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May 9th, 2007, 12:01 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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Thanked 14 Times in 12 Posts
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Re: Balance Mod v1.06
Q:
There were changes made in the state script in v1.06 that added modifiers which push AIs with larger empires (ie higher score) into more aggressive action.
Another change in v1.06 was that Minesweepers are sent directly to fleets. I agree that it is more effective for AIs.
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May 10th, 2007, 08:32 AM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
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Re: Balance Mod v1.06
Great work Kwok!
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May 10th, 2007, 10:12 AM
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Sergeant
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Join Date: Nov 2006
Posts: 220
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Re: Balance Mod v1.06
Not sure if this a issue or by design, but it deals with population migration. In our PBW 1.33 bm1.05. I have allied pop migrating to my planets. I don't mind this, but the treaties don't allow/specify migration. The population is coming from empires I do have treaties with, BUT we don't have migration treaties.
Will pop migrate on its own and if treaty specified will they migrate faster? or is this a Bug?
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May 10th, 2007, 03:09 PM
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Private
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Join Date: Oct 2006
Posts: 23
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Re: Balance Mod v1.06
Captain Kwok: I look foward to you next version. Are you going to release the newer AI empire scripts also, for those of us that like to mod your mod?
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May 11th, 2007, 05:17 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 v1.06
Yeah, I can post updates to the scripts. Right now I have compiled since I started changing the ship design system - could be scary when I try tonight.
---
Romulus:
Did you ever obtain population from another player via trade etc?
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May 11th, 2007, 05:31 PM
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Sergeant
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Join Date: Nov 2006
Posts: 220
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Re: Balance Mod v1.06
Quote:
Captain Kwok said:
Romulus:
Did you ever obtain population from another player via trade etc?
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Yes, but the population was a diferent type. I'm getting 3-4 types migrating. Want me to send you the game file and my password to look at it?
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May 12th, 2007, 01:07 PM
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Corporal
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Join Date: Feb 2007
Posts: 69
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Re: Balance Mod v1.06
Quote:
Captain Kwok said:
Greetings!
I'm re-working some of the AI's designs for the next mod update to go with this week's upcoming SE:V patch, so I'd appreciate some thoughts or comments on generally effective combat designs etc.
I've mirror this topic on the BM's SE.net forums as well:
http://www.spaceempires.net/home/ftopict-2529.html
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CK, are you going to do anything with fighter design and strategies so that the AI uses a little more variety other than the usual fighter design and strategy. I know that there could be many different designs and strategies, but maybe just implementing two or three of the favorites.
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May 12th, 2007, 11:17 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 v1.06
I have 3 fighter designations so far - "Fighter" types armed with direct fire weapons; "Fighter Bomber" with Rocket Pods or Torpedoes, and "Kamikaze Fighters" with warheads. They'll follow Short, Maximum, and Kamikaze strategies respectively.
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May 17th, 2007, 03:21 PM
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Private
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Join Date: Sep 2002
Location: North Wales
Posts: 28
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Re: Balance Mod v1.06
Hi Kwok...
Whens the next release coming on line....
Am waiting to start a new campaign....!!!
TA
Drew
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May 19th, 2007, 10:02 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 v1.06
I'm hoping to have it ready for Monday afternoon. So far it's been a time-consuming update because it's required some of the design creation routine to be re-written and specific options set for each of the 55 design types. In addition, each race has had their weapon choices updated and their weapons research made more efficient. Lastly the default AI has been split into 3 categories: Aggressive, Defensive, and Moderate. Not a difficult change, but time consuming.
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