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January 4th, 2007, 06:36 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: Balance Mod
That file was updated in v1.01 for the SE:V v1.20 patch. Are you sure you extracted all the files? Sometimes when unzipping you have only a single file selected and only that gets extracted. Anyhow I'd recommend you unzip the file again.
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I'm hoping to get v1.02 out tomorrow. Besides the usual fixes and adjustments, some new AI scripting was done to get the AI to more actively pursue enemy targets. For example, if the AI has some free attack ships they should attack valid targets (ie enemy and approx. same strength or less) immediately in their visible space.
I've also got scripts ready to go for AI scrapping of obsolete vehicles and units in cargo, but some of the system functions for those orders are not working properly so I haven't been able to implement them yet.
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January 4th, 2007, 09:29 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
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Re: Balance Mod
Thats probably the problem. I look forward to the next version. I really wish Aaron would incorperate your modifications into the stock game.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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January 4th, 2007, 10:35 PM
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First Lieutenant
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Join Date: Jan 2005
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Re: Balance Mod
And then fix the AI.
How much of it do you think is fixable with the modding files, Kwok? I know it's possible to alter how often the computer should do attacks, etc., but do you think those settings by themselves can fix the AIs aggressivenes?
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January 4th, 2007, 11:30 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Balance Mod
The level of AI aggressiveness is completely controlled by the AI scripts. However, certain items like not remembering AI colonies when they are not in current sensor range could benefit from a few hardcode changes. Changes like that would help allow scripters to develop more finely tuned AI that can be intelligently aggressive.
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January 5th, 2007, 06:10 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Balance Mod
The update is almost ready to go, but I'm still working out a few kinks with some of the changes to the AI. It'll probably be a bit later this weekend for v1.02 to be posted.
I also heard back from MM on some of the scrapping issues and fixes have been made for the next patch - which will allow me to have the AI smartly scrap obsolete units and ships - and keep the AI's defenses up to date. Another fix was made to a function that helps control planet unit launching in the mod - currently more units are being launched than should be. This makes it harder for carriers and other transports to pick up enough units from cargo.
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January 6th, 2007, 01:24 PM
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Corporal
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Join Date: Dec 2000
Location: England
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Re: Balance Mod
Ready yet?
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January 7th, 2007, 04:10 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Balance Mod
The update is almost ready. I have a few small changes to make based on some user feedback on vehicle costs/attributes and I still need to evaluate if some of the attack order items are working out.
I've made a few tweaks to AI diplomacy as well. They shouldn't spam you every turn with an offer if there is no treaty in place. They should also occasionally offer a new treaty in place of an existing treaty - something they didn't do before.
On another positive note, I through in some extra items I didn't intend to do for this update, including some tweaks to AI colony type selection that takes into account the available facility space and some retrofit fixes too.
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January 7th, 2007, 05:57 PM
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National Security Advisor
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Join Date: Oct 2001
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Re: Balance Mod Custom Races
Quote:
Q said:
I noticed that if you placed some new races in the empire folder of the main game (not of the game types folders), they are not only available for a balance mod game as human controlled race, but are also chosen as random created AI empire.
As they lack the modified AI scripts they will however almost completely be inactive.
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I've corrected this for v1.02 and the mod will no longer list each flag or shipset twice either. I've also added the following info to the readme.txt file for player's to use the custom races with the mod:
Code:
5. Adding New Races to the Mod:
================================
If you've downloaded a new shipset and would like to use in the Balance Mod, follow the steps
below:
1. Create a folder in the Balance Mod's Empires folder with the same name as the Race's default folder - it
is important to use the exact same name so the game will now where the pictures and models are
2. Copy the race's [Race Name]_AI_main.txt file into that folder
3. Edit the following lines in [Race Name]_AI_main.txt:
From:
AI Script File := [Race Name]\[Race Name]_Main_Script.csf
AI Script Empire Setup File := [Race Name]\[Race Name]_Setup_Script.csf
To:
AI Script File := Default\Default_Main_Script.csf
AI Script Empire Setup File := Default\Default_Setup_Script.csf
This will tell the AI to use the Balance Mod's default AI files with the ship set, making sure it works
properly with the mod.
At some point I will include some individualized AI scripts for the more popular custom races so they don't have to use the default script.
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January 7th, 2007, 07:18 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Balance Mod Update
The next version of the Balance Mod is available. This version makes some fixes and adjustments, as well as lots of little AI upgrades. The AI shouldn't be spamming you anymore with treaty requests, but let me know if they ever propose a new treaty when an existing one is in place.
As usual, grab the update here:
http://www.captainkwok.net/balancemod.php
Code:
Version 1.02 (07 January 2007)
------------------------------
1. Fixed - Error in allowable vehicle types for Ionic Pulse Missile
2. Fixed - Error in number of abilities for Massive Ship Mount
3. Fixed - Error in tech requirements for all Medium Freighters
4. Fixed - Error in exchange of trade items
5. Fixed - AI designs will no longer have 5kT of space remaining on some designs
6. Changed - AI designs will only add enough Life Support or Crew Quarters to fulfill requirements
7. Changed - AI will no longer retrofit Colonizers
8. Fixed - Occasional error for AI that sometimes resulted in a long delay during processing
9. Changed - Increased planet's population, supply, and ordnance amounts, but decreased cargo storage
10. Fixed - Error in ability amount description for Plague Bombs
11. Fixed - Error in Psychic Weapons tech area
12. Changed - Telekinetic Projectors increased to 11 tech levels
13. Changed - Tech requirement levels for Psychic Whiplash
14. Changed - Tech requirement levels for Stupifier
15. Changed - Increased damage amounts for Time Distortion Burst and Small Time Distortion Burst
16. Changed - Slightly reduced Organic regeneration rates
17. Fixed - Racial trait Drone hulls did not have the correct maintenance reduction
18. Fixed - AI flags and shipsets no longer listed in duplicate
19. Added - Additional mini flags (Thanks to Wayne W.)
20. Changed - AI players should occasionally offer new treaties in place of old ones
21. Changed - AI players should no longer spam other players with treaties
22. Changed - AI will no longer retrofit colony ships and will properly retrofit bases
23. Changed - AI will now issue attack orders against valid targets for attack ships
24. Added - Modifiers to tweak AI colony type selection based on available facility space
25. Updated - AI Scripts
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January 8th, 2007, 01:28 PM
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Colonel
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Join Date: Jan 2001
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Re: Balance Mod Update
Excellent!
Thank you for your work and the instruction about new races.
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