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  #281  
Old November 5th, 2006, 05:32 PM
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AAshbery76 AAshbery76 is offline
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Default Re: Balance Mod Update

The fleet strategy seems to be automatic retreat in the mod,even when most of the fleet is fine to attack.I've also had the A.I attack planets only to retreat at the start of battle many times.

I didn't notice these fleet retreats in the standard 1.8.
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  #282  
Old November 5th, 2006, 05:42 PM
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Captain Kwok Captain Kwok is offline
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Default Re: Balance Mod Update

The AI file issue was due to new additions that I had added in the scripts that only work with the 1.12 se5.exe file. Anyhow I've re-posted v0.94 with working empire files for SE:V v1.08

Updated v0.94:
http://www.captainkwok.net/balancemod.php

-----

AAshberry: Did you notice if they had ordnance or not? The other explanation is that the leader might be getting hurt and the fleet is not breaking formation. I'm going to do some strategy tweaking to fix stuff like that today.
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  #283  
Old November 5th, 2006, 06:30 PM
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Default Re: Balance Mod Update

I think all the treaties that have no included should be taken out of the mod.It just hurts the A.I's ability to wage war.A lot of the A.I's in my games can't hurt me because they have no bombardment treaties.
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  #284  
Old November 5th, 2006, 11:47 PM
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Default Re: Balance Mod Update

I'll be doing some more treaty work in the upcoming version. My long-term goal is for the AI to build treaties in steps based on their anger level towards the player.
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  #285  
Old November 5th, 2006, 11:48 PM
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Default Re: Balance Mod Update

I was thinking of changing the armor sizes to the following for the next update:

Armor 10kT
Emissive Armor 10kT
Organic Armor 20kT (from 30kT)
Crystalline Armor 20kT (from 30kT)
Scattering Armor 20kT (from 30kT)
Stealth Armor 20kT (from 30kT)

Any armor abilities would of course be adjusted with the size.

The goal in this change is to make some of the speciality armors more accessible for smaller vehicles.

Also, should we get small versions of the racial trait armors?
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  #286  
Old November 6th, 2006, 01:15 PM
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Timstone Timstone is offline
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Default Re: Balance Mod Update

I like the idea, exept for the Organic and Crystaline armours. I think those armours a pretty powerfull as they are.
But then again I'm not such an avid user of those armours, so I might want to give them a litte nudge toward uselessness...
Long live Temporal Science!!
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  #287  
Old November 6th, 2006, 01:53 PM

Raapys Raapys is offline
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Default Re: Balance Mod Update

Lowering the size wouldn't directly make them more powerful though, when the ability advantages are lowered as well. For that matter I'd say go to 10kT on all of them; so much easier to fit in than 20kT.
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  #288  
Old November 6th, 2006, 05:05 PM
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Default Re: Balance Mod Update

Just an FYI:

I probably won't get the chance to finish v0.95 tonight, but it should be available for tomorrow.

It will be save-game compatible, although with a few of the changes you'll need to redo/edit some of your ship designs to utilize the extra space.
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  #289  
Old November 6th, 2006, 05:48 PM

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Default Re: Balance Mod Update

Thanks for the update. In the meantime, will .93 or .94 work with the new patch (even if it doesnt give the latest and greatest AIs?)?

Thanks again for your efforts!
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  #290  
Old November 6th, 2006, 06:16 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Balance Mod Update

Quote:
Captain Kwok said:
I'll be doing some more treaty work in the upcoming version. My long-term goal is for the AI to build treaties in steps based on their anger level towards the player.
I hope there is more available than just anger level? Can the AI also look at relative scores or other measures of power in-game? What we need is an AI smart enough to sue for peace when it realizes that the enemy is just too strong to beat. The way the AI has worked to date, all alien races seem to be unconditionally, suicidally committed once they go to war.
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