|
|
|
|
|
November 26th, 2006, 11:55 AM
|
|
Corporal
|
|
Join Date: Dec 2000
Location: England
Posts: 155
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Balance Mod AI Treaties
Quote:
Captain Kwok said:
I'm not sure if I'll be able to get the AIs to make their own alliances - but they should be able to participate in one somewhat.
|
That's a shame.Having power blocks in the game would be great.Making multiple alliances is a exploit if the A.I empires can't form their own power blocks.
|
November 26th, 2006, 02:41 PM
|
|
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: Balance Mod AI Treaties
I think one way of setting it up would be is to look at races it has good relations with (ie low anger) and if there are more than two good allies then to propose the Alliance agreement. I don't imagine they synchronize their actions together or anything, but at least they might declare war or something at the same time.
|
November 26th, 2006, 09:08 PM
|
|
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: Balance Mod Update
Greetings!
Version 0.99 of the Balance Mod is available for download:
http://www.captainkwok.net/balancemod.php
There were a number of fixes and changes in this version, along with the addition of the new AI treaty proposal scheme. They should be making better treaties with more appropriate names and provisions now. Let me know how it goes.
Code:
Version 0.99 (26 November 2006)
-------------------------------
1. Changed - Adjusted the damage order for Armor and Shield types
2. Changed - Increased resource levels for finite games
3. Changed - Increased Combat Radius to 2500
4. Changed - Crew Boarding Strength to 0.5
5. Fixed - Maximum level for some vehicles was incorrect
6. Fixed - Engines Per Move value for Organic Large Freighter was incorrect
7. Changed - Genetic Recoding Lab no longer modifies reproduction rate
8. Changed - Increased shield point amounts slightly
9. Changed - Phased-Shield Generator is now a bit more expensive
10. Changed - Slightly increased shield regeneration rate for Shield Regenerators
11. Changed - Decreased Life Support and Crew Quarters to 3 levels
12. Changed - Decreased Vehicle Systems tech area to 5 levels
13. Changed - Adjusted tech level requirements for Self-Destruct Device and Auxiliary Control
14. Changed - Solar Sail now has 2 levels
15. Added - New design type Bombardment Ship
16. Changed - Increase damage and range for Planetary Napalm
17. Fixed - AI wasn't always adding max engines on large ships
18. Changed - AI Fleets will break formation immediately
19. Fixed - A few typos with maximum levels
20. Changed - Sound effects in combat range have a larger range to be heard
21. Changed - Increased the size of some combat effects
22. Changed - Increased AI's number of Intel Compounds
23. Changed - AI will use more fleets
24. Added - New Treaty Proposal scheme for AIs
25. Updated - Continued to refine AI research pathing
26. Updated - AI Empire Scripts
|
November 26th, 2006, 09:36 PM
|
First Lieutenant
|
|
Join Date: Jan 2005
Posts: 689
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Balance Mod Update
Looks like a very nice update, thanks.
|
November 27th, 2006, 03:01 AM
|
Corporal
|
|
Join Date: Aug 2001
Posts: 103
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Balance Mod Update
By the way, I notice that the Balance Mod has combat zoomed farther out than stock. This is a very nice feature and one that I wish all mods included. Where is the setting for this?
|
November 27th, 2006, 03:50 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Balance Mod Update
Settings.txt:
Space Combat Maximum Zoom Out Distance := 90.0
__________________
Things you want:
|
November 27th, 2006, 08:29 AM
|
Corporal
|
|
Join Date: Mar 2006
Posts: 159
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Balance Mod Update
OOOOoooohhhhhhh! TY Capt Kwok!
|
November 27th, 2006, 07:25 PM
|
Private
|
|
Join Date: Apr 2006
Posts: 20
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Balance Mod Update
I am presently playing Balance mod 0.99 ,patch 1.17. I am playing under high difficulty settings. I have just taken out an alien main planet with my 5 frigates and a repair ship. They defended it with 1 colony ship and an unarmed space station. It is currently turn 2402.8. Is it possible to make the aliens defend their home planets a lot better ? The appearance of a few satelites and weapons stations would have made me feel that this wasnt such an easy victory.
Dodd
|
November 27th, 2006, 07:44 PM
|
Sergeant
|
|
Join Date: Feb 2001
Location: Richmond, VA
Posts: 274
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Balance Mod Update
I'm gonna guess he's already working on that.....
Javaslinger
|
November 27th, 2006, 07:57 PM
|
|
Corporal
|
|
Join Date: Dec 2000
Location: England
Posts: 155
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Balance Mod Update
It does seem from my early games in 99, that the A.I is not building defences.Unless they are building defences after facilities,which is wrong.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|