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albi_joe Space Emperor

Joined: Mar 19, 2005 Location: USA
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Posted: Thu Oct 19, 2006 5:11 pm Post subject: Bug reporting |
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(based on Balance .90)
First,
Will the balance mod be too small for its own topic? Just wondering.
A couple of typos (or bugs, depending...)
1. Phased polaron beam says it gets 1/2 range penalty, but does not evidence it on the weapon compare chart (which I think is based on the formulas)
2. Nanovirus Bomb has Plague 4 as damage but says Plague 1.
Last thought -
most of your weapons seem pretty well balanced. Ripper beams are showing up looking like anemic, myopic Meson blasters though. I know it took me a bit to see some of the benefits / costs put in for the ones I checked; did I miss something?
There is a fine line between Genius and Insanity. I am firmly on one side of that line!
Last edited by albi_joe on Sat Oct 21, 2006 3:49 pm; edited 1 time in total
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Posted: Thu Oct 19, 2006 5:42 pm Post subject: |
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Thanks for the catches!
When I extended the weapon ranges in a beta version I had changed the accuracy at range modifier for all weapons to 5% per 10km, but neglected to update the PPB to 10% per 10km.
The plague bomb was just a typo. Although interestingly before formula fields were introduced for the weapon's damage type, the stock game had only 10 levels of plague 1 weapons - which is why I have 5 seperate entries, which will probably be changed back to 1 in a future mod patch.
The Ripper Beam is kind of screwed over in some sense because it's a stepping stone to the more powerful IBs and then WMGs in the High-Energy Tree. However I think it does have an ok niche role as a very short range high D/kT/s ratio for it's relative cost. Add a larger mount with extended range on a base and it might be an ok stopgap if you haven't bothered with researching MBs. I'll probably change the decay rate on the damage though and maybe up the damage a bit.
Space Empires Depot | SE:V Balance Mod
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albi_joe Space Emperor

Joined: Mar 19, 2005 Location: USA
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Posted: Thu Oct 19, 2006 10:45 pm Post subject: |
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Are anti-proton beams NOT supposed to have the to-hit bonus, then? I thought it was a bit of a toss up, but that that bonus fit better than it missing. (I would not take them over the -2 range but 2/3 smaller, cheaper & only 2 supply use Meson Blaster without the range hit bonus)
I could easily see RB's with 10 times the damage - the max level was weaker than the MB at any range, with target limits and shorter range.
I would love to see RBs with bonus move, but don't know if there is now a way to limit one weapon from the others, or limit a bonus based on what types of weapons are present. The only other way to do it would be a "ripper-only" ship.
There is a fine line between Genius and Insanity. I am firmly on one side of that line!
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Posted: Fri Oct 20, 2006 12:04 am Post subject: |
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APBs only decrease at 2.5% per range (half the normal rate) as the ability description says.
Perhaps what was a little misleading was that RBs had the large weapon damage range... but a max level RB did 65-85 damage which is more than most levels of MBs. Anyhow I did increase the damage amount since the range is small compared to most weapons and it should be a viable short range niche weapon for the mid to late game.
Space Empires Depot | SE:V Balance Mod
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albi_joe Space Emperor

Joined: Mar 19, 2005 Location: USA
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Posted: Fri Oct 20, 2006 1:21 am Post subject: |
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Glad I could help; I'll let you know if I find more stuff.
Was the small satellite supposed to be able to use weapon mounts in B-Mod? Since the Kt went up to 100, it makes for a more defensive variant to the medium satellite.
There is a fine line between Genius and Insanity. I am firmly on one side of that line!
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albi_joe Space Emperor

Joined: Mar 19, 2005 Location: USA
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Posted: Fri Oct 20, 2006 8:17 pm Post subject: |
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Is it the Balance Mod or the game itself that is not letting the AI launch satellits and fighters?
I have anihillated a race that should have stopped me cold with the number of items each planet had.
There is a fine line between Genius and Insanity. I am firmly on one side of that line!
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Posted: Fri Oct 20, 2006 10:06 pm Post subject: |
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Did they launch anything at all or just some stuff?
(It's likely SE:V related, but I'll look into it further)
It's good to see they are building more units though.
Space Empires Depot | SE:V Balance Mod
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Amnio Space Emperor

Joined: Oct 14, 2006
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Posted: Fri Oct 20, 2006 11:36 pm Post subject: |
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The top 3 levels of mine layer are showing negative values for the time between launches. Looks like you intended the formula for 5 techlevels rather than 9?
The shield regenerators are not charging at the rate specified. They seem to charge at the same rate no matter what is written in the default "Amount 2" formula field. It appears to work as advertised if you change the abilitycode to something like this however:
| Code: | Ability 1 Type := Shield Regeneration
Ability 1 Description := Shield Regenerators boost shields by [%Amount1%] points per second.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 10 + (([%Level%] - 1) * 2)
Ability 1 Amount 2 Formula := 0 |
Thanks for the mod by the way, really made quite a difference!
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albi_joe Space Emperor

Joined: Mar 19, 2005 Location: USA
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Posted: Sat Oct 21, 2006 1:15 am Post subject: |
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I have not seen any fighters or satellites launch.
Of the 5 planets I glassed, at least 3 had satellites and fighters, the HW had a starbase, and only the last one had a single weapon platform.
There is a fine line between Genius and Insanity. I am firmly on one side of that line!
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albi_joe Space Emperor

Joined: Mar 19, 2005 Location: USA
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Posted: Sun Oct 22, 2006 2:48 am Post subject: |
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(v. .91)
I started a "quick start" game to look at the weapons.
First, it seems the half range panalties are on a bunch of weapons now, but I may have missed it before. It is not on all weapons.
On the flip side, the polaron beam says it gets half range penalties, but now seems to get double (since most others have half and it has normal).
There is a fine line between Genius and Insanity. I am firmly on one side of that line!
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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albi_joe Space Emperor

Joined: Mar 19, 2005 Location: USA
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Posted: Sun Oct 22, 2006 5:49 pm Post subject: |
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Woo Hoo! I've seen a satellite launching ship, too. Of course, it had no satellites...
There is a fine line between Genius and Insanity. I am firmly on one side of that line!
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MarkOnd Space Emperor

Joined: Oct 24, 2006
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Posted: Tue Oct 24, 2006 9:24 pm Post subject: .092 possible bug |
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I'm not sure if this is a bug, but the last three games I started with this version of the mod, I had access to up to level 8 plague bombs...nano virus I think it was, on turn one,without any research in the required tech.
Thanks
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Moonsword Space Emperor

Joined: Jan 14, 2005 Location: Georgia
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Posted: Tue Oct 24, 2006 10:21 pm Post subject: |
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Yes, I'd categorize that as a bug.
What version of the mod? 0.92?
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Moonsword Space Emperor

Joined: Jan 14, 2005 Location: Georgia
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Posted: Tue Oct 24, 2006 10:33 pm Post subject: |
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Then "un-introduce" it, please. Personally, I do not like the idea of the AI wandering around with those damned things from 8 o'clock, Day One.
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albi_joe Space Emperor

Joined: Mar 19, 2005 Location: USA
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Posted: Tue Oct 24, 2006 10:37 pm Post subject: |
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I could live with it - as long as another fauly "and" statement put Lv 8 med centers on all my planets...
And I'd still like it to be fixed. 
There is a fine line between Genius and Insanity. I am firmly on one side of that line!
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Aeternus Space Emperor

Joined: Oct 25, 2006
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Posted: Wed Oct 25, 2006 9:24 pm Post subject: |
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I guess this would qualify as a bug.
Incorrect mod version display when upgrading an old save game from .91 to .92
Save game file still displays .91 as mod version after loading and resaving.
Some if not all of the updated mod changes are in place, so I'd guess its running .92.
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Amnio Space Emperor

Joined: Oct 14, 2006
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Posted: Thu Oct 26, 2006 1:38 pm Post subject: |
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| CaptainKwok wrote: | It was introduced in v0.92 by some faulty 'and' statements.  |
I know you probably allready know this, but for everyone else having fun with all the plagues available at start, open components.txt, search for "plague" until you get to the bombs and change the lines for | Code: | | Requirement 1 Formula := Get_Empire_Tech_Level("Biological Weapons") >= 1 and < 3 | into: | Code: | | Requirement 1 Formula := Get_Empire_Tech_Level("Biological Weapons") >= 1 AND Get_Empire_Tech_Level("Biological Weapons") < 3 | Note: there's no linebreak above, just one long line of code.
Repeat as necessary for the remaining plaguebombs, but don't change the last one, unless you want research into level 15 bioweapons to remove your last bombcomponent...
If you prefer the 0.91 way, just remove from the "and" part and out the line.
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Aeternus Space Emperor

Joined: Oct 25, 2006
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Posted: Sat Oct 28, 2006 12:31 am Post subject: Fighter Recovery Error |
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I'm playing in v.92. Whenever I launch my fighters, there is a good 5+ second delay before they are removed from the carrier. Additionally, I am unable to recover the fighters using the Launch/Recover window. A small window pops up saying it cannot recover a fighter and I am unable to close the window; I have to alt-f4. In order to recover my fighters to my carriers, I have to use the Transfer Cargo screen.
edit: this does not occur with stock 1.08. I am able to recover and launch normally.
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albi_joe Space Emperor

Joined: Mar 19, 2005 Location: USA
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Posted: Sat Oct 28, 2006 1:00 am Post subject: |
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The "recover units" is missing from all of the 0.92 launchers. I don't know if this is intentional. I added them back to my 0.92.
You can recover units with "cargo transfer"? I'm thinking that's another bug to fix - you certainly don't want any old freighter able to pick up units. (Ok, I can't think of why right now.)
There is a fine line between Genius and Insanity. I am firmly on one side of that line!
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Posted: Sat Oct 28, 2006 1:05 am Post subject: |
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It's added back in v0.93 - I had ripped it out when 1.07 changed the unit launch thing - but neglected to stick it back in v0.92. Anyhow the transfer thing is a bug. 
Space Empires Depot | SE:V Balance Mod
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nofoa Space Emperor

Joined: Oct 30, 2006
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Posted: Mon Oct 30, 2006 5:38 am Post subject: AI Empires Not Researching. |
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I started a difficult game, on a large map with 18 AI players set on Hard. I killed off one of them during the beginning turns. And have been advancing slowly into enemy territory. I'm set up as a researching race, with several systems devoted to research compounds.
It is now 2412.6 and i have some serious technology to bear against them. Except the they are still using tech 1 weapons and engines. Of the 3 empires i've fought all of them haven't advanced in the slightest. Just 1 of my ships can take out 5 or 6 of theirs. The game starts off at 2400 right? That gives the other empires 12 years for new technology.
It may be that each empire has only a few systems to work with.
I have really enjoyed the balance mod so far. I makes the game much more enjoyable. It add functionality in the naming system. I always look forward to a good challenge.
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