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June 27th, 2008, 04:54 PM
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Sergeant
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Join Date: Oct 2006
Location: Kingston, Ontario
Posts: 289
Thanks: 1
Thanked 3 Times in 3 Posts
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Re: Balance Mod
make the Intelligence Centers become available from the start that will fix the problem
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June 27th, 2008, 05:54 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
I was leaning towards allowing them from the start already for v1.15, so that could be part of the fix.
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June 30th, 2008, 04:30 PM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
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Re: Balance Mod
I don't think the AI should build IC such early in the game - even before meeting any other player. Better build some RCs first and at least 1 pop transport ...
And is it possible to check for planet (pop) size when deciding if a space yard will be build? All those 500 pop planets will never get a decent build rate IMHO ..
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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July 13th, 2008, 05:17 AM
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Corporal
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Join Date: Jul 2007
Posts: 115
Thanks: 0
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Re: Balance Mod
There is a bug where if you issue orders to colonize a planet, a colony ship will strip a planet dry of population. Is there anyway to set it so they take from the total population minus 1 million?
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July 13th, 2008, 09:48 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
It's an SE5 bug that somehow got re-introduced in the latest versions. Not too much can be done about it, but I'll try and add a workaround for the AI in the next update. I've noticed they tend to deplete a few planets dry.
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July 31st, 2008, 12:48 PM
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Corporal
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Join Date: Jul 2007
Posts: 115
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Balance Mod
http://home.spaceempires.net/ftopict-5074.html
"How does FQM break ruins?"
"I had re-numbered the unique areas to 1-6 instead of the 1-4, 6-7 used in stock (which needs to be fixed). Simply edit the entries for unique ruins to be 1-6 and you'll have no issues."
Can you give a more detailed explaination?
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July 31st, 2008, 01:22 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
Edit the 6 "Empire - Grant Unique Discovery" entries for the Normal Planet record - which is the first one in the StellarAbilityTypes.txt data file.
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July 31st, 2008, 02:31 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
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Re: Balance Mod
Why wouldn't you just post the question in the thread you linked to?
There are actually 12 in FQM (2 possible descriptions), and you only need to edit 2 of them... I added this bit of text to the FQM5 help page a few days ago. Hopefully its clear enough.
Open Data\StellarAbilityTypes.txt in the new folder. Find Abilities 17 and 18 of the Normal Planet entry. Change the Amount 1 Formula values from 7 to 5.
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July 31st, 2008, 04:24 PM
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Corporal
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Join Date: Jul 2007
Posts: 115
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Balance Mod
I don't have an account there, plain and simple.
And thanks for the detailed explanation.
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September 14th, 2008, 01:14 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 for SE:V
The next version of the Balance Mod, v1.15, is in the very last stages of testing. There are many improvements to the AI and a number of data file changes that should shake up gameplay for the best.
The BM forum at SE.net has lots of info on it:
http://home.spaceempires.net/forum-73.html
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