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  #1081  
Old July 30th, 2007, 01:55 PM
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Default Re: Balance Mod v1.09 Available!

As a human player I use solar 1-2 collectors on almost all ships as specialized supply ships may not be at the place you need them most!
I just tested the share resupply treaty element and it seems to work.
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  #1082  
Old July 30th, 2007, 02:36 PM
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Default Re: Balance Mod v1.09 Available!

I could have the AI add solar collectors on larger ships without much problem. Currently they're added to Supply Ships and Scout/Explorer Ships.

The element for sharing supplies is sometimes added to trade level treaties, always included for military alliance and partnership level treaties. It should be more common in the latest patch between friendly AIs.
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  #1083  
Old August 1st, 2007, 01:22 AM
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Default Re: Balance Mod v1.09 Update

I'll be posting a mini AI patch for v1.09 on Friday morning. It will address a couple of items such as the new AI team mode bug, the AI no surrender bug, and a few other things.
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  #1084  
Old August 1st, 2007, 05:39 AM
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Default Re: Balance Mod v1.09 Update

Some more observations regarding resupply of AI empires:

It is a game with me as human empire against 11 AI empires in team mod in a galaxy of about 150 systems at 2418.0.
The AI empires are huge compared with my empire with large number of ships: Sergetti have around 750 ships and they are not the biggest AI empire. They do have treaties with supplies sharing. They have researched solar collectors, but no ship design is using them (light cruiser is the current ship size with solar sails). As a consequence 3/4 of all ships are on low supplies, many of them have zero supplies which prevents almost all attacks on me.
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  #1085  
Old August 1st, 2007, 09:49 AM
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Default Re: Balance Mod v1.09 Update

I've been able to figure out why the ship's were not resupplying as they should be. It turns out the boolean variable I was using to mark certain design types to never resupply was being applied to all design types. It's default value was false and I never had a condition that made it true.

That's the second bug like this in the last day that have caused an issue. Previously a similar issue was preventing the AI from surrendering with an incorrect result in a calculation resulting in an always false statement.
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  #1086  
Old August 1st, 2007, 12:10 PM
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Default Re: Balance Mod v1.09 Update

But you can be proud of your AI: AI empires with hundreds of ships, good research, robust economy.
I use now your mod as a basis to create my own mod.
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  #1087  
Old August 3rd, 2007, 11:20 AM
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Default Re: Balance Mod v1.09 AI Update

Greetings!

I've posted an updated set of scripts for v1.09 of the Balance Mod. The updated scripts fix a number of issues including AI resupply and surrender, team mode, and a few design issues.

Just extract the scripts to your Balance Mod folder. It will overwrite the existing scripts with the new ones. If you haven't installed v1.09 of the mod, do that first before applying the AI patch.

You can find the AI patch and v1.09 here: http://www.captainkwok.net/balancemod.php

I've also posted the source scripts as well.
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  #1088  
Old August 4th, 2007, 12:52 AM
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Default Re: Balance Mod v1.09 AI Update

Thank you, Captain Kwok.
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  #1089  
Old August 4th, 2007, 06:24 AM
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Default Re: Balance Mod v1.09 AI Update

AI version 1.09:

The AI empires seems very reluctant to attack warp points in systems, where they have no sight. It is possible that this is due to the lack of memory for enemy colonies, but I looked at the AI Orders Ship Script and didn't find any attack locations for warp points. In situations where the AI does not see any ememy ships and colonies, it would be good if he attacks with fleets warp points adjacent to his systems.
At present he sends only scout ships but these have of course no chance even against moderate warp point defenses.
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  #1090  
Old August 5th, 2007, 03:47 AM
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Default Re: Balance Mod v1.09 AI Update

Will having a mix of 1.08/1.09 and the ai/militia patches cause problems with a game? I am in one BM game that has no problems and another which can't get past the first turn without an unknown fatal error.
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