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June 16th, 2007, 09:53 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Balance Mod
That's how I changed it as well. I had it setup if the player wasn't on our team to break the treaty, but it was being "overwritten" by another condition that followed, allowing for the treaty to be broken still.
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June 16th, 2007, 07:27 PM
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Corporal
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Join Date: Sep 2006
Posts: 164
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Re: Balance Mod
excuse my ignorance, is it the mod or just another game bug that leaves me with half a dozen separate populations of conquered amon'krie on the same planet? What I would give for them to merge, at least eventually.
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June 16th, 2007, 07:55 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Balance Mod
Are they under different flags?
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June 16th, 2007, 09:31 PM
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Corporal
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Join Date: Sep 2006
Posts: 164
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Re: Balance Mod
Quote:
Captain Kwok said:
Are they under different flags?
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They all seem to have my flag. Seven distinct groups of Amon'krie that are identical, as far as I can see. Early on I did sabotage the Amon'krie causing some of their planets to revolt, however, when I started conquering them there was only one breakaway empire left. The Amon'krie are now fully conquered, and I have been spreading them into my new systems.
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June 25th, 2007, 05:42 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
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Re: Balance Mod Updates
Greetings!
Just wanted to keep those interested informed of the upcoming plans for the Balance Mod.
I'm working on v1.09 to be released with the next SE:V patch. So far it's a few AI improvements and a couple of data file fixes. It should also be compatible with the German/French versions of SE:V, assuming that capacity is added by the patch.
After that, I'll be working on v1.10, which will definitely be a save-game and PBW breaking version. It will feature major AI updates (stellar manipulation usage, cloak usage, etc), a new set of override slots and whatever data file tweaks that are felt necessary. This version will likely be posted at the end of the summer since I'll be away most of July and will need a significant amount of time to test with the AI work.
If all goes well with v1.10 and there's no real issues with it then I'll consider it the final version for now. That will give me the time to work on the new Galaxy Mod.
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June 26th, 2007, 09:07 AM
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Sergeant
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Join Date: Nov 2006
Posts: 220
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Re: Balance Mod Updates
Kwok,
Can you add a new combat tactic for players and the AI to use. As you may have noticed I really love fighters in the game and I'm trying to get them to a good play level.
We need a combat order for Carriers to get them to behave better in combat. If you have them set to "Don't get hurt" they fly away from the fight launching fighters in a line of spreadout fighters making them VERY ineffective. If you have the carrier move towards the enemy it launches fighters in a manor it should having them arrive in a nice strong group together versus being vastly spreadout.
What I'm asking for is a combat order geared towards Carriers. The order needs to be rather simple: - 1. Fly towards the enemy launching fighters.
2. Once empty switch to "Don't get Hurt" and move away from the enemy.
3. If you have a fighting carrier then just use one of the other orders for it.
The new order will be very useful for players and the AI.
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June 26th, 2007, 09:58 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Balance Mod Updates
I actually was going to put a weapon on Carriers, which would allow them to use the Max Range Strategy without running away and launch their fighters in more of a "cloud". There's no real way to get the AI to launch as you have suggested that I know of.
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June 26th, 2007, 01:34 PM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
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Re: Balance Mod Updates
Kwok if you introduce such major changes in 1.10 with new AI activities like stellar manipulation, I would be prepared to at least one more version 1.11 to fix some imperfections you might discover after the public launch of 1.10 .
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June 26th, 2007, 01:55 PM
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Sergeant
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Join Date: Nov 2006
Posts: 220
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Re: Balance Mod Updates
Quote:
Captain Kwok said:
I actually was going to put a weapon on Carriers, which would allow them to use the Max Range Strategy without running away and launch their fighters in more of a "cloud". There's no real way to get the AI to launch as you have suggested that I know of.
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Is this something we could ask Aaron about? Just a new option to check if cargo is empty. True/False.....if empty the ship retreats = True.
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June 27th, 2007, 05:07 PM
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Sergeant
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Join Date: Nov 2006
Posts: 220
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Re: Balance Mod Available for SE:V
What is the word on the next patch release date?
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