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October 21st, 2006, 06:16 PM
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Private
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Join Date: Sep 2006
Posts: 48
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Re: Balance Mod Available for SE:V
Im 209 turns into a balance Mod game, I just logged into all the empires as Im having an issue with it hanging when a new empire is created. Half of all the other empires planets are rebeling, is this normal?
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October 21st, 2006, 07:24 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 Available for SE:V
Can you e-mail me the saved game? Capt-Kwok at rogers dot com...
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October 21st, 2006, 10:40 PM
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First Lieutenant
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Join Date: Jan 2005
Posts: 689
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Re: Balance Mod Available for SE:V
I did the same and logged into the empires in my game. That was *really* depressing. At turn 180 none of them had developed Medium sized ships, most had around 6k research points, all but 2-3 of them had yet to leave their first system and discover any other empires(!), all but one or two of them had minor to severe maintenance problems, one guy had a mineral generation of 100k but only 10k maintenance; he didn't have *any* ships at all, at least 3 or 4 empires had just about all of their planets rebelling, etc. Hmm.
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October 21st, 2006, 11:05 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
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Re: Balance Mod Available for SE:V
Quote:
aegisx said:
What do you think about having the Capital Ship missile's (and maybe other missiles/rockets) defensive bonus modified by the empires Armor level? It would stand to reason they would have better armor/hulls as their tech increases.
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No, not the defense bonus. That should be ECM (Defense Systems) tech. The seekers hit points should be affected by the level of armor tech. I've already done both of these for myself:
Weapon Seeker Tonnage Structure Formula := 30 + (Get_Empire_Tech_Level("Armor") * 2)
Weapon Seeker Defense Modifier Formula := 30 + (Get_Empire_Tech_Level("Defense Systems") * 2)
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October 21st, 2006, 11:08 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 Available for SE:V
The main culprit is the Government traits... the happiness values are just too much to counter and there isn't sufficient time for the empires to build troops to counter. Working on it asap as it is absolutely killing the AI.
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I've reduced the to-hit bonuses on PD with 2 exceptions as they don't need the bonus with the general change to -5% accuracy per 10 range introduced in v0.90 and the recent PD fix.
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Thanks for sending in save games - I often struggle to get enough turns in to watch behaviour so they really help.
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October 22nd, 2006, 03:12 AM
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Captain
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Join Date: Apr 2004
Location: Texas
Posts: 962
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Re: Balance Mod Available for SE:V
Quote:
Captain Kwok said:
You don't have to be testing fleets or anything, just add about 10 ships per side and see how it goes.
I'm not sure if I'm going to mod in some of the more advanced techniques for the Balance Mod as I'm going for stock-like, but I can always change my mind. Mu ha ha ha.
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And KwokStock was really born....
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October 22nd, 2006, 08:22 AM
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First Lieutenant
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Join Date: Jan 2005
Posts: 689
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Re: Balance Mod Available for SE:V
I've been thinking. The computer seem to colonize even the 'dome' planets in their system, which isn't really that smart. So, if 'Players can only colonize planets with a breathable atmosphere' is on, that should improve the computer's performance quite a bit, shouldn't it? He'd be forced out of his own system and he'd not waste population and colony ships on useless planets.
Most of the empires didn't have rebellions( in fact I think all 2-3 AIs that had rebellions had control over 2-3 solar systems), yet they didn't appear to be doing any better than those that did, so there seem to be more/bigger issues here too.
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October 22nd, 2006, 11:50 AM
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Private
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Join Date: Oct 2006
Posts: 2
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Re: Balance Mod Available for SE:V
Bug - I have built an Organic Large Freighter, and it has a movement of 82.
Each contra-terrene engine (16 of them) adds 5 hexes to its movement.
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October 22nd, 2006, 12:23 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 Available for SE:V
Thanks! It was the result of a faulty engines-per-move value.
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October 22nd, 2006, 03:36 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 Available for SE:V
I've had some success in the upcoming v0.92 version getting the AI to explore more systems and expand faster by making resupply depots the first priority in a new system before spaceports, designated more ships as explorers, and tweaking construction queues for facilities...
However - at some point the AI just stops expanding and goes into a comatose state regardless if they have excess resources. I'm thinking that the AI stops building design types once it reaches some number of total ships/units for the number of colonies it has and that is what is preventing further expansion.
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