.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
  #171  
Old October 25th, 2006, 02:57 PM
AAshbery76's Avatar

AAshbery76 AAshbery76 is offline
Corporal
 
Join Date: Dec 2000
Location: England
Posts: 155
Thanks: 0
Thanked 0 Times in 0 Posts
AAshbery76 is on a distinguished road
Default Re: Balance Mod Available for SE:V

War hungry A.I's make it an easy game for the Human.Civ4 and Galciv2 have A.I's that don't go to war until they have enough power,and they try to make it a 1 vs 1 war.

The human player can declare war anytime he wants.I say no to war hungry A.I's.
Reply With Quote
  #172  
Old October 25th, 2006, 03:19 PM
AngleWyrm's Avatar

AngleWyrm AngleWyrm is offline
Second Lieutenant
 
Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
Thanks: 0
Thanked 0 Times in 0 Posts
AngleWyrm is on a distinguished road
Default Re: Balance Mod Available for SE:V

If you would like the ai to declare war immediately, then just start a game on hard difficulty.
Reply With Quote
  #173  
Old October 25th, 2006, 05:56 PM

fdlu fdlu is offline
Private
 
Join Date: Nov 2000
Posts: 29
Thanks: 0
Thanked 0 Times in 0 Posts
fdlu is on a distinguished road
Default Re: Balance Mod Available for SE:V

Possible bug ??
Sorry, just got the game and not time to really play, just a little testing.

Point defence cannons to hit modifier.

Ver.: 0.91 (may be not exact but you get the idea)
range 0=> modifier 20, range 50=> mod.0, range 90=>mod. -40

Ver.: 0.92
range 0=>mod.0, range 5=>mod.20, range 90=>mod. 50

It seems that in Ver. 0.91 the chance to hit a seeker/fighter is at first(long range) pretty bad and gets better in the last seconds, which I would expect of a close in defense system.
In Ver. 0.92 it seems the pd will hit heavy at long range and miss pretty much in the last defense stages, which seems odd.

Otherwise it seems to be a very nice mod. I will enjoy the game as I get some free time in November.
Reply With Quote
  #174  
Old October 25th, 2006, 07:11 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

Woops. I forgot to make a negative number when I removed the positive modifier.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #175  
Old October 25th, 2006, 07:38 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

If you would like the ai to declare war immediately, then just start a game on hard difficulty.

I play on hard with medium AI bonus, yet still all 5 empires I've met spam me with treaty proposals until I accept, so I doubt that'll be much use.
Reply With Quote
  #176  
Old October 26th, 2006, 01:19 AM

Shadowstar Shadowstar is offline
Sergeant
 
Join Date: May 2002
Posts: 279
Thanks: 2
Thanked 0 Times in 0 Posts
Shadowstar is on a distinguished road
Default Re: Balance Mod Available for SE:V

Well, not every AI empire needs to declare war right away. It's just one variation of the agressive persona. You'd expect a race with lots of early combat advantages to do it. They'd start building warships on the first encounter with another race and strike when they were more militarily powerful than that empire. Later wars would only break out after a considerable amount of buildup, and in those cases then you could have global-themed wars like genocides and such, that span the entire map, rather than one neighbor trying to take out the other.
Reply With Quote
  #177  
Old October 26th, 2006, 02:49 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 Available for SE:V

I've re-ordered the tech list for research, but unfortunately I'm having trouble getting the weapon tech areas as defined in each race's main file to come up on the research list. That's why the racial AIs are the only ones plowing ahead in weapons research since there tech area is called in the pooled AI research file...

Hopefully I can get some more info as to what is going on so I can fix it and get the next version out.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #178  
Old October 26th, 2006, 06:07 AM
AngleWyrm's Avatar

AngleWyrm AngleWyrm is offline
Second Lieutenant
 
Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
Thanks: 0
Thanked 0 Times in 0 Posts
AngleWyrm is on a distinguished road
Default Re: Balance Mod Available for SE:V

I only have stock to go on, but here's what I see from it:

In AI_Research.txt->Add_Wanted_Tech_Areas_For_Designs(), called from [race]_Main_Script.txt->Main,

it looks like this test always true:
"if (add_all) or (not item_added) then"
because add_all is always FALSE and item_added is always FALSE

Reply With Quote
  #179  
Old October 26th, 2006, 10:19 AM

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

At turn 140'ish(with 0.92), none of the empires have actually deployed satellites at warp points. Looks like most, if not all, have a couple of Satellite Deployer designated ships, but they appear to be unused.

Also, it appears the AI barely build any satellites in the first place. A couple of planets in their entire empire might have a satellite group of 4-5 satellites, that's it. On the other hand, they appear to build dozens of fighters, yet never appear to put them in a carrier, so they're just planetary defense. In fact, none of the AI's appear to have 'Carriers' at all?

The AI also has tons of troops on just about all his planets. He also has Troop Transports. I'm unsure if he actually use troops in attacks, though?

I also noticed a few cases where the AI was trying to retrofit ships with cargo. Obviously that didn't work, and I'm guessing he's gonna keep trying until the end of time.
Reply With Quote
  #180  
Old October 26th, 2006, 11:25 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 Available for SE:V

I suspect the reason that satellite layers are not picking up sats anymore is because I made planets launch all their sats rather than keeping 50% in cargo meaning that there is probably no stock for the sat layers to grab and distribute. I can tweak the priorities for satellites though to get a few more constructed.

You're not seeing any carriers for the simple reason, none of the AIs are reaching fighter 2 tech, which would give them the carrier hull. It should be fixed in v0.93. At least I remembered to keep 50% of fighters in storage on the planet for use in ground combat or for carrier pick-up.

I have seen the AI send out a troop transport with troops on it to join a fleet but I'm not sure if it will follow a capture planet strategy. I'll have to investigate this and maybe edit some strategies to ensure ships break formation - I can just see it now with the cargo and repair ships in fleets being the leaders and the AI fleets fleeing in combat.

The retrofit with cargo bug is an SE:V issue. Although I think I need to tweak done the priority for colony ships. In all my test games, the AI has more colony ships than planets to colonize. Even worse is that it will send all the available ones to the same planet (SE:V bug again, but at least fixable in the scripts) and so on.
__________________
Space Empires Depot | SE:V Balance Mod
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 01:40 AM.


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