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Spaceempires.net :: Balance Mod v0.99 Available! :: View topic
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Balance Mod v0.99 Available!
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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Mon Dec 04, 2006 11:50 pm    Post subject: Reply with quote

This thread contains a summary of a new engine scheme for the mod:
http://www.spaceempires.net/home/ftopict-2115.html

I think the revised system will be much nicer and add some strategy back to engines.

---

I'll update the seeker descriptions since I'll probably have to bump up there speed a bit.

---

I'll probably give Quantum Reactors a small boost this update as well - so that 1 QR supplies about 50% of a ship's movement needs per turn.


Space Empires Depot | SE:V Balance Mod


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Veikko
Space Emperor


Joined: Nov 29, 2006

PostPosted: Tue Dec 05, 2006 11:10 am    Post subject: Reply with quote

With Balance Mod i'm no longer getting the intel reports i used to get. For example when i manage to snatch a ship form the enemy.

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Psieye
Space Emperor


Joined: Dec 03, 2006

PostPosted: Tue Dec 05, 2006 11:17 am    Post subject: Reply with quote

Veikko wrote:
With Balance Mod i'm no longer getting the intel reports i used to get. For example when i manage to snatch a ship form the enemy.
Mmm actually, I did get reports that I was doing espionage. What I did notice however is that I started failing everything after the enemy got some Intel set up. I can't succeed despite having [90% of 80k] Intel pitted against vs 1k in any area. I thought this was a general SE V bug or "high computer player bonus" gave this ludicrous bonus to comps for Intel. My friend reports that he cna successfully do Intel in standard SE V games, so... hmm, how do computer player bonuses work in Balance Mod?

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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Tue Dec 05, 2006 1:07 pm    Post subject: Reply with quote

The AI bonuses are the same as stock.

The projects cost a bit more to run as well versus stock. At some point I should probably double check the values and make sure they're still ok.


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Psieye
Space Emperor


Joined: Dec 03, 2006

PostPosted: Tue Dec 05, 2006 7:02 pm    Post subject: Reply with quote

Mmm yeah, I spoke too soon I think - managed to pull off 7 "Sabotage - Empire Wide" projects against my enemy just now. Hmm... I do wonder why I've been failing for so many turns to sabotage ships despite vastly superior Intel (and with Lv 7 Sabotage Ship tech) though... It's only recently that I've nearly extinguished this enemy.

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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Tue Dec 05, 2006 8:39 pm    Post subject: Reply with quote

Do you have an idea of how many intel points he was producing?

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damador
Space Emperor


Joined: Oct 20, 2006

PostPosted: Tue Dec 05, 2006 8:56 pm    Post subject: Reply with quote

had the same - according to score viev i had 230k AI 43 k - 0/31 was succesfull - tried to change targets - nothing help

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damador
Space Emperor


Joined: Oct 20, 2006

PostPosted: Tue Dec 05, 2006 9:44 pm    Post subject: Reply with quote

proposition for 1.00

could you change default design names to include I at the end - this will prevent from adding random numbers during upgrade and allow the game to proper naming them as "abc I" "abc II" "abc III" "abc IV" and so on


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Psieye
Space Emperor


Joined: Dec 03, 2006

PostPosted: Wed Dec 06, 2006 12:53 am    Post subject: Reply with quote

With "view all scores", it was only when the enemy was down to 600 Intel that 90% of 89k Intel could succeed sabotage operations. I admit only a small fraction of my planets are Intel orientated (I have 400k+ Research points), but still... My friend confirms that even in Standard mode defensive spending is much favoured over offenses.

Would be good to know how probability of success (and number of attempts) is calculated, yeah... which data file is that in?



As for design names... I'd sooner wish there was an SE V patch that added an "auto re-label ship" feature to speed up renaming ships after retrofitting them into a different design line. I usually don't bother with any standard design flie names, coming up with my own. Easy enough to change the .txt files to add "I" to the start of them anyway.


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Wed Dec 06, 2006 1:21 am    Post subject: Reply with quote

damador wrote:
...could you change default design names to include I at the end - this will prevent from adding random numbers during upgrade and allow the game to proper naming them as "abc I" "abc II" "abc III" "abc IV" and so on...
That's really a fix that MM needs to get to.

Some players like to give custom names to all their ships so auto re-naming should be only an Empire option.


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