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  #591  
Old January 8th, 2007, 01:46 PM
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Default Re: Balance Mod Update

Sounds very promising! I'll be trying out at the first opportunity. Once again the effort is appreciated.
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  #592  
Old January 8th, 2007, 02:16 PM
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Default Re: Balance Mod Update

Kwok is: the man.
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  #593  
Old January 8th, 2007, 03:04 PM
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Default Re: Balance Mod AI

One item I forgot to mention is some of the new attack scripts I put in for Attack ships. Let me know if you notice a difference in the AI's aggressiveness when in a no-treaty or war state. The more aggressive AIs (Sithrak, Xiati, Sergetti, etc.) should be the most active.

Also let me know if the AI's research point levels remain competitive. I added some modifiers that should push them to make more research colonies, particularly on larger breathables. Other colony types like Resupply Depots and Construction Yards will appear more often on domed colonies or tiny breathables. Overall resource collection will be down a bit, but it will be mostly with Organics/Radioactives, which were always being made in excess anyway.

---

With the latest SE:V beta I've been able to implement a few new functions for the AI. One of them that works nicely is the scrapping of obsolete WPs on planets. Once a WP is obsolete and some time has passed, then the AI will scrap them (50% of them each turn) which will push up the demand for new WPs to be built. The overall effect will be the AIs planets should feature modern defenses.

The second item that should do better with the next patch is carriers. There was a bug in SE:V where a function that returned the units in space was always 0 - this would lead to planet's launching all but one of their sats/fighters/mines (rather than just 50%) into space leaving little for Carriers and Sat/Mine Layers to pick up and distribute.

A third item (not yet tested) is the scrapping of resource facilities on certain colony types (such Resource Colony or Mining-Farming Colony etc) when Monolith facilities become available. The AI will scrap 1 resource facility per turn on those planets, which will result in the planet building a Monolith instead.

I'm also going to create a new function for the AI to use remote mining ships. Essentially it will give orders to remote mining ships to go to an asteroid field and sit there. I suppose I'll have to put in some check to prevent more than 1 ship from mining a location but otherwise it's easy to do.
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  #594  
Old January 8th, 2007, 03:39 PM

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Default Re: Balance Mod AI

Sounds very nice Kwok, I'll take it for a spin. Hope you'll be able to further develop the war-AI. By the way, does the AI start scrapping frigates and such as he continues to develop ship sizes?
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  #595  
Old January 8th, 2007, 03:46 PM
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Default Re: Balance Mod AI

Quote:
Raapys said:
Sounds very nice Kwok, I'll take it for a spin. Hope you'll be able to further develop the war-AI. By the way, does the AI start scrapping frigates and such as he continues to develop ship sizes?
The scrapping of ships won't be until the next patch since the scrap order is not working in v1.20...
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  #596  
Old January 8th, 2007, 04:53 PM
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Default Re: Balance Mod AI

Quote:
Captain Kwok said:
Quote:
Raapys said:
Sounds very nice Kwok, I'll take it for a spin. Hope you'll be able to further develop the war-AI. By the way, does the AI start scrapping frigates and such as he continues to develop ship sizes?
The scrapping of ships won't be until the next patch since the scrap order is not working in v1.20...
Hmm...that's okay. I usually take pleasure in scrapping enemy AI's elderly ships for them anyway. :-)
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  #597  
Old January 8th, 2007, 06:01 PM
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Default Re: Balance Mod Available for SE:V

Ahem ....
I started with all tech, just to check everything out
curious me ..
and there are 3 tech levels missing for the organic baseship .. its only TL3 while the normal BaseShip is TL6
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  #598  
Old January 9th, 2007, 10:19 AM
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Default Re: Balance Mod Available for SE:V

I have noticed that the AI attacks random ships more often when no treaty is present.

Good work Kwok, it's coming along great.
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  #599  
Old January 9th, 2007, 03:26 PM
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Default Re: Balance Mod Available for SE:V

And the AI does indeed propose new treaties, though it just proposes a whole new treaty rather than use the ammend treaty option, but I guess that's not a big deal.
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  #600  
Old January 9th, 2007, 05:34 PM
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Default Re: Balance Mod Available for SE:V

Quote:
Tim_Ward said:
And the AI does indeed propose new treaties, though it just proposes a whole new treaty rather than use the ammend treaty option, but I guess that's not a big deal.
I didn't think there was much need to duplicate the routine to determine the treaty components, but perhaps I will at least change the message header.
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