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  Topic: Balance Mod v1.20 Alpha Test Game AAR - Xiati Empire
CaptainKwok

Replies: 7
Views: 11185

PostForum: Balance Mod   Posted: Wed Aug 19, 2015 12:16 am   Subject: Balance Mod v1.20 Alpha Test Game AAR - Xiati Empire
Some additional commentary...

The colony ship capture was very difficult and I actually re-loaded the save a few times to get it right. My decision to update AI colony ship designs to have shields ...
  Topic: Balance Mod v1.20 Alpha Test Game AAR - Xiati Empire
CaptainKwok

Replies: 7
Views: 11185

PostForum: Balance Mod   Posted: Wed Aug 19, 2015 12:06 am   Subject: 2406.1 to 2407.0
The raid to save an empire:
In 2406.5, Charger 0003 and Charger 0004 were ordered to transit the Obotron-Fwandrei warp point. It was assumed that one of the EEE's fleets that had threatened Obotron e ...
  Topic: Balance Mod v1.20 Alpha Test Game AAR - Xiati Empire
CaptainKwok

Replies: 7
Views: 11185

PostForum: Balance Mod   Posted: Sun Aug 16, 2015 7:34 pm   Subject: 2405.0 to 2406.0
In 2405.1 War was Beginning:
To this point, the Xiati had been engaged in several combats with the EEE and Cue Cappa races. The destruction of Fezzran II had demonstrated the folly of colonizing plan ...
  Topic: Balance Mod v1.20 Alpha Test Game AAR - Xiati Empire
CaptainKwok

Replies: 7
Views: 11185

PostForum: Balance Mod   Posted: Sat Aug 15, 2015 1:30 pm   Subject: Infrastructure
Between 2404.0 and 2405.0, much of the Xiati effort has been to secure and build up their existing colonies. As of 2405.0, the Xiati Empire consists of 12 planets and has a population of 5,396M. This ...
  Topic: Balance Mod v1.20 Alpha Test Game AAR - Xiati Empire
CaptainKwok

Replies: 7
Views: 11185

PostForum: Balance Mod   Posted: Sat Aug 15, 2015 4:15 am   Subject: Space is crowded
The next 20 turns featured a lot of expansion and a number of successive first contacts.

Exploration continues:
With increased urgency after encountering the EEE Consortium, additional colonizatio ...
  Topic: Balance Mod v1.20 Alpha Test Game AAR - Xiati Empire
CaptainKwok

Replies: 7
Views: 11185

PostForum: Balance Mod   Posted: Sat Aug 15, 2015 3:15 am   Subject: First turns
The Xiati home system is Xiria - a binary star system with only 4 planets. Xiati Prime (Xiria IV) is a large rock oxygen planet with a hazy orange atmosphere and a few small continents.

Xiria Syste ...
  Topic: Balance Mod v1.20 Alpha Test Game AAR - Xiati Empire
CaptainKwok

Replies: 7
Views: 11185

PostForum: Balance Mod   Posted: Sat Aug 15, 2015 2:33 am   Subject: Balance Mod v1.20 Alpha Test Game AAR - Xiati Empire
I'm currently playing a test game using the BM v1.20 alpha that I started last week. I've been keeping notes turn to turn and thought it would be fun to post snippets of the action here. I'm playing t ...
  Topic: Balance Mod v1.20 Tech Preview
CaptainKwok

Replies: 43
Views: 70425

PostForum: Balance Mod   Posted: Sat Aug 15, 2015 2:02 am   Subject: Balance Mod v1.20 Tech Preview
Using the "Upgrade" button will automatically update all components on a design while appending a roman numeral suffix.

Using the "Copy" button will copy the design allowing to make specific change ...
  Topic: Balance Mod v1.20 Tech Preview
CaptainKwok

Replies: 43
Views: 70425

PostForum: Balance Mod   Posted: Thu Aug 13, 2015 11:14 pm   Subject: Balance Mod v1.20 Tech Preview
You can only use edit on a design that hasn't been constructed or added to a construction queue.
  Topic: Balance Mod v1.20 Alpha Available!
CaptainKwok

Replies: 120
Views: 65825

PostForum: Balance Mod   Posted: Sun Jun 07, 2015 3:56 pm   Subject: Balance Mod v1.20 Alpha Available!
I don't think that's possible with the script tools on hand.

However, I might be able to implement a partial solution to tag dangerous warp points in non-colony systems as marked minefields which w ...
  Topic: Balance Mod v1.20 Alpha Available!
CaptainKwok

Replies: 120
Views: 65825

PostForum: Balance Mod   Posted: Fri Jun 05, 2015 2:29 am   Subject: Balance Mod v1.20 Alpha Available!
Thanks for the catch on the extra spaces.

---

I'm curious about AI threat assessment

A common, but far less so than previous, issue is the game's pathfinding routine pushing ships through dan ...
  Topic: Only 1 Emissive Armor
CaptainKwok

Replies: 8
Views: 7933

PostForum: Balance Mod   Posted: Fri Jun 05, 2015 2:19 am   Subject: Only 1 Emissive Armor
I can update the mod to Ed's solution.
  Topic: Facilities with increasing maintenance
CaptainKwok

Replies: 2
Views: 5040

PostForum: Balance Mod   Posted: Sat Apr 18, 2015 6:56 pm   Subject: Facilities with increasing maintenance
At one time I accidentally had it in a release copy.

However you can change them yourself based on this post:
http://www.spaceempires.net/ftopicp-44379.html#44379

That is the version where you ...
  Topic: Balance Mod v1.20 Alpha Available!
CaptainKwok

Replies: 120
Views: 65825

PostForum: Balance Mod   Posted: Mon Apr 13, 2015 3:22 am   Subject: Balance Mod v1.20 Alpha Available!
Will try and get back on track this week. Was able to get a bit more done last week but not enough for a release. Still working out details about how to utilize the info from a new performance analysi ...
  Topic: Pointless incremental upgrades
CaptainKwok

Replies: 1
Views: 4812

PostForum: Balance Mod   Posted: Mon Apr 13, 2015 3:19 am   Subject: Pointless incremental upgrades
It depends on how much time you have before you need to use your weapons. The initial weapon tech areas are cheap enough where you could research several levels quickly and get that 20-30% damage impr ...
  Topic: Bigger empires and diminishing marginal returns?
CaptainKwok

Replies: 6
Views: 5661

PostForum: DJAS Mod   Posted: Mon Apr 13, 2015 3:07 am   Subject: Bigger empires and diminishing marginal returns?
This is actually pretty easy to do just in the data files themselves. Some time ago I added a maintenance modifier to a handful of facilities based on the number of those facilities in an empire. Mai ...
  Topic: Modding Questions
CaptainKwok

Replies: 11
Views: 10578

PostForum: SEV Modding Discussion   Posted: Sun Apr 05, 2015 3:28 pm   Subject: Modding Questions
Dvoongar is correct. What you are seeing is just regular AI treaties with the term "alliance" in them.

---

Although you can disable direct technology trades, unfortunately there is no way to res ...
  Topic: Balance Mod v1.20 Alpha Available!
CaptainKwok

Replies: 120
Views: 65825

PostForum: Balance Mod   Posted: Fri Apr 03, 2015 2:07 pm   Subject: Balance Mod v1.20 Alpha Available!
There's a bug in the BM v120 alpha that is preventing remote mining ships from working due to the design name changes. The beta will have this fix.
  Topic: What does everyone use ministers for?
CaptainKwok

Replies: 5
Views: 7069

PostForum: Balance Mod   Posted: Fri Apr 03, 2015 12:43 am   Subject: What does everyone use ministers for?
The Balance FAQ on ministers will answer many questions.
http://www.captainkwok.net/balancemodministers.php

I do need to update a couple of descriptions though. There a little bit out of date.

...
  Topic: Balance Mod v1.20 Alpha Available!
CaptainKwok

Replies: 120
Views: 65825

PostForum: Balance Mod   Posted: Fri Apr 03, 2015 12:39 am   Subject: Balance Mod v1.20 Alpha Available!
Only ships under minister control are consider eligible to be sent for resupply when the Resupply Minister is used.

The "Resupply Nearest" order itself is a hard-coded game order. Not sure what Aar ...
  Topic: Balance Mod v1.20 Alpha Available!
CaptainKwok

Replies: 120
Views: 65825

PostForum: Balance Mod   Posted: Thu Mar 26, 2015 10:36 pm   Subject: Balance Mod v1.20 Alpha Available!
I'll look into it, but I'd be willing to bet there was emissive armor present.

---

PDC can't target troops to give troops a bonus for ground combat versus fighters. I think of it as the WPs don' ...
  Topic: Balance Mod v1.20 Alpha Available!
CaptainKwok

Replies: 120
Views: 65825

PostForum: Balance Mod   Posted: Thu Mar 26, 2015 1:35 pm   Subject: Balance Mod v1.20 Alpha Available!
Do thr weapon platforms have emissive armor? If so, some of the small weapons won't do enough damage per hit to damage the armor.
  Topic: Balance Mod v1.20 Alpha Available!
CaptainKwok

Replies: 120
Views: 65825

PostForum: Balance Mod   Posted: Wed Mar 25, 2015 11:32 pm   Subject: Balance Mod v1.20 Alpha Available!
Are you sure? IIF statements are used with "Plague Level #" damage types for Plague Bomb damage.

Anyways I will try out tonight to confirm.
  Topic: Balance Mod v1.20 Alpha Available!
CaptainKwok

Replies: 120
Views: 65825

PostForum: Balance Mod   Posted: Mon Mar 23, 2015 12:20 am   Subject: Balance Mod v1.20 Alpha Available!
That is one way. Currently as of the second Alpha posted it is setup to match whatever shield type you have on the ship - although I didn't explicitly test it yet.
  Topic: Balance Mod v1.20 Alpha Available!
CaptainKwok

Replies: 120
Views: 65825

PostForum: Balance Mod   Posted: Sun Mar 22, 2015 6:50 pm   Subject: Balance Mod v1.20 Alpha Available!
Almost done on the beta version. Just need to close a couple of loose ends and run some AI test turns. Just as an FYI, it's looking like a bit of a save game buster.
 
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