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Old April 7th, 2008, 03:28 AM
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Arralen Arralen is offline
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Default Re: Balance Mod

Did several testgames (SP/simu move/no tac combat// 1.71 and 114a) and encoutered several issues .. and as I don't know if they're from Kwoks or SE5, I'll start with posting them here (though I guess some might be well-known SE5 flaws ...) :
  1. AI (attack) ships are running out of supplies regularly and become sitting ducks in enemy territory.
  2. supply distribution to allies does not work. Depots themselves are sometimes recognized by the "resupply at nearest" order, but, oddly enough, of some ships in the the same and just beyond the WH to the neighbouring system one would target the allies colony, the other would chose to go all they way back to the next "own" depot .. on the very same turn, even! (Might be the code does not look for allied depots in neighbouring systems ?!)
  3. had 4 colony ships mothballed by marking them all and choosing "mothball". Reversing the procedure didn't work for all of them. I couldn't even scrap the lowest number unless after I scrapped the other three and waited another turn.
  4. AI pop minister tries repeatedly to drop pop on an already full colony. I even toggled the minister "off", canceled the ships orders, turned the minister "on" again, got the "ship without orders" end turn message - and on the next turn the ship was back trying to drop the pop again ... could be because it's actually the "Moon" of an asteroid field - and the only time when a "moon" and it parent object share the same map location. Possibly the code checks for pop numbers on the wrong object?
  5. asteroids values/conditions are not listed on the "known planets" screen
  6. crystalline armor shield generation stacks: getting hit 2x in a salvo on +6 shield armor gave me 12 shield points: Either the 2 armor slabs stacked or the shield generation from the 2 shot stacked and was applied after all damage calculation from the salvo.
  7. crystal weapons should be rebalanced .. maybe "armor piercing" instead of "armor negating" (50% penetration or something). They're base tech for any race with that tech path yet utterly devastating unless everybody has shields ..
  8. After getting ionic weapons 1, I was able to deploy ionic mine warheads - despite its description says I would need warhead level 6 (only had "1" in mines, warheads and ionics)
  9. "general" tech fields and tech advances need rebalancing: it's easier to research the starting techs to rediculous highs than to open a new tech field. That's making for dumb tech races with human players .. and the AIs research "plans" are way off anyway ..
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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