|
|
|
|
|
April 27th, 2009, 05:13 PM
|
|
General
|
|
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
|
|
Re: Balance Mod Available for SE:V
No custom ship sets.
The number of colonies range between 2 to as high as 24.
2 seem to be doing good researching levels
7 seem to be doing average researching levels
8 seem to be doing poor researching levels
I'll be sending the savegame soon... perhaps I just had bad luck.
__________________
There can be only one.
|
April 28th, 2009, 04:49 AM
|
|
Major General
|
|
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
|
|
Quote:
Originally Posted by NTJedi
Here are the settings I've used: ..., medium AI difficulty, ....
|
I bet this is to blame.
I started at least 3 games with high difficulty/low bonus and paradise quadrants, and never noticed any "main nation" AI turtling in any deparment.
In fact, I had to go in settings.txt and reduce the AI bonus from 2.0 to 1.3 to make the game more sensible - AI was just "pouring all over the map", those with a good start developing an expansion speed that left me no choice but to restart (I'm playing with simultanious move, so there's no way to "manually" beat down fleets of 5 times mine's size ...).
As I'm always trying out new mods with master password enabled and all scores visible, it's easy to look into it if something really goes wrong. Yet, the AIs are doing quite well .. notice the Abbidons are completely out-researching me (again), despite having only 2 planets more then me !!!
Just in case somebody wonders - player 13-17 are obvisouly minor AIs which do not leave their home systems. Yet No17 seems to have gotten a lucky draw ... .
While looking at this - would it be possible to make shure that minors build intel centers?
Code:
Play Ress Reas Int Tech Sys Planets Pop
1 205659 27140 9888 74 12 35 14547
2 307655 33661 10190 85 17 39 14678
3 299299 23459 8430 85 13 31 12293
4 293068 45185 9240 96 13 37 14920
5 211536 30192 10335 80 7 19 11722
6 153791 23598 5995 77 8 25 12668
7 152219 23628 5670 87 6 19 13568
8 239393 20072 5280 74 12 32 13868
9 142391 26448 10015 81 11 24 11372
10 93741 20459 7820 79 7 15 10782
11 225398 12266 3210 70 15 36 12294
12 195353 12758 5400 73 6 19 10683
13 81347 3129 0 43 1 2 5443
14 39923 4165 2510 43 1 4 3200
15 26438 3149 1210 43 1 3 2680
16 24768 2952 0 43 1 1 2500
17 104384 3609 1405 45 1 4 4656
Last edited by Arralen; April 28th, 2009 at 05:06 AM..
|
April 28th, 2009, 05:11 AM
|
|
Major General
|
|
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
|
|
Re: Balance Mod Available for SE:V
Some notes from my "test" games:
- AI uses up to 10(!) light organic armor in FF
- AI uses 1 main gun on Troop Transport, but no PD (e.g. Ukra-Tal 1x Acid Globule)
- AI offers nonaggression in all systems with 5% ressource tariff upon first meeting, even if they're rated higher
- minor AIs still offer intersettling treaties, now even "bribe" to get them offering tariff or tech levels (which they normally don't have)
- in general, AIs are still much too eager to do intersettling treaties
- AI asks for military assistence for a mere trade alliance treaty (trade 15% / non agg. in all sys. / share maps / share minef. codes / share medical)
- would it be possible to edit the default TF/fleet formations? E.g. have TFs flee in formation to give them better PD coverage, or have ships abort attack at 5%-10% (internal) damage ?
__________________
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 ...
|
April 28th, 2009, 07:34 AM
|
|
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: Balance Mod Available for SE:V
There's no implementation of difficulty levels in SE5. I also haven't added any difficulty features yet either in the mod. :P
If an AI only has a handful of colonies, their colony type distribution might be skewed towards whatever the planets it has are best at.
|
April 28th, 2009, 10:44 AM
|
|
Major General
|
|
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
|
|
Re: Balance Mod Available for SE:V
Quote:
Originally Posted by Captain Kwok
There's no implementation of difficulty levels in SE5. I also haven't added any difficulty features yet either in the mod. :P
|
Oh, really? I guess the following options are purely cosmetic, then?
I'm not sure 'bout the AI difficulty level which was turning off ministers in SE4 and supposedly is in SE5 as well, but I'm pretty sure the "Computer Player Bonus .." lines in settings.txt do work, e.g. while the doubled research points do not show up in the comparison screen, they do show up on the research screen if you log into an AI position (but they're gone as soon as you hit "end turn", for obvious reasons)
Code:
//--------------------------------------
Computer Player Bonus Points Multiplier Low := 2.0
Computer Player Bonus Points Multiplier Medium := 3.0
Computer Player Bonus Points Multiplier High := 5.0
//--------------------------------------
Computer Player Bonus Queue Rate Multiplier Low := 1.5
Computer Player Bonus Queue Rate Multiplier Medium := 2.0
Computer Player Bonus Queue Rate Multiplier High := 3.0
//---------------------------------------
__________________
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 ...
|
April 28th, 2009, 10:53 AM
|
|
General
|
|
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
|
|
Re: Balance Mod Available for SE:V
Quote:
Originally Posted by Captain Kwok
There's no implementation of difficulty levels in SE5. I also haven't added any difficulty features yet either in the mod. :P
|
During new game setup, under empires there's a computer player difficulty level... which I setup as Medium.
Quote:
Originally Posted by Captain Kwok
If an AI only has a handful of colonies, their colony type distribution might be skewed towards whatever the planets it has are best at.
|
Based on my current game it seems the AI opponents need 8 or more planets before investing within research facilities.
Quote:
Originally Posted by Arralen
I started at least 3 games with high difficulty/low bonus and paradise quadrants, and never noticed any "main nation" AI turtling in any deparment.
In fact, I had to go in settings.txt and reduce the AI bonus from 2.0 to 1.3 to make the game more sensible ... ...
|
I see... I was using medium difficulty with no bonus for the computers. Thanks for the suggestion, these first two games are mostly allowing me to learn the game since there's so much to learn. I'm expecting my next game to have increased difficulty settings.
__________________
There can be only one.
|
April 28th, 2009, 05:31 PM
|
|
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: Balance Mod Available for SE:V
Quote:
Originally Posted by NTJedi
Quote:
Originally Posted by Captain Kwok
There's no implementation of difficulty levels in SE5. I also haven't added any difficulty features yet either in the mod. :P
|
During new game setup, under empires there's a computer player difficulty level... which I setup as Medium.
|
I know there are difficulty settings that exist in the game setup menu, but I'm saying they don't do anything.
|
April 29th, 2009, 08:51 AM
|
|
General
|
|
Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
|
|
Re: Balance Mod Available for SE:V
Quote:
Originally Posted by Captain Kwok
Quote:
Originally Posted by NTJedi
Quote:
Originally Posted by Captain Kwok
There's no implementation of difficulty levels in SE5. I also haven't added any difficulty features yet either in the mod. :P
|
During new game setup, under empires there's a computer player difficulty level... which I setup as Medium.
|
I know there are difficulty settings that exist in the game setup menu, but I'm saying they don't do anything.
|
Wow, I had no idea... thanks for the heads up.
__________________
There can be only one.
|
April 29th, 2009, 10:57 AM
|
|
First Lieutenant
|
|
Join Date: Jul 2002
Location: Brasil
Posts: 604
Thanks: 0
Thanked 6 Times in 6 Posts
|
|
Re: Balance Mod Available for SE:V
Kwok: in your page says that the Small Systems mod increases turn processing time... any idea by how much? if it´s less than 50% i´ll try SEV again with your balance mod and small systems mod...
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
|
April 29th, 2009, 12:28 PM
|
|
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: Balance Mod Available for SE:V
On average, it cuts down the time of the movement phase by about 50%. Overall, I'd estimate you get about 25-30% savings depending on the frequency of combats.
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|