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October 29th, 2006, 05:13 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
Quote:
aegisx said:nm, its probably because I didn't compile with your scripts yet.
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That would be the likely culprit.
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October 29th, 2006, 05:28 PM
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Second Lieutenant
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Join Date: Sep 2006
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Re: Balance Mod Available for SE:V
ANy chance of a research tutorial? It sets up techs to research in a number of places. It is also confusing wether the order changes, since the ones off of the main script run every turn, whereas the setup ones run only once?
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October 29th, 2006, 07:08 PM
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Second Lieutenant
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Join Date: Sep 2006
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Re: Balance Mod Available for SE:V
How did you get rid of the garbage treaties? In my custom AI, I do:
call lng_Politics_Treaty_Elements_Allowed_Type.delete(T REATY_ELEMENT_TYPE_SHARE_TECHNOLOGY)
call lng_Politics_Treaty_Elements_Allowed_Type.delete(T REATY_ELEMENT_TYPE_SHARE_DESIGNS)
call lng_Politics_Treaty_Elements_Allowed_Type.delete(T REATY_ELEMENT_TYPE_CANNOT_RESEARCH)
call lng_Politics_Treaty_Elements_Allowed_Type.delete(T REATY_ELEMENT_TYPE_CANNOT_USE_VIRAL_WEAPONS)
call lng_Politics_Treaty_Elements_Allowed_Type.delete(T REATY_ELEMENT_TYPE_CANNOT_BOMBARD_PLANETS)
call lng_Politics_Alliance_Elements_Allowed_Type.delete (ALLIANCE_RULE_TYPE_SHARE_TECHNOLOGY)
call lng_Politics_Alliance_Elements_Allowed_Type.delete (ALLIANCE_RULE_TYPE_SHARE_DESIGNS)
call lng_Politics_Alliance_Elements_Allowed_Type.delete (ALLIANCE_RULE_TYPE_CANNOT_RESEARCH)
call lng_Politics_Alliance_Elements_Allowed_Type.delete (ALLIANCE_RULE_TYPE_CANNOT_USE_VIRAL_WEAPONS)
call lng_Politics_Alliance_Elements_Allowed_Type.delete (ALLIANCE_RULE_TYPE_CANNOT_BOMBARD_PLANETS)
after the political functions, but it does not work.
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October 29th, 2006, 09:41 PM
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Second Lieutenant
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Join Date: Sep 2006
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Re: Balance Mod Available for SE:V
Also of note, the Propose_Elemtents function in AI_Politics seems a bit off to me. It does not seem to take anger of the element into consideration before it adds it to the element array.
I changed the anger on the bad elements to -10000 and it didn't make a difference, I added (this_anger > -10) to the if statement in the function and it works out fine.
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October 29th, 2006, 09:50 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Balance Mod Available for SE:V
I've seen some good behaviour with the AI in my test game. They are using all the transport types including carriers with fighters, troop transports with troops - both types in fleets - and also sat layers with sats.
Unfortunately they still suffer from a bit of let down in expansion after 10-15 colonies.
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Aegisx - I commented out the negative elements until I could figure out the exact calculations being used. There appears to be several functions that work out the treaty elements.
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October 30th, 2006, 12:29 AM
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Major
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Join Date: Oct 2003
Location: Union, SC
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Re: Balance Mod Available for SE:V
Quote:
Captain Kwok said:
Delete the soundeffects.txt file from the data folder.
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There wasn't one. I cut and pasted the one from stock.
Still not working. Any more ideas?
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Caduceus
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October 30th, 2006, 12:56 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Balance Mod Available for SE:V
My accidental inclusion of Tampa_Gamer's soundeffects file in v0.91 or so was the only cause for that error I have seen.
Just try it without any soundeffects.txt file in the mod's data folder. Also make sure you have a soundeffects.txt in your stock data folder - I tend to move rather than copy files when I do this sort of thing.
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October 31st, 2006, 12:05 AM
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Major
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Join Date: Oct 2003
Location: Union, SC
Posts: 1,166
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Re: Balance Mod Available for SE:V
Well, I am not sure how I fixed it.
A.) I had a "nested" Balance Mod in the Balance Mod folder which I deleted.
B.) I deleted the soundeffects.txt file that I had copied from stock into the Balance Mod folder.
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Caduceus
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October 31st, 2006, 08:45 PM
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First Lieutenant
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Join Date: Jan 2005
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Re: Balance Mod Available for SE:V
Issues with 0.93 that I can see at turn 150 with the AI empires( a few of them might be general game issues):
1. They still don't research ship sizes enough. At 150 the best they have is Light Cruiser; some not even that.
2. There's a problem with the AI researching both Energy Stream, Energy Pulse *and* Projectile weapons. Since these weapons all fall into the same 'primary weapon' category it seems a huge waste of RP.
3. An Attack Ship design had a Medical Bay on it.
4. The AI's will build (few) satellites and satellite layers, and even take the satellites into the satellite layers, but they will *not* use them to guard warp points, and they also don't appear to use fighters for that. All warp points are left unprotected in all but a few rare cases where the AI keeps ships there, sometimes a tiny fighter squadron.
5. One AI empire that I checked had explored 10 systems, but left 2 of them only half-way explored even though he had colonies in them. However, the problem is that these 2 systems are the only ones leading to the 'outside', but the AI don't know about any warp points in them so he's actually been without contact with other empires for 150 turns and is not expanding, exploring or even trying to.
6. The AI wont vote for Alliance proposals, making alliances practically useless. A 1.08 bug?
7. Most of the AI's systems are almost completely void of ships: The ships appears to be concentrated in 1-3 Fleets containing tons of ships, sometimes all in the same system, and 1-2 planets with a heavy concentration. The AI usually have a dozen systems, even border systems, without more than 2-3 ships in them.
8. The AI likes to research Torpedoes far too much. Level 10 torpedo technology as opposed to nothing else above level 8. Most of them aren't even using the torpedoes.
9. The AI tries to colonize planets which are prohibted for him to colonize by treaties.
10. The AI tries to move population to planets that are already full.
11. There are no 'ruins'?
Think that's about it for now.
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October 31st, 2006, 09:23 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Balance Mod Available for SE:V
Thanks Raapys for the report.
1-2: As I mentioned before I had to throw in the weapon techs in the general file because they weren't being picked up in the individual Empire scripts. So (2) is a partial cause of (1) because they are wasting points on stuff they are not using. I'm hoping to resolve this issue shortly.
3: A Medical Bay is one of the extra components to be added - if other more wanted components are not available yet, it gets to this one and adds it if a ship is big enough. Anyways it will restricted to Medical Ships in the future.
4: That was a SE:V bug - it was *resolved* in beta v1.10
5: There was a survey bug that was also *resolved* in v1.10 - this should lead to the WPs being uncovered sooner.
6: Bug yes.
7: I have fleets set to use 90-95% of the available ships - but I can tweak this or perhaps increase the number of fleets.
8: See 1-2
9-10: There's no checks in place for either item. You can also include the AI sending multiple colony ships to the same planet in this category. I'm working on a solution but haven't quite figured out to see if another ship is enroute to the planet when a AI colony ship chooses a destination.
11: Ruins are lost on turn 1 - it's a known SE:V bug.
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