.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
  #971  
Old June 3rd, 2007, 08:15 PM
cshank2's Avatar

cshank2 cshank2 is offline
Corporal
 
Join Date: Aug 2002
Posts: 121
Thanks: 0
Thanked 0 Times in 0 Posts
cshank2 is on a distinguished road
Default Re: Balance Mod To-Do List

Kwok, your mod is the only reason this game is playable.
Reply With Quote
  #972  
Old June 4th, 2007, 01:06 AM
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

For players with long games or pbw games, what many experience points are your ships accumulating?
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #973  
Old June 4th, 2007, 09:44 AM

se5a se5a is offline
First Lieutenant
 
Join Date: Aug 2003
Location: New Zealand
Posts: 776
Thanks: 0
Thanked 0 Times in 0 Posts
se5a is on a distinguished road
Default Re: Balance Mod

I think psycic may be a little high, I'll have to take a look.
__________________
[img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]
Reply With Quote
  #974  
Old June 4th, 2007, 11:59 AM

aegisx aegisx is offline
Second Lieutenant
 
Join Date: Sep 2006
Posts: 482
Thanks: 0
Thanked 0 Times in 0 Posts
aegisx is on a distinguished road
Default Re: Balance Mod Available for SE:V

Kwok, can you post the 1.07 AI scripts?
Reply With Quote
  #975  
Old June 4th, 2007, 12:08 PM
phalzyr's Avatar

phalzyr phalzyr is offline
Private
 
Join Date: Oct 2006
Posts: 23
Thanks: 0
Thanked 0 Times in 0 Posts
phalzyr is on a distinguished road
Default Re: Balance Mod Available for SE:V

Quote:
aegisx said:
Kwok, can you post the 1.07 AI scripts?
Yes, Kwok please
Reply With Quote
  #976  
Old June 4th, 2007, 04:47 PM

aegisx aegisx is offline
Second Lieutenant
 
Join Date: Sep 2006
Posts: 482
Thanks: 0
Thanked 0 Times in 0 Posts
aegisx is on a distinguished road
Default Re: Balance Mod Available for SE:V

it also seems like AI players do not research nearly enough. Maybe mining/farming/radio colonies should also build some research facilities?
Reply With Quote
  #977  
Old June 4th, 2007, 05:30 PM
Escaflowne's Avatar

Escaflowne Escaflowne is offline
Corporal
 
Join Date: Sep 2002
Location: Malden, MA
Posts: 71
Thanks: 0
Thanked 1 Time in 1 Post
Escaflowne is on a distinguished road
Default Re: Balance Mod Available for SE:V

The issue I'm having is that the turn processing is taking FOREVER once I click the next turn button.

I'm playing with a large galaxy, lots of computers, and a huge bonus. And processing a turn is taking at least 10 minutes once I click go.

Is that an issue in the basic game (more then likely) or something you're doing in the mod scripts?

Thanks for the mod, it ROCKS!
__________________
Don't worry. Somewhere, somehow, I'm slowly losing my mind.
Reply With Quote
  #978  
Old June 4th, 2007, 05:34 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 Available for SE:V

It's due to the AI's movement and combat phases - especially with the large number of ships you'd expect with a high AI bonus. The scripts are executed relatively quickly and don't contribute much to turn processing times.

Fewer AI opponents in a medium to large galaxy allows them to develop more and provide a greater challenge, while saving a bit on turn processing times.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #979  
Old June 4th, 2007, 10:03 PM

Raapys Raapys is offline
First Lieutenant
 
Join Date: Jan 2005
Posts: 689
Thanks: 0
Thanked 0 Times in 0 Posts
Raapys is on a distinguished road
Default Re: Balance Mod Available for SE:V

Kwok, a question. Do you know the effects of tweaking the "Combat Iterations Per Frame" setting( in settings.txt )? There's no mention of it anywhere that I can find, so I'm having trouble understanding exactly what it does.
Reply With Quote
  #980  
Old June 4th, 2007, 11:48 PM
Ed Kolis's Avatar

Ed Kolis Ed Kolis is offline
General
 
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
Ed Kolis is on a distinguished road
Default Re: Balance Mod Available for SE:V

I would imagine it controls the ratio between the "frame rate" and the "logic rate" of combat - if you set it to a higher number, the game would (assuming it's actually implemented) compute the combat results in more detail with better accuracy. I suppose lowering it could reduce the size of the combat logs, at the expense of detail though... might be worth a shot...

edit: odd, you're right, there is no mention of it in the modding doc... maybe it was added more recently?

edit 2: but nothing in history.txt either... this is strange :?
__________________
The Ed draws near! What dost thou deaux?
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 04:25 AM.


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