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Zwo_Dvoongar Space Emperor

Joined: Feb 02, 2011
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Posted: Fri Apr 01, 2011 9:07 am Post subject: |
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Been forgetting to mention this: in my 119h game, I selected the restriction for empires to only colonize their native planet type, so you get rock, ice, or gas and nothing else. The AI's are researching & building useless colony ships.
And here's a suggestion/thought:
Allow small weapons on weapon platforms? Maybe restricted to 10%? They're boring in ground combat - only participating against fighters.
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Posted: Fri Apr 01, 2011 6:22 pm Post subject: |
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The bad news about the AI colonization observation is that from the scripts there is no way to tell if that setting is active. However, the AI might research the techs but they shouldn't be building any additional colony ships since their numbers are based on the number of available colonization targets.
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Last edited by CaptainKwok on Sat Apr 02, 2011 2:05 pm; edited 1 time in total
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Zwo_Dvoongar Space Emperor

Joined: Feb 02, 2011
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Posted: Sat Apr 02, 2011 10:11 am Post subject: |
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| CaptainKwok wrote: | | The bad news about the AI colonization observation is that from the scripts there is no way to tell if that setting is active. However, the AI might research the techs but they shouldn't be building any additional colony ships since their numbers are based on the number of available colonization targets. |
Sorry to hear that.
I was worried and thought they were being built because there were many designs listed, but I just logged in as the one with the most designs, and none actually exist. It is just as you say.
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Ender Space Emperor

Joined: Apr 18, 2008
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Posted: Tue Apr 05, 2011 11:43 pm Post subject: |
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Captain, it looks like the issue with sight level sensors appears even when sensors are placed on different units in a single group. Therefore, it's necessary to forbid placing other sight level sensors than Basic Sensors on units (including Weapon Platforms).
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Posted: Thu Apr 07, 2011 1:09 pm Post subject: |
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I'd prefer just to remove the sight distance from advanced sensors, requiring them to be used in conjunction with basic sensors then remove the ability to place advanced sensors on units. That move would take out recon satellites etc. which are fun elements to gameplay.
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Ender Space Emperor

Joined: Apr 18, 2008
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Posted: Fri Apr 08, 2011 1:29 am Post subject: |
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Recon satellites could still use Basic Sensors and forbiding advanced sensors on units could make recon bases and ships more important. Advanced sensors as an improvement to Basic Sensors will make them much more powerful than they are now.
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marhawkman Space Emperor

Joined: Mar 24, 2008
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Posted: Mon Apr 11, 2011 12:24 am Post subject: |
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After, several more days of playtesting, It seems the AIs are still researching stuff I moved to "Ship Science". their enthusiasm is underwhelming, but it always is.
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letsdance Space Emperor

Joined: Mar 03, 2012
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Posted: Sat Mar 03, 2012 6:18 pm Post subject: |
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some techs are not researchable for me (they don't appear, neither in the preview what a tech unlocks, nor in the list of researchable techs after the requirements have been met), until i set "can be removed" to "FALSE" in the techareas.txt. so far i noticed that for point defense and high energy discharge weapons (i now set can be removed to FALSE for all techs). is this a feature or a bug? or am i doing something wrong?
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Posted: Thu Mar 08, 2012 7:23 pm Post subject: |
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Are you using an empire file or game setup file that was previously created with stock or another mod? Some tech area information is stored with those files and can result in missing tech fields because of name differences etc. between BM and stock.
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amerelium Space Emperor

Joined: Mar 10, 2012
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Posted: Sun Mar 11, 2012 6:13 pm Post subject: |
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Game crashes in tactical when recovering fighters...
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CaptainKwok Balance Guru

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

Joined: Aug 03, 2010 Location: Osaka, Japan
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Posted: Thu Mar 15, 2012 9:05 am Post subject: |
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Good to see you back on the forums Cap'n, and to hear that you may be working on a final version of 1.19i.
Any estimate on when that might be expected, or what amendments/features it might include?
No pressure, of course, but I suspect I may not be the only one who is curious. 
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Posted: Thu Mar 15, 2012 2:47 pm Post subject: |
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I will finalize v1.19i, which will basically be what has existed for the last year with a few tweaks:
- AI use of small "Patrol Fleets"
- Improvements to AI fleet management (size/numbers)
- A couple of data file tweaks not yet on the v1.19i history list
- Updates to BM add-ons and Small Systems
I do plan on making v1.20, but it will be a polished version of the v1.19 series instead (ie not as elaborate as the previous 1.20 plans) with a few items I couldn't add earlier because of save game compatibility. Also should include some additions to strategies and formations etc., plus additional AI minister types.
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gurachn Space Emperor

Joined: Aug 03, 2010 Location: Osaka, Japan
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Posted: Fri Mar 16, 2012 12:32 pm Post subject: |
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| CaptainKwok wrote: | I will finalize v1.19i, which will basically be what has existed for the last year with a few tweaks:
- AI use of small "Patrol Fleets"
- Improvements to AI fleet management (size/numbers)
- A couple of data file tweaks not yet on the v1.19i history list
- Updates to BM add-ons and Small Systems
I do plan on making v1.20, but it will be a polished version of the v1.19 series instead (ie not as elaborate as the previous 1.20 plans) with a few items I couldn't add earlier because of save game compatibility. Also should include some additions to strategies and formations etc., plus additional AI minister types. |
Sounds good.
Any idea on an ETA on those?
Also, I'm not sure if this was addressed in 1.19i beta (perhaps in "xx. Changed - Made improvements to AI's selection of targets to attack""), but I remember we discussed the issue of the AI displaying a marked lack of aggression in using it's launched fighter groups to attack targets in space.
I don't believe I have seen any change in this in my recent games.
<Edit: Yeah, I'm pretty sure this is still an issue.
In my current game there is an eneny colony with a stack of about 70 fighters in orbit. We are at war and he is feeling murderous, but even though I have a not particularly well defended planet within 3 hexes, and have moved a number of individual ships (including freighters and colony ships) in close proximity, he has shown no evidence of making a move.>
Giving the AI the ability to use (non-carrier borne)fighters aggressively would really ramp up their level of competition.
That would be one thing I would really like to see on the list for 1.20, if it isn't too much trouble.
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Posted: Mon Mar 19, 2012 1:39 pm Post subject: |
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I’ll aim for the end of March for v1.19i.
I did make changes (see change log below) to increase AI unit group aggressiveness but I’ll go through the debug logs and make sure all the unit group parameters (strength, supplies, ordnance) are accurate – there’s the possibility those values are not set correctly for unit groups by the game. If they don’t, at least I can come up with a workaround. That can be done for v1.19i.
| Code: | xx. Fixed - Error in tech area requirement for Ionic and Tachyon Mine Warheads
xx. Added - Planet shadows
xx. Fixed - Expanse system was not being generated correctly
xx. Changed - Increased ordnance usage for ship-sized weapons
xx. Changed - Increased ordnance storage on ship-sized weapons and components
xx. Fixed - Combat movement from Afterburners did not match the described amount
xx. Fixed - Environmental Achievement was not working correctly
xx. Changed - Reduced effect to +/-5% for Environmental Resistance/Weakness racial traits
xx. Changed - Reduced the number of hexes blocked by most star types
xx. Changed - Minor improvements to pursuits against certain types of unarmed ships
xx. Fixed - Score was not being calculated correctly
xx. Changed - Adjusted weight of various score components
xx. Fixed - Error in Nebula event picture reference
xx. Changed - Improved AI's ability to deal with mine fields
xx. Changed - AI will designate Minesweepers for fleet or solitary usage
xx. Changed - AI will more actively use fighters and drones for defense
xx. Added - AI will add a roman numeral suffix to upgrade design type names
xx. Changed - Made improvements to AI's selection of targets to attack
xx. Changed - Improved AI's retrofitting of fleets
xx. Changed - Adding more variation in AI fleet sizes
xx. Fixed - AI players had stopped constructing remote bases
xx. Fixed - Crystalline AIs would sometimes add Energy Refractors to Drones
xx. Fixed - AI empires were sometimes counting sources of diplomatic anger twice
xx. Fixed - Sometimes AI empires were selecting the wrong treaty elements when proposing treaty changes
xx. Fixed - AI would sometimes mothball remote SY bases that couldn't be unmothballed
xx. Fixed - AI players with no research points available would still attempt to research
xx. Changed - Improved AI's ability to cope when starting off as a fledgling empire from rebellion events
xx. Changed - Reduced the frequency of AI design upgrades
xx. Fixed - Sometimes rebelling colonies would be re-captured during the same turn
xx. Fixed - Damage amounts for planetary damage events was incorrect
xx. Fixed - Storms created by events could cause a hung game during end turn processing
xx. Updated - AI Scripts
xx. Updated - Event/Intel Scripts |
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FishSteak Space Emperor

Joined: Jan 13, 2012 Location: US West Coast
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Posted: Mon Mar 19, 2012 7:43 pm Post subject: |
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Sounds great!
Are there any changes that are already implemented or in the works for certain that would affect how the racial AIs are written, that I could either implement now or plan for? (Aside from the obvious need to recompile with the new universal AI scripts included.)
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gurachn Space Emperor

Joined: Aug 03, 2010 Location: Osaka, Japan
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Posted: Sat Mar 24, 2012 1:28 am Post subject: |
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| CaptainKwok wrote: | I’ll aim for the end of March for v1.19i.
I did make changes (see change log below) to increase AI unit group aggressiveness but I’ll go through the debug logs and make sure all the unit group parameters (strength, supplies, ordnance) are accurate – there’s the possibility those values are not set correctly for unit groups by the game. If they don’t, at least I can come up with a workaround. That can be done for v1.19i.
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Lovely
That will really give the AI a great boost in both challenge and believability, though I'm almost a bit scared to think the AI finally making use of some of the scary-big fighter wings he amasses from time to time.
Though to be honest, 19i is already capable of giving a more than decent challenge and regularly surprises me with its (seemingly) well organized attacks.
Looking forward to it and thanks for your continuing efforts.
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amerelium Space Emperor

Joined: Mar 10, 2012
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Posted: Fri Apr 06, 2012 8:12 pm Post subject: |
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| CaptainKwok wrote: | | That's an SE5 bug. |
Ok, so as far as you know, there's no way to get around that one?
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