.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
  #551  
Old December 28th, 2006, 04:27 PM

Romulus68 Romulus68 is offline
Sergeant
 
Join Date: Nov 2006
Posts: 220
Thanks: 0
Thanked 0 Times in 0 Posts
Romulus68 is on a distinguished road
Default Re: Balance Mod Improvements

Quote:
Captain Kwok said:
There's no cheating by the AI.
well, it needs to cheat! lol
Reply With Quote
  #552  
Old December 28th, 2006, 05:05 PM
Tim_Ward's Avatar

Tim_Ward Tim_Ward is offline
Corporal
 
Join Date: Feb 2005
Posts: 152
Thanks: 0
Thanked 0 Times in 0 Posts
Tim_Ward is on a distinguished road
Default Re: Balance Mod Improvements

I'm starting to think the fog of war might've been more trouble than it was worth.
__________________
"Why the blazes didn't we utilise the abandoned Martian War Machines to retain Empire? I demand immediate resignations."
Reply With Quote
  #553  
Old December 28th, 2006, 05:22 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: Balance Mod Improvements

Then turn it off in your games..there's an option in game setup to make it work just like SEV. Or turn it off entirely.
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #554  
Old December 28th, 2006, 05:38 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 Improvements

It should work like it does in many other games.When a planet is out of sensor coverage it should stay marked as the last known owner and become a A.I target.This needs MM to programme it.This is how GC2 works.
Reply With Quote
  #555  
Old December 28th, 2006, 08:32 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

In version 1.02, I would like to see large and heavy ship mounts having a greater range. This would make them more effective against the faster and more agile frigates which I tend to build in large numbers. I dont build any thing larger than a destroyer (with the exception of carriers) as large ships are too expensive and vulnerable.
Reply With Quote
  #556  
Old December 29th, 2006, 02:11 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

Admittedly I have not tested this(and haven't noticed in combat), but the way Shield Regenerators are written it looks like they can only regenerate "Normal Shields." How about added some phased shield regen?
Reply With Quote
  #557  
Old December 29th, 2006, 12:05 PM

Romulus68 Romulus68 is offline
Sergeant
 
Join Date: Nov 2006
Posts: 220
Thanks: 0
Thanked 0 Times in 0 Posts
Romulus68 is on a distinguished road
Default Re: Balance Mod Available for SE:V

Quote:
Dodd said:
In version 1.02, I would like to see large and heavy ship mounts having a greater range. This would make them more effective against the faster and more agile frigates which I tend to build in large numbers. I dont build any thing larger than a destroyer (with the exception of carriers) as large ships are too expensive and vulnerable.
I tend to agree. The larger ships have a lot of trouble defeating a much smaller frigate with max engines.

I also, can see both sides of the argument. That smaller ships should be faster and harder to hit.

Tough call.
Reply With Quote
  #558  
Old December 29th, 2006, 03:47 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

Quote:
shinigami said:
Admittedly I have not tested this(and haven't noticed in combat), but the way Shield Regenerators are written it looks like they can only regenerate "Normal Shields." How about added some phased shield regen?
you might want to test this.
se4 looked the same, but it did regenerate phased as well.
__________________
[img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]
Reply With Quote
  #559  
Old December 29th, 2006, 04:15 PM

Romulus68 Romulus68 is offline
Sergeant
 
Join Date: Nov 2006
Posts: 220
Thanks: 0
Thanked 0 Times in 0 Posts
Romulus68 is on a distinguished road
Default Re: Balance Mod Available for SE:V

How hard is it to write the AI scripts?

I would love to build a strategy for a few races, but unsure if my programming/coding skills match my desires.
Reply With Quote
  #560  
Old December 29th, 2006, 04:41 PM

neofit neofit is offline
Corporal
 
Join Date: Apr 2002
Location: France
Posts: 64
Thanks: 0
Thanked 0 Times in 0 Posts
neofit is on a distinguished road
Default Re: Balance Mod Available for SE:V

Can you please add a new colony type to ColonyTypes.txt? I use small low value planets for storage, and would like to name them "Storage Compound" or something like that. "Resource Colony" doesn't fit, I am using it for planets that have the 3 resource values over 100%.

I've tried adding it myself, but either I have to start a new game for the change to take effect or we are limited to 13 colony types.
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 03:26 PM.


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