a turn is taking at least 10 minutes once I click go.

Is that an issue in the basic game (more then likely) or something you're doing in the mod scripts?

Thanks for the mod, it ROCKS!

Captain Kwok June 4th, 2007 05:34 PM

Re: Balance Mod Available for SE:V
 
It's due to the AI's movement and combat phases - especially with the large number of ships you'd expect with a high AI bonus. The scripts are executed relatively quickly and don't contribute much to turn processing times.

Fewer AI opponents in a medium to large galaxy allows them to develop more and provide a greater challenge, while saving a bit on turn processing times.

Raapys June 4th, 2007 10:03 PM

Re: Balance Mod Available for SE:V
 
Kwok, a question. Do you know the effects of tweaking the "Combat Iterations Per Frame" setting( in settings.txt )? There's no mention of it anywhere that I can find, so I'm having trouble understanding exactly what it does.

Ed Kolis June 4th, 2007 11:48 PM

Re: Balance Mod Available for SE:V
 
I would imagine it controls the ratio between the "frame rate" and the "logic rate" of combat - if you set it to a higher number, the game would (assuming it's actually implemented) compute the combat results in more detail with better accuracy. I suppose lowering it could reduce the size of the combat logs, at the expense of detail though... might be worth a shot...

edit: odd, you're right, there is no mention of it in the modding doc... maybe it was added more recently?

edit 2: but nothing in history.txt either... this is strange :?


All times are GMT -4. The time now is 11:55 AM.

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