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  #831  
Old April 4th, 2007, 11:22 AM
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Default Re: Balance Mod v1.05 Available!

Two questions regarding economical achievements:

1.) What is the difference between your amount of "(-1 - ([%Level%] - 1))" and "-[%Level%]" in the standard SE V?
2.) As far as I observed the maintenance is reduced by base value multiplied by 1-(amount/100). At maximum level 10 this gives a 10% reduction of maintenance, which is 18% instead of 20% for ships. Isn't that too little of an effect? In standard SE V you have 20 levels and therefore a reduction from 25% to 20% maintenance for ships, which ist still not much IMO.
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  #832  
Old April 4th, 2007, 07:54 PM
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Default Re: Balance Mod v1.05 Available!

I think I initially changed it to check if there was something about the formula causing the maintenance reduction not to be applied long ago in beta (it turned out that cultural achievements bonuses at that time were not being applied) but never switched it back.

I thought at some point it was taken right off maintenance, ie from 25 to 15 for 10% reduction. Anyway, I probably need to revise a few of those cultural achievement bonuses since I haven't touched them since v0.70ish?
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  #833  
Old April 11th, 2007, 01:46 PM
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Default Re: Balance Mod v1.05 Available!

Greetings! Just to keep those interested parties in the know...

Here's a list of the items in the mix for v1.06:

New AI items:
- Medical Ships implemented (Done)
- Remote Mining ships implemented (Not done)
- New AI Ministers (Almost done)
-- Add modifier facilities when appropriate to existing colonies
-- Optimize breathable populations
-- Separate ministers for unit and ship construction
- Tweaks to AI diplomacy and AI states (Almost Done)
- Improvements to AI attack orders (Not done)
- Improvements to Cultural Achievements (Almost Done)

Note you'll need to start a new game to take advantage of the new ministers, since they are apparently stored in the save game. Overall the AI should be a lot better at maximizing its colonies with this patch.

I'm really pushing to get it out tomorrow night - it really depends on if the scripts I wrote at work will function as intended when I get home.
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  #834  
Old April 12th, 2007, 07:13 AM
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Default Re: Balance Mod v1.05 Available!

One point you might have a look at is the AI use of mines and minesweeping. In version 1.05 I did not see any AI using mines or minesweepers (at least to a extent I would realize).
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  #835  
Old April 12th, 2007, 10:37 AM

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Default Re: Balance Mod v1.05 Available!

Also how about the AI using more research.

In the last couple of games against 9-10 AI players thier research points dont seem to increase as the game progresses.

Thanks
Keep up the excellant work Kwok
Drew
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  #836  
Old April 12th, 2007, 01:07 PM
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Default Re: Balance Mod v1.06 Discussion

Depending on the size of the quadrant in your game, it's likely they've plateaued in terms of colonies. The next patch will at least help they turn over facilities on their colonies to improve production, including optimizing breathable populations to undome planets. I'm also pushing ahead other colonization techs to help keep them growing in the early mid-game.

I'm pushing more Mine Sweepers for them, particularly in terms of them being available in fleets.
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  #837  
Old April 12th, 2007, 06:39 PM

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Default Re: Balance Mod v1.06 Discussion

Don't know if this was something caused by the 1.33 patch or the BM1.05 patch, but when you go to add or adjust strategies from the screen (I think it is the Empire Screen), for some reason some of the items that were changeble are locked in. Example changing the attack range for fighters from point blank to short range, it won't let you, or changing the percent lost before retreating from 50% to say 80%, locked again.

Also the AI is incrediably friendly offering incrediable treaties after only 5 to 10 turns of me knowing them. I had one race give me 15 seperate technologies in one turn, another 8 the next, bringing my backwoods technologically primitive race with a score of 16 in turn 80 or something into the 1st place powerhouse in less than two turns.

I now play as a xenophobe isolationist that has nothing to do with the AI.
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  #838  
Old April 12th, 2007, 08:29 PM
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Default Re: Balance Mod v1.06 Discussion

Quote:
Don't know if this was something caused by the 1.33 patch or the BM1.05 patch, but when you go to add or adjust strategies from the screen (I think it is the Empire Screen), for some reason some of the items that were changeble are locked in. Example changing the attack range for fighters from point blank to short range, it won't let you, or changing the percent lost before retreating from 50% to say 80%, locked again.
This is a bug introduced in 1.33
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  #839  
Old April 12th, 2007, 11:52 PM
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Default Re: Balance Mod v1.06 Discussion

Still working on v1.06 tonight. I have the remote mining functions for the AI working ok, except a problem that I have is that I can't issue any sort of order for the mining ship to stay put in the asteroid field once it gets there! There's only a few orders accessible via the scripts at this time and sentry isn't one of them... will think of a workaround...

Also working out a few kinks with the scrap a facility to build a modifier facility routine as well.
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  #840  
Old April 13th, 2007, 12:01 AM

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Default Re: Balance Mod v1.06 Discussion

Make the AI build mining BASES. The maintenance is lower, and you don't need to issue any 'order' to make them stay put. You just need a minister smart enough to check them every turn and see if they are 'making a profit' or not. When they cease to be profitable, send a SYS to scrap them. Are there script functions to check the percent of minerals, organics, and radioactives of a given object or sector?
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