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December 11th, 2006, 05:06 PM
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Sergeant
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Join Date: Mar 2005
Location: Indianapolis
Posts: 233
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Re: Balance Mod Update
I'm using the one that's listed as Race 13, the red flag with the samon colored tri disign.
__________________
Guess what color my Orange is!
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December 11th, 2006, 06:31 PM
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Sergeant
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Join Date: Nov 2006
Posts: 220
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Re: Balance Mod Update
Captain,
There is another post talking about the AI's and giving them Ancient Race traits. They claim the computer play better with it. Can you edit that into your stock empires or are you (or the program) already giving the AI's that edge? (see everything)
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December 11th, 2006, 07:27 PM
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Captain
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Join Date: Oct 2001
Location: Australia
Posts: 809
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Re: Balance Mod Update
Romulus68 - If you start a new game with the option "Players can see all sectors of the solar system regardless of system" it should do the same thing, you just have to not "Cheat" and look around.
I played 1 game like this and had massive fleets attacking multiple targets each turn - This was a stock game too.
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December 11th, 2006, 07:33 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
Players can see all sectors work even better, since it removes fog of war, which is what's really crippling the AI. Ancient Race will really just improve AI performance the first few turns, as it doesn't have to explore and such.
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December 11th, 2006, 07:35 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
Some of the AIs will add the ancient racial trait when they have 3000 or 5000 points to spend.
Using the players can see all objects in a system setting (SE:IV style) will certainly kick up the AIs performance.
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December 11th, 2006, 07:48 PM
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Corporal
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Join Date: Dec 2000
Location: England
Posts: 155
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Re: Balance Mod Update
With all the shipsets,races going to be made I think BM should keep the stock flags.Release the smaller flag mod as an optional download.
Good work BTW.
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December 11th, 2006, 08:30 PM
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Captain
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Join Date: Oct 2001
Location: Australia
Posts: 809
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Re: Balance Mod Update
I read that Version 1.00 is certainly not compatible with earlier games but I was still hoping I could keep my empire file.
Starting a game being able to build Baseships on turn 1 is pretty good.
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December 12th, 2006, 05:14 PM
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Private
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Join Date: Dec 2006
Posts: 2
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Re: Balance Mod Available for SE:V
Ive never modded... hi, but i want to
ill look around the mod programs i saw links too around the
forum. lates
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December 15th, 2006, 05:22 PM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
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Re: Balance Mod Available for SE:V
Some feedback for you Kwok about version 1.0:
- The AI expansion seems much better with rapid colonization of other systems.
- Treaties proposed of the AI make much more sense.
- In my game all AI empires are extremely eager to make a treaty. The next turn after I meet them they usually propose a first treaty. While this is good for some races, I would suggest you have some variety with races that will make treaties only rarely.
Very good work! Thank you very much for this mod.
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December 15th, 2006, 05:28 PM
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Sergeant
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Join Date: Nov 2006
Posts: 220
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Re: Balance Mod Available for SE:V
In verizion 1.00 I actually had the AI lay a minefield!
I tend to agree that the AI's are a little too quick to offer a treaty. In a small map you get overwhelmed with treaty offers from every race you are in contact with.
So far, I like V1.00 and hope the AI's will be more agressive.
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