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June 3rd, 2007, 08:15 PM
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Corporal
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Join Date: Aug 2002
Posts: 121
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Re: Balance Mod To-Do List
Kwok, your mod is the only reason this game is playable.
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June 4th, 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
For players with long games or pbw games, what many experience points are your ships accumulating?
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June 4th, 2007, 09:44 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: Balance Mod
I think psycic may be a little high, I'll have to take a look.
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June 4th, 2007, 11:59 AM
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Second Lieutenant
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Join Date: Sep 2006
Posts: 482
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Re: Balance Mod Available for SE:V
Kwok, can you post the 1.07 AI scripts?
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June 4th, 2007, 12:08 PM
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Private
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Join Date: Oct 2006
Posts: 23
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Re: Balance Mod Available for SE:V
Quote:
aegisx said:
Kwok, can you post the 1.07 AI scripts?
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Yes, Kwok please
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June 4th, 2007, 04:47 PM
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Second Lieutenant
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Join Date: Sep 2006
Posts: 482
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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?
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June 4th, 2007, 05:30 PM
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Corporal
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Join Date: Sep 2002
Location: Malden, MA
Posts: 71
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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!
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June 4th, 2007, 05:34 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 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.
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June 4th, 2007, 10:03 PM
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First Lieutenant
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Join Date: Jan 2005
Posts: 689
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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.
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June 4th, 2007, 11:48 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
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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 :?
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