.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #421  
Old November 26th, 2006, 11:55 AM
AAshbery76's Avatar

AAshbery76 AAshbery76 is offline
Corporal
 
Join Date: Dec 2000
Location: England
Posts: 155
Thanks: 0
Thanked 0 Times in 0 Posts
AAshbery76 is on a distinguished road
Default 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.
Reply With Quote
  #422  
Old November 26th, 2006, 02:41 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default 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.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #423  
Old November 26th, 2006, 09:08 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default 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

__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #424  
Old November 26th, 2006, 09:36 PM

Raapys Raapys is offline
First Lieutenant
 
Join Date: Jan 2005
Posts: 689
Thanks: 0
Thanked 0 Times in 0 Posts
Raapys is on a distinguished road
Default Re: Balance Mod Update

Looks like a very nice update, thanks.
Reply With Quote
  #425  
Old November 27th, 2006, 03:01 AM

arthurtuxedo arthurtuxedo is offline
Corporal
 
Join Date: Aug 2001
Posts: 103
Thanks: 0
Thanked 0 Times in 0 Posts
arthurtuxedo is on a distinguished road
Default 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?
Reply With Quote
  #426  
Old November 27th, 2006, 03:50 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Balance Mod Update

Settings.txt:

Space Combat Maximum Zoom Out Distance := 90.0
Reply With Quote
  #427  
Old November 27th, 2006, 08:29 AM

Dizzy Dizzy is offline
Corporal
 
Join Date: Mar 2006
Posts: 159
Thanks: 0
Thanked 0 Times in 0 Posts
Dizzy is on a distinguished road
Default Re: Balance Mod Update

OOOOoooohhhhhhh! TY Capt Kwok!
Reply With Quote
  #428  
Old November 27th, 2006, 07:25 PM

Dodd Dodd is offline
Private
 
Join Date: Apr 2006
Posts: 20
Thanks: 0
Thanked 0 Times in 0 Posts
Dodd is on a distinguished road
Default 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
Reply With Quote
  #429  
Old November 27th, 2006, 07:44 PM

javaslinger javaslinger is offline
Sergeant
 
Join Date: Feb 2001
Location: Richmond, VA
Posts: 274
Thanks: 0
Thanked 0 Times in 0 Posts
javaslinger is on a distinguished road
Default Re: Balance Mod Update

I'm gonna guess he's already working on that.....

Javaslinger
Reply With Quote
  #430  
Old November 27th, 2006, 07:57 PM
AAshbery76's Avatar

AAshbery76 AAshbery76 is offline
Corporal
 
Join Date: Dec 2000
Location: England
Posts: 155
Thanks: 0
Thanked 0 Times in 0 Posts
AAshbery76 is on a distinguished road
Default 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.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:39 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.