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October 12th, 2006, 12:32 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
Space Yards for bases are back in early game! Woo!
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Caduceus
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October 13th, 2006, 10:02 AM
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Corporal
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Join Date: Feb 2005
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Re: Balance Mod Available for SE:V
Damn, what an improvement.
I played a game, and the Jraenar had sent a fleet of seven ships to "have a word with me" after 36 turns. Unfortunately for them cap ship missiles + fighters >>>> single DU cannon frigates, so the conversation didn't really go their way but in the demo I don't think I ever saw the AI send seven ships anywhere, certainly not that early. I don't know how much of that is down to playing on "hard" and how much is Kwoks tweaking (AI likes base space yards, for instance) but, either way, this is a huge step in the right direction.
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"Why the blazes didn't we utilise the abandoned Martian War Machines to retain Empire? I demand immediate resignations."
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October 13th, 2006, 10:14 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
I'm gald you're enjoying it.
One of the things on the AI to-do list is improving their Point-Defense capabilities, particularly at the beginning of the game.
I think the change to how the AI decides its colony types is working out pretty good as they're building much better resource colonies improving their economy greatly.
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October 13th, 2006, 10:29 AM
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Corporal
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Join Date: Feb 2005
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Re: Balance Mod Available for SE:V
Another thing is that the AI really doesn't like researching larger hull sizes. It's about 60 turns in now, and the only AI I've encountered with anything larger than 250kt frigates is one who's spounging technology off me. This is a problem because, amongst the other disadvantages of tiny hulls, there's no room for PD after it's put weapons in.
I've noticed their bases always have some point defence.
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"Why the blazes didn't we utilise the abandoned Martian War Machines to retain Empire? I demand immediate resignations."
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October 13th, 2006, 10:34 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
The research files haven't been optimized for the mod yet really. There's been some changes to address the overall reduction in levels, but not much work has been done in prioritizing certain techs. Also on the to-do list.
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October 14th, 2006, 02:02 AM
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Sergeant
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Join Date: Jun 2006
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Re: Balance Mod Available for SE:V
Great Mod so far. Keep up the great work. Question tho. Since you made a special version of your mod for 1.00. After the patch, will we have to restart a new game or is the present game we save compatible?
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October 14th, 2006, 09:17 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
Quote:
Santiago said:Great Mod so far. Keep up the great work. Question tho. Since you made a special version of your mod for 1.00. After the patch, will we have to restart a new game or is the present game we save compatible?
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Yes, but only because I'm cruel and I want to move the position of some components and stuff like that around.
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October 14th, 2006, 02:23 PM
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Corporal
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Join Date: Aug 2002
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Re: Balance Mod Available for SE:V
Hrm, Intel seems buggered. I have 10 to 15 level 2 facilities in my HOME system, and the intel screen shows that I'm not getting any points. Bug?
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October 14th, 2006, 02:41 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 haven't experience any problems with intel points not showing up. Silly question, but the planet has population etc?
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October 14th, 2006, 06:33 PM
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Second Lieutenant
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Join Date: Mar 2005
Location: Seattle, WA
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Re: Balance Mod Available for SE:V
Quote:
You can't really alter the logic in the game engine in SE5.
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I've been working on doing just exactly that. The AI scripting language is quite rich, and so I've been working on adding a layer of multi-turn strategic planning to a race. Eventually it could become a Commanders and Heros mod, but it's got quite a ways to go yet.
Anyone know the variable scoping rules as they relate to turn processing?
CK, during the early part of a game I set everything to hard (no tech points, bad homeworlds, no bonus race points, many hard enemies, etc). I met the Phong, who were happy to see me and agreed to a treaty that involved showing me their ship designs. They all seem great (I like that supplies & ordinance now count as cargo).
Except one ship came out odd: They designed a SpaceYard Ship, without having the hull space for it. It was fitted into an early Frigate, but with your mod it is possible to put it into a later model Freighter. So their design algo might need a cross-check and a hull switch.
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