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March 26th, 2007, 12:45 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 v1.05 Available!
Greetings.
I'll be away for a few days - with no access to a computer/internet. I'll be back on Thursday night.
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March 26th, 2007, 03:01 PM
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National Security Advisor
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Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
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Re: Balance Mod v1.05 Available!
I've added Balance Mod 1.05+ support to PBW.
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
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March 28th, 2007, 06:52 PM
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Colonel
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Join Date: Jun 2002
Location: tampa, fl
Posts: 1,511
Thanks: 3
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Re: Balance Mod v1.05 Available!
Boy, I'm glad another version of the mod came out. After I installed the 1.33 patch, I got a surprise when I tried to install the 1.04 balance mod. I was really getting used to it, and had to start a brand new game using the stock parameters. Can't wait to try this one out.
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March 30th, 2007, 07:28 AM
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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 v1.05 Available!
Quote:
Captain Kwok said:
Greetings.
I'll be away for a few days - with no access to a computer/internet. I'll be back on Thursday night.
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Just an fyi - I'm back. Probably take a couple of days to get caught up on everything.
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March 30th, 2007, 08:19 AM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
Posts: 2,325
Thanks: 1
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Re: Balance Mod v1.05 Available!
I gather it now includes FQM. The new planets and storms appear nice.
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March 31st, 2007, 09:00 AM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Balance Mod v1.05 Available!
I started a new game with version 1.05 and so far no major problems. The AI seems quite efficient.
Good work Kwok!
Some small observations:
1.) Treaty proposals by the AI are very frequent: In a game with 15 AI empires I get 3-4 treaty proposals (including from empires I already have a treaty) per turn, which seems too much IMO.
2.) An AI, which is at war with me, is proposing a treaty which includes only the non-aggression, but without specification (neutral systems, all systems, colonization allowed). Has such a treaty any effect at all?
3.) Combat reports are quite often included in the treaty proposals and I accepted this with several AI empires. Now I get several times the same combat report about my own combats in the log. As I doubt the AI gets any benefit from combat reports, you might exclude this point from the AI treaty proposals.
Thank you for your work!
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March 31st, 2007, 09:28 AM
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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 v1.05 Available!
There should be about a 1-in-5 chance for a treaty proposal to be made if you don't have a treaty in place and about a 1-in-20 chance for changes to a treaty. But I guess with 15 players, there's the potential for a lot of chatting. I wonder though if the 1-in-5 new treaty chance is being checked even if there is a treaty in place... hmm...
That non-aggression treaty would be broken. It also means I have a small error in that script.
I included combat reports because I tried to include all elements in the AI's routine that players might want. You may consider revising your treaties not to have combat reports if it's too much info for you - which I suspect it would in a 15-player game.
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March 31st, 2007, 12:55 PM
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Corporal
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Join Date: Feb 2007
Posts: 69
Thanks: 0
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Re: Balance Mod v1.05 Available!
Yes I must say I actually had one of those just one more turn moments last night, well actually about 30 of them. Good job to Captain Kwok and Fyron your additions have added a tremendous amount.
This is finally a fun game!
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March 31st, 2007, 01:22 PM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
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Re: Balance Mod v1.05 Available!
One more question:
Where do I find the script functions that determine the AI mood toward another empire?
Several empires are getting aggressive and I wonder why. I didn't reach the mega evil empire yet.
And as I have the higher score shouldn't the mood be "fearful" instead of aggressive?
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March 31st, 2007, 03:06 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 v1.05 Available!
Yeah, I sort of made the comparisons for determining the additional moods backwards. There in the Script_AI_Politics file.
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