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February 1st, 2007, 12:02 PM
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Brigadier General
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Join Date: Nov 2001
Location: WA
Posts: 1,894
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Re: Balance Mod Update...
Quote:
Captain Kwok said:
...I can do some script log debugging. *sigh*
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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!
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February 1st, 2007, 12:20 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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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.
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February 1st, 2007, 12:24 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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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!
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February 1st, 2007, 12:49 PM
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Sergeant
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Join Date: Mar 2005
Location: Indianapolis
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Re: Balance Mod Update...
I see, but the range is only supposed to be 20 ls?
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Guess what color my Orange is!
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February 1st, 2007, 12:52 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Balance Mod Update...
Quote:
RCCCL said:I see, but the range is only supposed to be 20 ls?
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Since the attenuation was much higher, it reached 0 damage at ~20 range.
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February 1st, 2007, 07:15 PM
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Corporal
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Join Date: Mar 2005
Posts: 163
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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!
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February 1st, 2007, 07:33 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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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.
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February 1st, 2007, 07:36 PM
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Corporal
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Join Date: Dec 2005
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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.
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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.
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February 1st, 2007, 07:57 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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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.
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February 1st, 2007, 08:40 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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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)
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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
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