.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
  #681  
Old February 1st, 2007, 12:02 PM
President_Elect_Shang's Avatar

President_Elect_Shang President_Elect_Shang is offline
Brigadier General
 
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
President_Elect_Shang is on a distinguished road
Default Re: Balance Mod Update...

Quote:
Captain Kwok said:
...I can do some script log debugging. *sigh*
How are you doing this?
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
Reply With Quote
  #682  
Old February 1st, 2007, 12:20 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...

DebugSettings.txt lets you generate logs for everything from a line-by-line script execution log for each player each turn or log the graphics engine etc.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #683  
Old February 1st, 2007, 12:24 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...

RCCCL - The attentuation rate for the Hyper - Plasma Bolt was incorrect. It was decreasing at 5 damage points per 1 range, instead of 0.5 damage per 1 range. I'll fix it up for v1.03!
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #684  
Old February 1st, 2007, 12:49 PM
RCCCL's Avatar

RCCCL RCCCL is offline
Sergeant
 
Join Date: Mar 2005
Location: Indianapolis
Posts: 233
Thanks: 0
Thanked 0 Times in 0 Posts
RCCCL is on a distinguished road
Default Re: Balance Mod Update...

I see, but the range is only supposed to be 20 ls?
__________________
Guess what color my Orange is!
Reply With Quote
  #685  
Old February 1st, 2007, 12:52 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...

Quote:
RCCCL said:I see, but the range is only supposed to be 20 ls?
Since the attenuation was much higher, it reached 0 damage at ~20 range.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #686  
Old February 1st, 2007, 07:15 PM

Uncle_Joe Uncle_Joe is offline
Corporal
 
Join Date: Mar 2005
Posts: 163
Thanks: 0
Thanked 3 Times in 3 Posts
Uncle_Joe is on a distinguished road
Default Re: Balance Mod Update...

Do you think you'll have 1.03 up tonight? Its almost time for monthly stab at SE5 again and I figured with the new patch I can disable retreats and hopefully head off the long turn loading.

I'd like to wait for the newest Balance Mod before trying SE5 again if its going to be up tonight or tomorrow.

Thanks!
Reply With Quote
  #687  
Old February 1st, 2007, 07:33 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...

I'm running hopefully the final test game right now. The treaty problem has been fixed and everything else seems ok for most part.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #688  
Old February 1st, 2007, 07:36 PM

frightlever frightlever is offline
Corporal
 
Join Date: Dec 2005
Posts: 140
Thanks: 0
Thanked 0 Times in 0 Posts
frightlever is on a distinguished road
Default Re: Balance Mod Update...

Quote:
Captain Kwok said:
So last night I tried a couple of AI test games before my intended release when I noticed a few problems than prevented me from posting v1.03. First problem was that the AI wasn't adding enough ships to fleets, which was due to attack ships being given too many other orders. So I got that fixed.

I also noticed the AI's treaties didn't have any stipulations! Turns out when I disentangled some of new treaty functions in the scripts, I borked the routine for adding treaty elements, so all the treaties had new elements to them! I didn't have the time to fix it last night, so I'll work on it today. It's likely a minor oversight, ie not calling some function in the right order.

There's also a few crashes or end of processing hangups. Not sure if those are mod related until I can do some script log debugging. *sigh*

On the good news front, improvements to the AI's colony type selection and facility construction are working well.

That's a pretty detailed description of your typical code crunch right there. The Balance Mod is the only thing making me stick with semi-stock SE V. Other than that I would abandon it.
Reply With Quote
  #689  
Old February 1st, 2007, 07:57 PM
Atrocities's Avatar

Atrocities Atrocities is offline
Shrapnel Fanatic
 
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
Atrocities is on a distinguished road
Default Re: Balance Mod Update...

I am looking forward to the next version as well. It is very difficult to play stock SE V after using the Balance Mod. It is like going from taking warm water showers to sitting in a cold stream.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
Reply With Quote
  #690  
Old February 1st, 2007, 08:40 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...

Well, v1.03 of the Balance Mod has finally been posted. Keep an eye for any weirdness.

Download here:
http://www.captainkwok.net/balancemod.php

Here are the details:
Code:

Version 1.03 (01 February 2007)
-------------------------------

1. Fixed - Error in maximum level for Organic and Crystalline Baseships
2. Fixed - Some ships had the incorrect number of maximum engines
3. Fixed - Error in ability amount for Mineral Scanner facilities
4. Added - Updated generic slot layouts (Thanks to Fyron)
5. Changed - Slight increase in supply usage for seeker weapons
6. Changed - Slight reduction in defense structure for Crystalline Torpedoes
7. Changed - Small increase in bolt speed for bolt weapons
8. Changed - Increased damage amount required to kill population
9. Changed - Slightly adjusted base reproduction rate
10. Fixed - Error in attenuation for Hyper-Plasma Bolts
11. Changed - Improved AI's facility selection for its colony types
12. Changed - AI will no longer add ordnance storage on ships/units that don't use ordnance
13. Added - AI will scrap obsolete Weapon Platforms
14 Changed - AIs will take score into consideration for accepting treaties
15. Changed - Reduced anger ranges for some of the AI's proposed treaty types
16. Updated - AI research spending tweaked
17. Updated - AI Scripts

__________________
Space Empires Depot | SE:V Balance Mod
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 02:24 PM.


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