|
|
|
|
|
April 10th, 2008, 12:30 PM
|
First Lieutenant
|
|
Join Date: Jan 2005
Posts: 689
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Balance Mod
Oh, so allied ships wont regenerate supplies by just being in the same system?
|
April 10th, 2008, 01:10 PM
|
|
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: Balance Mod
Allied ships will receive remotely distributed supplies, but a Resupply Depot can only distribute a couple thousand supplies per turn, so there's only so much to go around. The RD owner's ships have first priority, so outside of a stopping at an ally's planet, it's not very likely your ship will get anything.
|
April 17th, 2008, 12:52 AM
|
Corporal
|
|
Join Date: Jul 2007
Posts: 115
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Balance Mod
In the next version, will there be plans to improve migration?
|
April 17th, 2008, 04:09 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Balance Mod
Short of writing a completely new script in the Events script file, the only thing one can mod about migration is the amount of the effect.
Race Starting Percent Migration := 5
Race Migration Added 1 Percent Per Population Amount := 1000
|
May 7th, 2008, 06:59 AM
|
|
Major General
|
|
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
|
|
Re: Balance Mod
- minor AI nations shouldn't offer intersettling treaties: as they do not leave their home system, they don't benefit from those
- AI is too eager to exchange colonization techs. Or the big nations simply demand them from the minor ones, I don't know.. . Or maybe this is ok - haven't seen the AI use remote mining ships/stations, so settling everywhere is somewhat ok to make it challenging to the human player. Problem with this: you can remote mine ressources, but you can't "remote mine" research/intel (research stations would be cool, but beyond the scope of a rebalance mod I guess)
There's a bug with colonization techs anyway. Starting with IceCol, I was offered Ice/Gas Col tech when dealing with a race which started with Rock Col and had aquired Gas Col tech. No way for an ice dweller to get Rock Col tech from other races.
- AI only uses PD 1, ever.
- planet types (values) need rebalancing (since SE3, I think ;-) ): ice worls are mostly small, gas giants are .. giants, mostly. What gives a huge penalty or boost, respectivly, to the races which have them as their home environment. As an equalizer, gas giants should be much lower on minerals/radioactives, but they're not, as it seems. And there's nothing in favour of ice worlds: maybe make them have generally ok or better conditions, so environmental resistance (or how it is called) isn't a factor for those races ?
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
|
May 7th, 2008, 12:20 PM
|
|
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: Balance Mod
The planet types are actually quite balanced. The Gas Giants appear larger but that's just a graphics thing, they are created in the same ratios as rock and ice planets
The AI does research and use point defense about level 1. If you're starting a game with 0 tech points, it might take them a bit longer to start researching more levels since they are researching more theoretical techs like physics etc.
|
May 7th, 2008, 03:01 PM
|
|
Major General
|
|
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
|
|
Re: Balance Mod
Quote:
Captain Kwok said:
The AI does research and use point defense about level 1.
|
Started with 50k research points, and it's turn 148 now.
And all AI designs I know have PD 1 only - but weapons and engine tech 3-5 !
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
|
May 8th, 2008, 11:46 AM
|
|
Private
|
|
Join Date: May 2007
Location: France
Posts: 46
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Balance Mod Available for SE:V
as I was looking in the vehicule sizes file, I noticed a possible error in every carrier types:
While text is "30% must be filled with fighter bay or drone launcher" the formula is
Requirement 7 Formula := Get_Design_Ability_Percentage_Of_Hull_Space("Units - Launch", "Fighter") >= 30 or Get_Design_Ability_Percentage_Of_Hull_Space("Units - Launch", "Drone")
instead of something like
Requirement 7 Formula := (Get_Design_Ability_Percentage_Of_Hull_Space("Units - Launch", "Fighter") + Get_Design_Ability_Percentage_Of_Hull_Space("Units - Launch", "Drone") ) >= 30
__________________
What ever can be the question, 42 is the answer!
|
May 8th, 2008, 09:11 PM
|
|
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: Balance Mod Available for SE:V
I'll change that for the next update. It'd be good for if you want to mix and match fighter bays and drone launchers on a carrier.
|
May 22nd, 2008, 06:05 AM
|
Corporal
|
|
Join Date: Jul 2007
Posts: 115
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Balance Mod Available for SE:V
Does anybody know why terran ships have fewer armor slots than other races?
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|