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April 15th, 2007, 04:26 PM
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Second Lieutenant
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Join Date: Sep 2006
Posts: 482
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Re: Balance Mod v1.06 Discussion
Kwok,
While your doing that, could you try to make the modifiers available for change from the race files?
I was going to ad the ship demand modifier today. To start you can alter the base demand. he add more fields once that works.
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April 15th, 2007, 04:48 PM
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Second Lieutenant
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Join Date: Sep 2006
Posts: 482
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Re: Balance Mod v1.06 Discussion
How do you convert a value from a data file to a long/int? There does not appear to be a Sys_Get_Datafile_Field_Value_As_Long() or sys_convert_long().
Nevermind, found it.
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April 15th, 2007, 04:54 PM
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First Lieutenant
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Join Date: Jan 2005
Posts: 689
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Re: Balance Mod v1.06 Discussion
How does the entire supply thing work for the AI anyway? Does it check fleet supplies before carrying out an order? Will it try to return to friendly space when getting low on supplies?
Perhaps there should be made, if there isn't already, some sort of Get Supplies order. So, if a fleet is getting low on supplies, it will find a friendly system with a supply base and remain there, not moving, until it has a certain % of the supply storage filled. Then it will go back to whatever other order has the highest priority.
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April 18th, 2007, 02:30 PM
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Sergeant
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Join Date: Feb 2001
Location: Richmond, VA
Posts: 274
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Attacking planets in 1.05?
Ok,given that normal weapons are particularly ineffective in BM, what weapons are suggested? Planetary Napalm is bugged versus ringed planets... Are other bombardment weapons similarly buggged or at least considered 'bolt' weapons..
Both myself and my opponent have watched our fleets get decimated by little planets with as little as 2 weapons platforms.... Clearly another strategy is in order.
We are using Balance Mod 1.05 so I'm particularly interested in suggestions relating to this mod.
Thanks,
Javaslinger
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April 19th, 2007, 08:55 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: Attacking planets in 1.05?
More or less any long range seeking weapon (torpedoes, missiles) or any beam weapon (APB, PPB, High Energy Discharge Weapons etc) seem to be ok.
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April 21st, 2007, 01:00 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
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Re: Attacking planets in 1.05?
Well, I have finally started a new game with 1.05 but unfortunately I chose simultaneous mode. SE V is unplayable in simultaneous mode! I literally cannot play more than one turn at a time without exiting and restarting the game. It will inevitably crash if you try to process more than one turn at a time. Is it this bad for everyone? No wonder people are pissed off.
At 60 turns in, I've decided to give up because it's so tedious to play by saving and exiting after each turn. So, with only 60 turns to go on, I can only give a slight review. Even early in the game the AI is now shockingly efficient. I was struggling respond to what the AI was doing the whole time. Part of that might be my unfamiliarity with simultaneous mode but I also selected the option to make all scores visible and could see that I was never number one in the list. AIs were always building more ships, settling more planets. If I were able to continue this game I suspect I would lose.
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April 21st, 2007, 02:15 AM
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First Lieutenant
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Join Date: Aug 2003
Location: New Zealand
Posts: 776
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Re: Attacking planets in 1.05?
yeah baron, I've sent aaron a savegame on that problem already.
If there were quickstart options, I might have caught it before the 1.33 patch... but alas, there's no quickstart options.
__________________
[img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]
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April 21st, 2007, 05:03 AM
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Corporal
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Join Date: Nov 2003
Location: New Jersey
Posts: 144
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Re: Balance Mod Available for SE:V
Captain , when you release BM version 1.06 will it include FQM beta 5.00 version 10 and the new Multimedia Pack ? Thanks for a great mod , it's the only one I play now !
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April 27th, 2007, 01:06 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
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Re: Balance Mod v1.06 Available
Greetings!
I've posted v1.06 of the Balance Mod. Not too many changes in terms of data files, but lots of AI improvements including management of mixed populations, scrapping facilities to add modifier facilities, and lots of little changes to the AI's ministers in general. You'll have to start a new game if you want the AI to function properly with the new ministers.
Balance Mod Webpage: http://www.captainkwok.net/balancemod.php
I've included instructions in the readme.txt for players to incorporate the latest versions of FQM that require the Multimedia Pack.
There's also an updated tech chart for v1.06 on the Balance Mod page.
Code:
Version 1.06 (27 April 2007)
----------------------------
1. Fixed - Error in cost for Supply Storage components
2. Fixed - Error in amount for Advanced Storage Techniques racial trait
3. Changed - Reduced Hardy Industrialists trait to 20% bonus
4. Changed - Increased effect amounts for most Cultural Achievements
5. Changed - Small Graviton Beam can now be used with Troops
6. Changed - Reduced the effect of troops on happiness
7. Fixed - Error in requirements for Organic Heavy Carrier
8. Changed - Reduced Remote Mining component tech level requirements slightly
9. Fixed - Error in tech level requirements for Alloy Burner Missile
10. Changed - Slight adjustment to tech level requirements for Weapon Phase Accelerator
11. Added - New AI Minister to manage populations (ruthlessly)
12. Added - New AI Minister to optimize colony production
13. Changed - AI Minister for Vehicle Construction split into ship and unit Ministers
14. Changed - Tweaked effect amounts and costs for Intel Projects
15. Changed - Improved default strategy choices for AI design types
16. Updated - AI Scripts
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April 27th, 2007, 01:49 AM
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Lieutenant General
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Join Date: Nov 2002
Posts: 2,903
Thanks: 1
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Re: Balance Mod v1.06 Available
Thank you, Captain Kwok.
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