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February 27th, 2007, 10:26 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...
Quote:
Baron Grazic said:With all the changes of the components in the next patch, will you be considering changing any BalMod components to follow suit?
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There are two reasons why I wouldn't. First being, I essentially did that already, but also because the stock weapons are configured against each other differently than in the mod. For example, all 3 types of torpedo are available right away in stock, while they are staggered in the mod etc.
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February 28th, 2007, 01:46 AM
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Captain
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Join Date: Oct 2001
Location: Australia
Posts: 809
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Re: Balance Mod...
Cool, I thought that would be the answer, but thought I'd check anyway. Thanks.
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February 28th, 2007, 12:45 PM
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First Lieutenant
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Join Date: Jan 2005
Posts: 689
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Re: Balance Mod...
Kwok, I was thinking. Would it be unimaginably hard to get the AI to use a net of 'spy satellites' throughout the galaxy?
I.e. have the AIs deploy a few satellites, with the latest sensor tech and a weapon or so, spreading them out in a sensible way in the systems they have explored. This would provide the AIs with much better information on other empires' ship movements, thus they'd be in a far better situation when deciding what orders to give their ships.
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February 28th, 2007, 01:28 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...
The AI should be distributing satellites to WPs more effectively in the upcoming patch. This will help the issue somewhat. Dropping sats in unowned systems will be a little more tricky.
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February 28th, 2007, 09:50 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 v1.04 Available!
Greetings.
I've finally got around to uploading v1.04 of the mod. There's lots of little fixes and tweaks, changes to mounts, added FQM, and of course some needed AI enhancements.
Next on the agenda is v1.05, which will probably be focused on employing many of the new script functions from the next SE:V patch, plus anything I broke in v1.04...!
Code:
Version 1.04 (28 February 2007)
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1. Fixed - Error in number of tech levels for Crystalline Dreadnought
2. Fixed - Inconsistency in cost for Crystalline Small Fighter
3. Fixed - Bases with Quantum Reactors were not adding Supply Storage components
4. Fixed - Organic vehicle hulls were not receiving their regeneration bonus amounts
5. Fixed - Error in Baseship defense penalty
6. Fixed - Miscellaneous seeker weapon errors
7. Changed - Increased damage amount for Anti-Matter Torpedo
8. Changed - Decreased planet defense modifier
9. Changed - Increased damage factor for weapons and facilities to be functional
10. Changed - Reduced ECM defense bonus amount to 4% per level
11. Changed - Reduced size of mounts: Large is 1x, Heavy is 1.5x, and Massive is 2x size
12. Changed - Increased damage bonuses for mounts
13. Changed - Added range bonuses to ship mounts
14. Changed - Added accuracy bonus for Large Satellite Mount
15. Changed - Costs for ship mounts are now fixed amounts rather than increasing per level
16. Changed - Ionic Pulse Missiles can now be placed on Satellites and Weapon Platforms
17. Fixed - Error in number of tech levels for Religious Studies
18. Changed - Slightly reduced number of tech levels for Resupply tech area
19. Changed - Small change to tech requirements for Quantum Reactor
20. Changed - Increased the research cost for Applied Research
21. Changed - Adjusted damage type and damage amounts for Alloy Burner Missiles. They now do 2x damage to armor.
22. Changed - Increased the number of tech levels for Alloy Burner Missiles.
23. Changed - Increased tech area cost for Applied Research
24. Fixed - Error in starting range for Capital Ship Missile
25. Fixed - Error in starting range for Plasma Missile
26. Changed - Tweaked score calculation
27. Changed - Emissive Armor ability reduced (Temporary until fixed)
28. Fixed - The Gravitational Quantum Resonator's range was too high
29. Changed - Incorporated Fyron's Quadrant Mod with a few small changes
30. Changed - AI will now use a mixed variety of ship sizes
31. Changed - AI will also scrap obsolete Satellites in addition to Weapon Platforms
32. Added - Patrol and Scout Ship AI design types
33. Added - AI will now scrap obsolete ships
34. Changed - AI will consider racial trait technologies in choosing Colony Types
35. Added - Updated AI Scripts
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March 1st, 2007, 02:21 AM
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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 v1.04 Available!
Just an FYI - you'll probably want to start a new game with v1.04 - some of the FQM additions have shifted around system objects and you'll get errors if you try and continue.
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March 1st, 2007, 02:28 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Balance Mod v1.04 Available!
Thanks CK.
__________________
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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March 1st, 2007, 10:39 AM
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Second Lieutenant
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Join Date: Sep 2006
Posts: 482
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Re: Balance Mod v1.04 Available!
Just checked out 1.4. Looks very nice with the new effects! What would you think about slowing down the warp swirl...
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March 1st, 2007, 03:51 PM
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Second Lieutenant
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Join Date: Sep 2006
Posts: 482
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Re: Balance Mod v1.04 Available!
Have you checked out Time Distortion Burst (and Temporal Tachyon Cannon)? They seem to have a short range and it just stops (no trail off in power). When letting the AI run battles with ships that have these, they just follow the enemy not shooting while being shot at. In the later levels it improves a little, but for the first 5 or so, not much.
Just checking if that is the intended effect.
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March 2nd, 2007, 05:45 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 v1.04 Available!
It might have something to do with the strategy being used on the ship. A lot of the ships stutter when they reach their desired range and this either causes them just to be out of range to fire or to fire their bolt weapons, which end up being just short of the target when they max out on range.
There are a few range fields in settings.txt that I might be able to experiment with to see if I can get the ships to be a bit closer before they fire and avoid the above situation.
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