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November 8th, 2006, 09:01 PM
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Corporal
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Join Date: Dec 2000
Location: England
Posts: 155
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: MainStrings.txt
The turn times since 1.13 are taking ages compared to 1.8,two or three times longer.I don't know if this is a patch problem in stock or the mod.
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November 8th, 2006, 09:39 PM
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First Lieutenant
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Join Date: Jan 2005
Posts: 689
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Re: MainStrings.txt
I've noticed the same thing. I believe it is because combats now doesn't stop anymore before the time runs out, which makes AIs in war take forever on their turns because of the slow combat resolution system. Definitely needs a huge fix, it's become unplayable for me when a single empire can spend up to like 5 minutes some turns when they're at war( and someone always are).
The problem is actually twofold, though. First, battles themselves are taking way too long( is AI vs AI combat actually any faster than 8x strategic combat for the player? ), and secondly the AI spend many combats each turn hunting down fleeing enemy ships; combats that can last the full 5 minutes allowed.
In my case an AI empire spent 8 combats in a single turn hunting down a single harmless, fleeing frigate with 5 of his ships. Needless to say, that turn took forever to process. And that was *one* empire and *one* ship.
Should be a #1 priority for Aaron, as I see it. Most annoying part is that the AI isn't even using any of that time for 'intelligent thinking', he's just using it for chasing after a few unimportant ships.
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November 8th, 2006, 10:47 PM
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Sergeant
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Join Date: Jun 2006
Posts: 238
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Re: MainStrings.txt
I've also noticed this right on the first turn of a saved game in the balance mod after patching to 1.13 and .95
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November 9th, 2006, 08:05 AM
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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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Fleet supplies
I just lost a fleet to zero supplies. I had about ten frigates (six meson guns, four missile frigates), and when combat started they all had zero supplies. The one opponant frigate ruined three of the fleet, and the rest are stuck because of no supplies. My fleet didn't fire a single shot.
According to the changelog,
v1.04 fixed - Fleet were using more supply than they should.
v1.07 fixed - Fleets were regaining supply and ordnance after each turn with no Resupply Depot present.
At this point, I'm not particularly interested in wasting another four hours of my life.
Edit: Ok, it's tomorrow and I'm over it. Still kind of sucky tho.
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November 9th, 2006, 02:47 PM
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Sergeant
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Join Date: Feb 2001
Location: Utah
Posts: 221
Thanks: 0
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Re: Fleet supplies
This Balance mod rocks. I like how organic tech actually gives me more value than just normal tech (especially in the armor and weapon section). It makes it worth while to spend racial points on getting organic access. I also like the fact that larger ships need more engines. In general I find this mod much more enjoyable than Vanilla SE5.
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November 10th, 2006, 02:03 AM
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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: Fleet supplies
Greetings.
I've posted another update to the Balance Mod:
http://www.captainkwok.net/balancemod.php
It's a small update to fix a couple of items, sort of addresses long AI turn times, and increases the AI's design flexibility a bit.
Code:
Version 0.96 (09 November 2006)
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1. Fixed - Scattering Armor and Stealth Armor did not add their combat to hit bonuses
2. Added - AI Defense Ships implemented with se
3. Fixed - AI was using more Point-Defense than they needed
4. Changed - Reduced maximum combat time to 180 seconds
5. Changed - Space Combat Map Radius to 1500
6. Changed - Tweak AI Colony Type selection some more
7. Updated - AI Scripts
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November 10th, 2006, 04:06 AM
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Lieutenant General
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Join Date: Nov 2002
Posts: 2,903
Thanks: 1
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Re: Fleet supplies
Thank you Captain Kwok, for all your great work on the Balance Mod.
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November 10th, 2006, 09:23 AM
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First Lieutenant
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Join Date: Jan 2005
Posts: 689
Thanks: 0
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Re: Fleet supplies
Thanks, much needed. I suppose Aaron is aware of the issues with way too long AI combat times in turn processing?
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November 10th, 2006, 09:36 AM
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Corporal
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Join Date: Dec 2000
Location: England
Posts: 155
Thanks: 0
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Re: Fleet supplies
Thank god for this mod.
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November 10th, 2006, 10:14 AM
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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: Fleet supplies
Quote:
Raapys said:
Thanks, much needed. I suppose Aaron is aware of the issues with way too long AI combat times in turn processing?
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Yes. Item #9 on the v1.14 changelog should eliminate most of the extra combats that are drawing out the AI turns.
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