.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
  #501  
Old December 15th, 2006, 09:18 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 Available for SE:V

Kwok, congadulations with version 1.0. The A.I is garrisoning warp points and its colonies much better than before.

Is it possibe to tweak the AI so that its fleets stay more upto date? In one game Im playing the AI maintaind a large fleet at a warp point, however it did not keep its ships uptodate. I was basicaly using advanced temporal weaponry whilst they employed at best early depleted uranium cannons (often there might be only a single missile or cannon on a AI frigate or destroyer).

As for treaties, I have noticed in both version 1.00 games that Im playing that they are easy to maintain. Once Ive got a treaty going with the AI they seem reluctant to ever break it. Is this deliberate?

All in all the AI is becoming more chalenging. Thanks for the work your putting in.
Reply With Quote
  #502  
Old December 15th, 2006, 10:14 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 Available for SE:V

The AI's behaviour primarily depends on what you do to them. If you're nice and don't make them angrier (like colonizing their space or destroying their ships) it's unlikely most of the neutral or peaceful races will attack. The aggressive AIs are easier to antagonize and will break treaties.

For the v1.01 patch I've told the AI to retrofit more ships at once - that should help with out of date ships.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #503  
Old December 16th, 2006, 03:58 AM
Q's Avatar

Q Q is offline
Colonel
 
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
Q is on a distinguished road
Default Re: Balance Mod Available for SE:V

Which are the races that should show an aggressive behaviour?
Reply With Quote
  #504  
Old December 16th, 2006, 08:25 AM

shinigami shinigami is offline
Corporal
 
Join Date: Mar 2006
Posts: 117
Thanks: 0
Thanked 0 Times in 0 Posts
shinigami is on a distinguished road
Default Re: Balance Mod Available for SE:V

Massive Ship Mount
Number Of Abilities := 4

Typo?
Reply With Quote
  #505  
Old December 16th, 2006, 11:46 AM

shinigami shinigami is offline
Corporal
 
Join Date: Mar 2006
Posts: 117
Thanks: 0
Thanked 0 Times in 0 Posts
shinigami is on a distinguished road
Default Re: Balance Mod Available for SE:V

Reading another thread about making individual ships more distinctive I got an idea about one way to achieve it, combat speeds. Making smaller ships faster in combat and larger ships slower encourages more mixed fleet set-ups and causes the smaller ships to retain their value into the later game.

Attached is a zip with two modded files, VehicleSizes and CompEnhancements (added a little increased range to ship mounts to offset the slowdown of the larger ships.)

I've had a blast playtesting with these changes and thought I'd share. However, since all I have done is a minor modification of the Balance Mod I don't think it would be right to release this as a separate mod (not my work and all) so I thought I would just put the two files out there for folks to look at and play around with.
Attached Files
File Type: zip 479891-BM_CSpeeds.zip (30.1 KB, 283 views)
Reply With Quote
  #506  
Old December 16th, 2006, 01:06 PM
Q's Avatar

Q Q is offline
Colonel
 
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
Q is on a distinguished road
Default Re: Balance Mod Available for SE:V

One more suggestion: in version 1.0 it makes no difference in ship speed if you go from the highest level of ion engines to the first level of contra-terrene engines.
That seems a little odd to me. I understand that you wanted to make the speed increase more gradually but still there should be a clear effect IMO if you use the more advanced type of engines.
Reply With Quote
  #507  
Old December 16th, 2006, 05:44 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 Available for SE:V

The Contra-Terrene Engine is an improvement over the level 3 Ion Engine, which is the branch point for the CT series. Although a level 5 Ion Engine is equivalent in movepoint production to a level 2 CT Engine, it's also a dead end tech and really intended as a economical engine for non-combat ships.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #508  
Old December 16th, 2006, 08:13 PM

Yoda Yoda is offline
Private
 
Join Date: Nov 2005
Posts: 10
Thanks: 0
Thanked 0 Times in 0 Posts
Yoda is on a distinguished road
Default Re: Balance Mod Available for SE:V

I'm just plugging a Balance Mod game setup on pbw.

SEV Galactic Domination

Starting resources: 10000
Starting planets: 3
Home planet value: Average
Score display: allied
Technology level: Low
Racial points: 2000
Quadrant type: Cluster
Quadrant size: Very Large (200 sectors)
Event frequency: Low
Event severity: Low
Technology cost: High
Victory conditions: Last Man / Alliance standing
Maximum units: 20000
Maximum ships: 20000
Computer players: None
Other game settings:

No Star destroyers / black hole creators
No Warp point creation / destruction
No Ancient Race allowed

I'm open to other suggestions regarding rules / game setup

I'd like to have turns coming in once a day for a little while, then as the game expands slow things down, once we have really large empires I'm receptive to extending the turn time past 48hrs.

I'm planning to wait for the next patch and whatever changes in the balance mod go along with it.

And Kwok, Awesome work! I’m really impressed with how much time you've put into this thing!
Reply With Quote
  #509  
Old December 16th, 2006, 09:03 PM

se5a se5a is offline
First Lieutenant
 
Join Date: Aug 2003
Location: New Zealand
Posts: 776
Thanks: 0
Thanked 0 Times in 0 Posts
se5a is on a distinguished road
Default Re: Balance Mod Available for SE:V

wait till next version of se5 comes out yoda
__________________
[img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]
Reply With Quote
  #510  
Old December 16th, 2006, 09:24 PM

Yoda Yoda is offline
Private
 
Join Date: Nov 2005
Posts: 10
Thanks: 0
Thanked 0 Times in 0 Posts
Yoda is on a distinguished road
Default Re: Balance Mod Available for SE:V

Do you mean the next patch? Because that is the current plan.
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 04:17 PM.


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