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October 25th, 2006, 02:57 PM
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Corporal
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Join Date: Dec 2000
Location: England
Posts: 155
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Re: Balance Mod Available for SE:V
War hungry A.I's make it an easy game for the Human.Civ4 and Galciv2 have A.I's that don't go to war until they have enough power,and they try to make it a 1 vs 1 war.
The human player can declare war anytime he wants.I say no to war hungry A.I's.
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October 25th, 2006, 03:19 PM
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Second Lieutenant
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Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
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Re: Balance Mod Available for SE:V
If you would like the ai to declare war immediately, then just start a game on hard difficulty.
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October 25th, 2006, 05:56 PM
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Private
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Join Date: Nov 2000
Posts: 29
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Re: Balance Mod Available for SE:V
Possible bug ??
Sorry, just got the game and not time to really play, just a little testing.
Point defence cannons to hit modifier.
Ver.: 0.91 (may be not exact but you get the idea)
range 0=> modifier 20, range 50=> mod.0, range 90=>mod. -40
Ver.: 0.92
range 0=>mod.0, range 5=>mod.20, range 90=>mod. 50
It seems that in Ver. 0.91 the chance to hit a seeker/fighter is at first(long range) pretty bad and gets better in the last seconds, which I would expect of a close in defense system.
In Ver. 0.92 it seems the pd will hit heavy at long range and miss pretty much in the last defense stages, which seems odd.
Otherwise it seems to be a very nice mod. I will enjoy the game as I get some free time in November.
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October 25th, 2006, 07:11 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 Available for SE:V
Woops. I forgot to make a negative number when I removed the positive modifier.
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October 25th, 2006, 07:38 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
If you would like the ai to declare war immediately, then just start a game on hard difficulty.
I play on hard with medium AI bonus, yet still all 5 empires I've met spam me with treaty proposals until I accept, so I doubt that'll be much use.
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October 26th, 2006, 01:19 AM
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Sergeant
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Join Date: May 2002
Posts: 279
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Re: Balance Mod Available for SE:V
Well, not every AI empire needs to declare war right away. It's just one variation of the agressive persona. You'd expect a race with lots of early combat advantages to do it. They'd start building warships on the first encounter with another race and strike when they were more militarily powerful than that empire. Later wars would only break out after a considerable amount of buildup, and in those cases then you could have global-themed wars like genocides and such, that span the entire map, rather than one neighbor trying to take out the other.
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October 26th, 2006, 02:49 AM
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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 Available for SE:V
I've re-ordered the tech list for research, but unfortunately I'm having trouble getting the weapon tech areas as defined in each race's main file to come up on the research list. That's why the racial AIs are the only ones plowing ahead in weapons research since there tech area is called in the pooled AI research file...
Hopefully I can get some more info as to what is going on so I can fix it and get the next version out.
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October 26th, 2006, 06:07 AM
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Second Lieutenant
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Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
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Re: Balance Mod Available for SE:V
I only have stock to go on, but here's what I see from it:
In AI_Research.txt->Add_Wanted_Tech_Areas_For_Designs(), called from [race]_Main_Script.txt->Main,
it looks like this test always true:
"if (add_all) or (not item_added) then"
because add_all is always FALSE and item_added is always FALSE
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October 26th, 2006, 10:19 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
At turn 140'ish(with 0.92), none of the empires have actually deployed satellites at warp points. Looks like most, if not all, have a couple of Satellite Deployer designated ships, but they appear to be unused.
Also, it appears the AI barely build any satellites in the first place. A couple of planets in their entire empire might have a satellite group of 4-5 satellites, that's it. On the other hand, they appear to build dozens of fighters, yet never appear to put them in a carrier, so they're just planetary defense. In fact, none of the AI's appear to have 'Carriers' at all?
The AI also has tons of troops on just about all his planets. He also has Troop Transports. I'm unsure if he actually use troops in attacks, though?
I also noticed a few cases where the AI was trying to retrofit ships with cargo. Obviously that didn't work, and I'm guessing he's gonna keep trying until the end of time.
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October 26th, 2006, 11:25 AM
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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 Available for SE:V
I suspect the reason that satellite layers are not picking up sats anymore is because I made planets launch all their sats rather than keeping 50% in cargo meaning that there is probably no stock for the sat layers to grab and distribute. I can tweak the priorities for satellites though to get a few more constructed.
You're not seeing any carriers for the simple reason, none of the AIs are reaching fighter 2 tech, which would give them the carrier hull. It should be fixed in v0.93. At least I remembered to keep 50% of fighters in storage on the planet for use in ground combat or for carrier pick-up.
I have seen the AI send out a troop transport with troops on it to join a fleet but I'm not sure if it will follow a capture planet strategy. I'll have to investigate this and maybe edit some strategies to ensure ships break formation - I can just see it now with the cargo and repair ships in fleets being the leaders and the AI fleets fleeing in combat.
The retrofit with cargo bug is an SE:V issue. Although I think I need to tweak done the priority for colony ships. In all my test games, the AI has more colony ships than planets to colonize. Even worse is that it will send all the available ones to the same planet (SE:V bug again, but at least fixable in the scripts) and so on.
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