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erikts Space Emperor

Joined: Nov 23, 2009
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Posted: Wed Jan 13, 2010 2:17 am Post subject: |
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| CaptainKwok wrote: | | erikts wrote: | | I think that Education Achievement doesn't work. |
What makes you think that? |
I was wrong! I have tested it and it works! 
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chris2000 Space Emperor

Joined: Jun 11, 2008
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Posted: Wed Jan 13, 2010 1:02 pm Post subject: All v 1 |
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Not sure if this is a bug. I'm currently playing a 1.19f game set to all AI v me. The only change I've made is to set all the races home planets to rock. 60 turns in and none of the AI have declared war on me, although plenty of them are starting to get angry. Previously the AI declared war within a few turns of me meeting them?
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Posted: Wed Jan 13, 2010 1:51 pm Post subject: |
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AIs in team mode won't offer treaties with human players and have a anger bias against them, so within a short time they will declare war. It can happen faster if they've already met some of their AI teammates.
How did you set the races to rock? If you've been adding manually created AI empires during gameplay, all of them are going to use the default AI scripts and be much more boring. If you did this by changing the entries in [Race Name]_AI_Main.txt in each race folder within the Empires folder, then you're fine.
Space Empires Depot | SE:V Balance Mod
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Stormy Space Emperor

Joined: Jan 07, 2010
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Posted: Wed Jan 13, 2010 7:17 pm Post subject: |
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I doubt this is a bug, but it is certainly an exploit. If you offer a treaty with a signifigant tribute, in exchange for them sharing all thier techs they will always (that I have seen) accept. Then next turn ye can nuke the treaty and be all caught up techwise. Particularily useful in very early game meeting a species with a different homeworld type.
Truth be told, I personally would very much like to see a simple point based tech treaty system.
Edit - also when viewing colonies several tabs do not seem to display any information such as races or population.
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Posted: Wed Jan 13, 2010 7:34 pm Post subject: |
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I would have much preferred the trading of tech points as per SE4, then the trading of actual tech areas as it is now. Unfortunately there's not anything I can do about it from the modding side.
Space Empires Depot | SE:V Balance Mod
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CamoAlien Space Emperor

Joined: Dec 17, 2009 Location: MN
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Posted: Wed Jan 13, 2010 8:58 pm Post subject: |
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Drones are only receiving the 10% base maintenance cost:
Racials are not in.
The 25% bonus reduction (for drones) is not included.
Mines are also only receiving their base !0%, and not the 50% bonus for being a mine.
All mines are 50%, organic and crystalline hulls do not have the extra 10% included.
http://www.spaceempires.net/downloads-file-833.html
BM1.19g Dynamic Ship Analyzor v2.6
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Posted: Wed Jan 13, 2010 11:09 pm Post subject: |
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| CaptainKwok wrote: | It turns out I've been using the "Ship Cost Maintenance Modifier" ability instead of the "Unit Cost Maintenance Modifier" on the unit entries. That's a fail!  |
Just in case you missed it.
All maintenance cost discrepancies were fixed.
Space Empires Depot | SE:V Balance Mod
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chris2000 Space Emperor

Joined: Jun 11, 2008
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Posted: Thu Jan 14, 2010 2:15 pm Post subject: |
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| CaptainKwok wrote: | AIs in team mode won't offer treaties with human players and have a anger bias against them, so within a short time they will declare war. It can happen faster if they've already met some of their AI teammates.
How did you set the races to rock? If you've been adding manually created AI empires during gameplay, all of them are going to use the default AI scripts and be much more boring. If you did this by changing the entries in [Race Name]_AI_Main.txt in each race folder within the Empires folder, then you're fine. |
Thanks, yes I changed the individual entires, although I reckon that was more luck than insight! One other thing I have noticed is that alloy burner missiles seem incredibly hard to hit with PD weapons and I notice in the settings they have a significantly higher defense bonus compared to other seekers, I assume this is deliberate. (Just my luck these were the first guys I went to war with when I'm an organics - armour reliant race!)
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Posted: Fri Jan 15, 2010 1:53 am Post subject: |
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| ekolis wrote: | ...but IMO the "Stupifier" weapon is quite... well, stupid Whoop de doo, it negates any experience bonuses that an enemy ship has for a few seconds! Rather bulky and expensive and slow-firing for such a wimpy effect. |
I was looking at this weapon today and realized the damage amount is in milliseconds and not seconds. That's a fail! With a decent amount of time for its damage, the weapon could actually be quite valuable.
Consider an enemy that's getting a cumulative ship/fleet bonus of +15% to attack and +10% to defense. If you figure at 100 range a typical chance to hit is 50% before their experience bonus, you'd now be hitting the ship 60% of the time and they're hitting you only 35%.
Space Empires Depot | SE:V Balance Mod
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Posted: Fri Jan 15, 2010 8:45 pm Post subject: |
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| TheThirdEye wrote: | | AIs will accept treaties from humans during a human vs AI "team mode" game. |
There is a possibility of this if the treaty offered by the human player is considered a peace deal, basically a non-aggression element with the possibility of tariff or map sharing elements.
Now I can't remember if I did this on purpose or if I placed the team mode override prior to this peace deal check. Do you guys think it's ok to allow this type of "peace" treaty in an AI team mode game? Or should the AI never ever enter any sort of treaty with humans?
Space Empires Depot | SE:V Balance Mod
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marhawkman Space Emperor

Joined: Mar 24, 2008
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Posted: Sat Jan 16, 2010 1:50 am Post subject: |
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I think it's okay. As long as the AIs eventually turn on you.
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Skyburn Space Emperor

Joined: Mar 12, 2008
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Posted: Sat Jan 16, 2010 2:00 am Post subject: |
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| CaptainKwok wrote: | | Do you guys think it's ok to allow this type of "peace" treaty in an AI team mode game? Or should the AI never ever enter any sort of treaty with humans? |
In team mode, I would prefer the AIs to never enter any sort of treaty with humans. I think they should declare war on a human at first sight.
Sky Mod v0.6 Alpha 2
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Hazcom13 Space Emperor

Joined: Mar 17, 2009
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Posted: Sat Jan 16, 2010 2:43 am Post subject: |
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I agree. In team mode, you should be fighting the AI, not working with it.
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Shrike Space Emperor

Joined: Jun 17, 2006
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Posted: Sat Jan 16, 2010 3:06 pm Post subject: |
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| CaptainKwok wrote: | | Is the TF strategy set to "break formation"? The ship should be following the TF strategy and MM mentioned to me before that breaking formation didn't cause ships to follow their design strategies (unlike SE4) but maybe it does... |
Yeah, they're set to break formation. The thing is this: in the simulator they behave exactly as expected, but in real battle they don't. I'm doing a final test before I call it a day and return the ships to my ally. There have been more strange things happening in this game though. We now have some "ghost planets" where all population, supplies and other cargo are gone, but I'm still unable to either attack or drop troops on such planets. Their race and ours are at war and he's probably jettisoned all of his population and facilities to prevent me from capturing them. I'd expect the game to do a "cleanup" in such case and show the planet without the race flag.
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LordZsar1 Space Emperor

Joined: Feb 07, 2008 Location: Leipzig, Deutschland
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Posted: Mon Jan 18, 2010 11:13 am Post subject: |
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Maybe some treaty elements should be possible in team mode - such as all the "No [something]"-options. It does not stop you from killing each other, just makes sure, there will be something left for the winner. ^^
Obviously, "Non Aggression", "Mutual Defense Pact", "Allow Migration Between Colonies" and "Share [something]" are not the best canidates for such considerations...
On the other hand, maybe "Non Aggression - In neutral space" might be considered for a kind of "regulated war" (and in such scenarios even "Trade Percentage" might make some sense).
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Posted: Tue Jan 26, 2010 2:39 pm Post subject: |
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Any other items that haven't been mentioned yet?
I'm aiming for Friday for the patch. This is currently what it has:
| Code: | 1. Fixed - Some vehicle hull modifiers were incorrect
2. Fixed - Unit maintenance modifiers for racial trait vehicle hulls were not being applied
3. Changed - Increased range for Wave-Motion Gun
4. Fixed - Damage amount for Stupifier was too low
5. Changed - Damage amount for Allegiance Subverter was too low
6. Added - Descriptive text to note if timed-effect weapons did damage in milliseconds or seconds
7. Fixed - One of the portrait images for warp points was incorrect
8. Changed - Made improvements to the AI's use of Shield Regenerators
9. Changed - Improved AI's design response against enemies using long range seekers
10. Changed - The damage amount for planets damaged by intel or random events was too small
11. Changed - AI or Minister designs for the Recon Satellite design type didn't include Basic Sensors
12. Fixed - Sometimes AI players would add multiple Stealth Totems
13. Added - Improvements to AI ship distribution based on enemy ship speeds and basic weapon usage
14. Fixed - AI players in team mode would sometimes accept a treaty from a human player
15. Updated - AI Scripts
16. Updated - Event/Intel Scripts |
Space Empires Depot | SE:V Balance Mod
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mwyeoh Space Emperor

Joined: Aug 20, 2008
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Posted: Tue Jan 26, 2010 3:18 pm Post subject: |
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Nice set of changes!
Im looking forward to an increasingly challenging AI!
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ekolis Virtual Guru

Joined: Aug 04, 2003 Location: Cincinnati, OH, USA
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Posted: Tue Jan 26, 2010 7:04 pm Post subject: |
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Thanks, Kwok!
One issue I just noticed with 1.19f, though - the PD beam says it has a 10% bonus to hit, but it doesn't have any bonus to hit; instead, it has half the normal accuracy loss with range, like anti-proton beams do. Presumably the description is incorrect?
Also, it's rather confusing not being able to tell the difference at a glance between a PD cannon, a PD blaster, and a PD beam... you think you might be able to come up with some alternate images?
"Figuring out the UI is half the fun!" - Xintis, fan of both SE5 and WarioWare
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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ekolis Virtual Guru

Joined: Aug 04, 2003 Location: Cincinnati, OH, USA
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Posted: Tue Jan 26, 2010 7:50 pm Post subject: |
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Sweet, you read my mind I was going to suggest using the "small APB" and "small MB" images, but I figured you wouldn't go for that, then later I had the idea of recoloring the PDC image 
"Figuring out the UI is half the fun!" - Xintis, fan of both SE5 and WarioWare
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ekolis Virtual Guru

Joined: Aug 04, 2003 Location: Cincinnati, OH, USA
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Posted: Fri Jan 29, 2010 3:31 pm Post subject: |
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I'm not 100% sure about this, but in 1.19f, it looks like a level 1 Robotoid Factory when built by a race with the Hardy Industrialists trait actually REDUCES the construction rate of a planet, as if the 10% bonus from the factory was nullifying the 20% bonus from the trait... Of course I could be misremembering the construction rate from last turn... or maybe it had to do with population migrating away from the planet I built the factory on!
"Figuring out the UI is half the fun!" - Xintis, fan of both SE5 and WarioWare
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crazydog Space Emperor

Joined: Mar 09, 2007
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Posted: Mon Feb 01, 2010 10:30 am Post subject: |
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Friday as pass... 
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Posted: Mon Feb 01, 2010 4:19 pm Post subject: |
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It turns out there were a few issues with Cooperative Intelligence. The intelligence points were not being transferred until the part of the intelligence script where projects were executed. Attack points that were transferred might not be available that turn if they were being traded from a player that was listed later than the receiving player. In that case, they wouldn't be available to next turn, as at least they accumulate. In the case of the recently added defense version of cooperative intelligence, they wouldn't be used at all if the receiving player was listed before the giving player. Unused defense points do not accumulate in the Balance Mod.
I've changed the intel script so that all cooperative points are traded before intelligence projects are attempted.
There's a couple of intel projects that need to be tweaked because they either reported false positives (successful attack when nothing actually happened) or bad targets and things of that sort. Still finishing those off, so that's what behind the delay.
Might actually add some AI instructions for doing cooperative intelligence, right now I don't have them involved in that aspect. I was holding off to v1.20 to do something, but while in Rome...
Space Empires Depot | SE:V Balance Mod
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BlackRain Space Emperor

Joined: Dec 19, 2006
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Posted: Tue Feb 09, 2010 9:09 am Post subject: |
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any eta?
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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