.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #101  
Old October 21st, 2006, 06:16 PM

wrongshui wrongshui is offline
Private
 
Join Date: Sep 2006
Posts: 48
Thanks: 0
Thanked 0 Times in 0 Posts
wrongshui is on a distinguished road
Default 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?
Reply With Quote
  #102  
Old October 21st, 2006, 07:24 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Balance Mod Available for SE:V

Can you e-mail me the saved game? Capt-Kwok at rogers dot com...
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #103  
Old October 21st, 2006, 10:40 PM

Raapys Raapys is offline
First Lieutenant
 
Join Date: Jan 2005
Posts: 689
Thanks: 0
Thanked 0 Times in 0 Posts
Raapys is on a distinguished road
Default 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.
Reply With Quote
  #104  
Old October 21st, 2006, 11:05 PM

Baron Munchausen Baron Munchausen is offline
General
 
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
Baron Munchausen is on a distinguished road
Default 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.
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)
Reply With Quote
  #105  
Old October 21st, 2006, 11:08 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default 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.

-----

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.

-----

Thanks for sending in save games - I often struggle to get enough turns in to watch behaviour so they really help.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #106  
Old October 22nd, 2006, 03:12 AM
Kana's Avatar

Kana Kana is offline
Captain
 
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
Kana is on a distinguished road
Default 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.
And KwokStock was really born....
Reply With Quote
  #107  
Old October 22nd, 2006, 08:22 AM

Raapys Raapys is offline
First Lieutenant
 
Join Date: Jan 2005
Posts: 689
Thanks: 0
Thanked 0 Times in 0 Posts
Raapys is on a distinguished road
Default 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.
Reply With Quote
  #108  
Old October 22nd, 2006, 11:50 AM

Raven Raven is offline
Private
 
Join Date: Oct 2006
Posts: 2
Thanks: 0
Thanked 0 Times in 0 Posts
Raven is on a distinguished road
Default 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.
Reply With Quote
  #109  
Old October 22nd, 2006, 12:23 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Balance Mod Available for SE:V

Thanks! It was the result of a faulty engines-per-move value.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #110  
Old October 22nd, 2006, 03:36 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default 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.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:36 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.