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November 5th, 2006, 05:32 PM
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Corporal
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Join Date: Dec 2000
Location: England
Posts: 155
Thanks: 0
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Re: Balance Mod Update
The fleet strategy seems to be automatic retreat in the mod,even when most of the fleet is fine to attack.I've also had the A.I attack planets only to retreat at the start of battle many times.
I didn't notice these fleet retreats in the standard 1.8.
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November 5th, 2006, 05:42 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 Update
The AI file issue was due to new additions that I had added in the scripts that only work with the 1.12 se5.exe file. Anyhow I've re-posted v0.94 with working empire files for SE:V v1.08
Updated v0.94:
http://www.captainkwok.net/balancemod.php
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AAshberry: Did you notice if they had ordnance or not? The other explanation is that the leader might be getting hurt and the fleet is not breaking formation. I'm going to do some strategy tweaking to fix stuff like that today.
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November 5th, 2006, 06:30 PM
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Corporal
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Join Date: Dec 2000
Location: England
Posts: 155
Thanks: 0
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Re: Balance Mod Update
I think all the treaties that have no included should be taken out of the mod.It just hurts the A.I's ability to wage war.A lot of the A.I's in my games can't hurt me because they have no bombardment treaties.
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November 5th, 2006, 11:47 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
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Re: Balance Mod Update
I'll be doing some more treaty work in the upcoming version. My long-term goal is for the AI to build treaties in steps based on their anger level towards the player.
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November 5th, 2006, 11:48 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
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Re: Balance Mod Update
I was thinking of changing the armor sizes to the following for the next update:
Armor 10kT
Emissive Armor 10kT
Organic Armor 20kT (from 30kT)
Crystalline Armor 20kT (from 30kT)
Scattering Armor 20kT (from 30kT)
Stealth Armor 20kT (from 30kT)
Any armor abilities would of course be adjusted with the size.
The goal in this change is to make some of the speciality armors more accessible for smaller vehicles.
Also, should we get small versions of the racial trait armors?
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November 6th, 2006, 01:15 PM
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Brigadier General
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Join Date: Jun 2002
Location: Kleigat Pampercity
Posts: 1,804
Thanks: 5
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Re: Balance Mod Update
I like the idea, exept for the Organic and Crystaline armours. I think those armours a pretty powerfull as they are.
But then again I'm not such an avid user of those armours, so I might want to give them a litte nudge toward uselessness...
Long live Temporal Science!!
__________________
I can only please one person per day, and today is not your day. And tomorrow isn't looking too good either.
Gabriella in Blood 2
Men may control the free world, but women control the boobs.
Brent in Plaver vs. Player
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November 6th, 2006, 01:53 PM
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First Lieutenant
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Join Date: Jan 2005
Posts: 689
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Re: Balance Mod Update
Lowering the size wouldn't directly make them more powerful though, when the ability advantages are lowered as well. For that matter I'd say go to 10kT on all of them; so much easier to fit in than 20kT.
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November 6th, 2006, 05:05 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
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Re: Balance Mod Update
Just an FYI:
I probably won't get the chance to finish v0.95 tonight, but it should be available for tomorrow.
It will be save-game compatible, although with a few of the changes you'll need to redo/edit some of your ship designs to utilize the extra space.
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November 6th, 2006, 05:48 PM
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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 Update
Thanks for the update. In the meantime, will .93 or .94 work with the new patch (even if it doesnt give the latest and greatest AIs?)?
Thanks again for your efforts!
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November 6th, 2006, 06:16 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
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Re: Balance Mod Update
Quote:
Captain Kwok said:
I'll be doing some more treaty work in the upcoming version. My long-term goal is for the AI to build treaties in steps based on their anger level towards the player.
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I hope there is more available than just anger level? Can the AI also look at relative scores or other measures of power in-game? What we need is an AI smart enough to sue for peace when it realizes that the enemy is just too strong to beat. The way the AI has worked to date, all alien races seem to be unconditionally, suicidally committed once they go to war.
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