.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
  #861  
Old April 15th, 2007, 04:26 PM

aegisx aegisx is offline
Second Lieutenant
 
Join Date: Sep 2006
Posts: 482
Thanks: 0
Thanked 0 Times in 0 Posts
aegisx is on a distinguished road
Default Re: Balance Mod v1.06 Discussion

Kwok,

While your doing that, could you try to make the modifiers available for change from the race files?

I was going to ad the ship demand modifier today. To start you can alter the base demand. he add more fields once that works.
Reply With Quote
  #862  
Old April 15th, 2007, 04:48 PM

aegisx aegisx is offline
Second Lieutenant
 
Join Date: Sep 2006
Posts: 482
Thanks: 0
Thanked 0 Times in 0 Posts
aegisx is on a distinguished road
Default Re: Balance Mod v1.06 Discussion

How do you convert a value from a data file to a long/int? There does not appear to be a Sys_Get_Datafile_Field_Value_As_Long() or sys_convert_long().

Nevermind, found it.
Reply With Quote
  #863  
Old April 15th, 2007, 04:54 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 v1.06 Discussion

How does the entire supply thing work for the AI anyway? Does it check fleet supplies before carrying out an order? Will it try to return to friendly space when getting low on supplies?

Perhaps there should be made, if there isn't already, some sort of Get Supplies order. So, if a fleet is getting low on supplies, it will find a friendly system with a supply base and remain there, not moving, until it has a certain % of the supply storage filled. Then it will go back to whatever other order has the highest priority.
Reply With Quote
  #864  
Old April 18th, 2007, 02:30 PM

javaslinger javaslinger is offline
Sergeant
 
Join Date: Feb 2001
Location: Richmond, VA
Posts: 274
Thanks: 0
Thanked 0 Times in 0 Posts
javaslinger is on a distinguished road
Default Attacking planets in 1.05?

Ok,given that normal weapons are particularly ineffective in BM, what weapons are suggested? Planetary Napalm is bugged versus ringed planets... Are other bombardment weapons similarly buggged or at least considered 'bolt' weapons..

Both myself and my opponent have watched our fleets get decimated by little planets with as little as 2 weapons platforms.... Clearly another strategy is in order.

We are using Balance Mod 1.05 so I'm particularly interested in suggestions relating to this mod.

Thanks,

Javaslinger
Reply With Quote
  #865  
Old April 19th, 2007, 08:55 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: Attacking planets in 1.05?

More or less any long range seeking weapon (torpedoes, missiles) or any beam weapon (APB, PPB, High Energy Discharge Weapons etc) seem to be ok.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #866  
Old April 21st, 2007, 01:00 AM

Baron Munchausen Baron Munchausen is offline
General
 
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
Baron Munchausen is on a distinguished road
Default Re: Attacking planets in 1.05?

Well, I have finally started a new game with 1.05 but unfortunately I chose simultaneous mode. SE V is unplayable in simultaneous mode! I literally cannot play more than one turn at a time without exiting and restarting the game. It will inevitably crash if you try to process more than one turn at a time. Is it this bad for everyone? No wonder people are pissed off.

At 60 turns in, I've decided to give up because it's so tedious to play by saving and exiting after each turn. So, with only 60 turns to go on, I can only give a slight review. Even early in the game the AI is now shockingly efficient. I was struggling respond to what the AI was doing the whole time. Part of that might be my unfamiliarity with simultaneous mode but I also selected the option to make all scores visible and could see that I was never number one in the list. AIs were always building more ships, settling more planets. If I were able to continue this game I suspect I would lose.
Reply With Quote
  #867  
Old April 21st, 2007, 02:15 AM

se5a se5a is offline
First Lieutenant
 
Join Date: Aug 2003
Location: New Zealand
Posts: 776
Thanks: 0
Thanked 0 Times in 0 Posts
se5a is on a distinguished road
Default Re: Attacking planets in 1.05?

yeah baron, I've sent aaron a savegame on that problem already.

If there were quickstart options, I might have caught it before the 1.33 patch... but alas, there's no quickstart options.
__________________
[img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]
Reply With Quote
  #868  
Old April 21st, 2007, 05:03 AM

mrscrogg mrscrogg is offline
Corporal
 
Join Date: Nov 2003
Location: New Jersey
Posts: 144
Thanks: 0
Thanked 0 Times in 0 Posts
mrscrogg is on a distinguished road
Default Re: Balance Mod Available for SE:V

Captain , when you release BM version 1.06 will it include FQM beta 5.00 version 10 and the new Multimedia Pack ? Thanks for a great mod , it's the only one I play now !
Reply With Quote
  #869  
Old April 27th, 2007, 01:06 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 v1.06 Available

Greetings!

I've posted v1.06 of the Balance Mod. Not too many changes in terms of data files, but lots of AI improvements including management of mixed populations, scrapping facilities to add modifier facilities, and lots of little changes to the AI's ministers in general. You'll have to start a new game if you want the AI to function properly with the new ministers.

Balance Mod Webpage: http://www.captainkwok.net/balancemod.php

I've included instructions in the readme.txt for players to incorporate the latest versions of FQM that require the Multimedia Pack.

There's also an updated tech chart for v1.06 on the Balance Mod page.

Code:

Version 1.06 (27 April 2007)
----------------------------

1. Fixed - Error in cost for Supply Storage components
2. Fixed - Error in amount for Advanced Storage Techniques racial trait
3. Changed - Reduced Hardy Industrialists trait to 20% bonus
4. Changed - Increased effect amounts for most Cultural Achievements
5. Changed - Small Graviton Beam can now be used with Troops
6. Changed - Reduced the effect of troops on happiness
7. Fixed - Error in requirements for Organic Heavy Carrier
8. Changed - Reduced Remote Mining component tech level requirements slightly
9. Fixed - Error in tech level requirements for Alloy Burner Missile
10. Changed - Slight adjustment to tech level requirements for Weapon Phase Accelerator
11. Added - New AI Minister to manage populations (ruthlessly)
12. Added - New AI Minister to optimize colony production
13. Changed - AI Minister for Vehicle Construction split into ship and unit Ministers
14. Changed - Tweaked effect amounts and costs for Intel Projects
15. Changed - Improved default strategy choices for AI design types
16. Updated - AI Scripts

__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #870  
Old April 27th, 2007, 01:49 AM
Kamog's Avatar

Kamog Kamog is offline
Lieutenant General
 
Join Date: Nov 2002
Posts: 2,903
Thanks: 1
Thanked 0 Times in 0 Posts
Kamog is on a distinguished road
Default Re: Balance Mod v1.06 Available

Thank you, Captain Kwok.
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 06:53 PM.


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