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October 27th, 2006, 11:04 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
Yes, I did fix the Plasma Charge although I neglected to add it to the changelog.
Shadowstar, that is how it is suppose to be setup. Each empire's main script contains references for that AI to use specific weapons and to research those ones only. However it's not quite working right now so I temporarily added a bunch of common weapon techs to the global research list to at least make the regular AIs (non-racial ones) a bit more competitive.
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October 28th, 2006, 12:26 AM
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Sergeant
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Join Date: May 2002
Posts: 279
Thanks: 2
Thanked 0 Times in 0 Posts
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Re: Balance Mod Available for SE:V
Ah, I see. So its a workaround for a bug then. That makes sense.
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October 28th, 2006, 04:33 AM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Balance Mod Available for SE:V
I am very impressed and pleased by your mod.
The AI is much better than in the stock game and the short game I made so far is very interesting.
Excellent work!
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October 28th, 2006, 06:11 AM
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Corporal
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Join Date: Mar 2005
Posts: 163
Thanks: 0
Thanked 3 Times in 3 Posts
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Re: Balance Mod Available for SE:V
Thanks a lot for posting it. Its downloaded and installed, but I have to wait until tomorrow to give it a test spin.
I'm trying to read through manual before turning in for the night, but yeesh, that thing is hard to read!
Thanks again for your work on this!
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October 28th, 2006, 10:51 AM
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First Lieutenant
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Join Date: Jan 2005
Posts: 689
Thanks: 0
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Re: Balance Mod Available for SE:V
Unsure if this is because of the mod or a stock issue, but my Space Yard Ships all get 4,900 construction rate. That's with a Level 1 Space Yard( 1,000 construciton rate) and the +10% and +25% construction rate traits. How that sums up to 4,900 is beyond me.
Someone mentioned the 25% trait was being applied twice, but even that doesn't get me close to 4,900, so I'm not sure where the error is here. And is the +25% trait supposed to work with Space Yard Ships/Bases at any rate? I seem to remember it says 'Planetary Space Yard' rate.
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October 28th, 2006, 04:19 PM
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Second Lieutenant
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Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
Thanks: 0
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Re: Balance Mod Available for SE:V
4900 could be (2000 x 2) + (2000 x 45%)
45% could be 25% + (2 x 10%)
So maybe what's happening is:
2 x ( (1000 x 2 x 110%) + (1000 x 25%) )
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October 28th, 2006, 04:26 PM
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First Lieutenant
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Join Date: Jan 2005
Posts: 689
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Balance Mod Available for SE:V
Hmm, where are you getting those numbers from?
The exact construction rate is currently 4913. Base construction rate of the mobile Space Yard is 1,000 at Level 1( it's 2000 for level 1 planetary construction yards ), which is what I have. 1,000 + 10% + 25% +25% (assuming 25% was being applied twice) sums up to 1600 total. Where's the 3313 remaining points coming from?
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October 28th, 2006, 04:39 PM
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Second Lieutenant
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Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Balance Mod Available for SE:V
I got those numbers from your post immediately above, which states a 4900 construction rate, a 10% bonus and a 25% bonus. As far as your new 4913 rate, you probably have a racial or planetary morale bonus.
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October 28th, 2006, 04:42 PM
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First Lieutenant
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Join Date: Jan 2005
Posts: 689
Thanks: 0
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Re: Balance Mod Available for SE:V
Sorry Angle, I expressed myself poorly.
I have a Medium Freighter with a single Level 1 Space Yard component on it. That Space Yard component states that it constructs with 1,000 Minerals, Organics and Radioactives each turn. My race has a 10% and 25% construction bonus, which should put that Space Yard construction rate up to 1,600. There are no other listed modifiers. Yet when I enter the construction screen for that ship it says its construction rate is 4,913.
The AI is still not using Satellites effectively, Kwok. They don't really build many, either. They have like 5-10 times as many fighters as sats. How about at least tripling Satellite construction( perhaps lowering fighter production) and have them put all of them at warp points?
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October 28th, 2006, 04:46 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 don't know exactly how it is being applied and it was Aaron who stated it was being applied more than once in the changelog. Regardless it's an SE:V bug.
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