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Old April 10th, 2008, 04:08 AM
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Arralen Arralen is offline
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Default Re: Balance Mod

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[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 ?!)
There is a current bug in SE5 that is effecting the selection of resupply locations using the "go to nearest resupply" function. It affects both the manual order and AI script function. I can make a workaround for the AI, but the order itself needs to be fixed by a SE5 patch.
Should have made 2 entries from this:
A) supplies are not distributed to allied ships in a system
B) "goto nearest resupply" - an AI fix/workaround would be great as it gets seriously crippled by this bug


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[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?
Does that colony have the lowest population in your empire or close to it?
Nope, it was (IIRC) 100/100 while there where 25/1000 planets as well.


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[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.
Yes, Crystalline Armor is intended to stack.

Ouch. Sure?


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[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 ..
The Skip Armor damage type used to have only partial armor penetration, but doing so makes it trigger each and every armor's special effect (emissive etc.) as it passes through. This can seriously handicaps the skip armor type.

Maybe tone down their damage somewhat?


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[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 ..
Not sure what you mean exactly by the last item. Can you elaborate a bit?
Will come backt to that later .. no time now. Maybe do another test game and make some notes ..
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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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