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Old March 17th, 2010, 04:50 PM
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Post Re: Balance Mod Available for SE:V

I thought I had made this post a few days ago, but apparently not.

Copy this info into your DebugSettings.txt file in the stock data folder. It will generate condensed debug logs for each player's AI script per turn. This includes things like minister orders or AI anger levels etc.

Code:
=======================================================================================
*BEGIN*
=======================================================================================

Generate Game Debug Log                                 := TRUE
Generate Engine Debug Log                               := FALSE
Use Fast Debug Log                                      := FALSE
Debug Section Engine Startup                            := FALSE
Debug Section Creation                                  := FALSE
Debug Section Sound Base                                := FALSE
Debug Section Display Class                             := FALSE
Debug Section Sobj Ship                                 := FALSE
Debug Section Display Object                            := FALSE
Debug Section Formula Evaluation                        := FALSE
Debug Section Script Evaluation Detailed                := FALSE
Debug Section Script Evaluation Simple                  := FALSE
Debug Section Script Evaluation Debug Print Only        := TRUE
Debug Print Sections                                    := Colonies, Construction, Design, Enemy Analysis, Events, Intel, Lists, Planets, Politics, Research, Resources, Setup, Ships, State, System
Debug Section Compute Highest Tech Level                := FALSE
Debug Section Master State Machine                      := FALSE
Debug Section Order Execution                           := FALSE
Debug Section Combat                                    := FALSE
Debug Section Combat Speed                              := FALSE
Debug Section Main Drawing Loop                         := FALSE
Debug Section TCPIP                                     := FALSE
Debug Section End All Players Turn                      := FALSE
Debug Section Host Processing                           := FALSE
Debug Section Phased Movement                           := FALSE

=======================================================================================
*END*
=======================================================================================
I had commented in that post as well that I thought your layers weren't working because they didn't have any valid locations to drop at. This are usually marked as border systems or defense locations. If you don't have any enemies (or non-treaties) then typically you won't have these locations which is why the layers defaulted to their backup behaviour of going to the nearest SY.

Regarding the AI politics, I'll have to keep an eye on that. It looks like your games start overly friendly which increases the overall likability for everyone by giving anger reductions for having the same friends or signing new treaties etc. If there's no wars in the galaxy though, there is a modifier to cause distrust between unlike AIs.

I don't generally see the overly friendly galaxy though in my AI test games, so I'm interested in what kind of empires you're typically seeing in your games...
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