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Spaceempires.net :: Known Issues in v1.19 Series :: View topic
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Known Issues in v1.19 Series
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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Wed Feb 10, 2010 3:01 am    Post subject: Reply with quote

CaptainKwok wrote:
Still working on it. I'm aiming again for this Friday. This time I don't anticipate any delays like last time. Razz
Such as needing to dig your house out of snow?

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BlackRain
Space Emperor


Joined: Dec 19, 2006

PostPosted: Sat Feb 13, 2010 8:03 am    Post subject: Reply with quote

Hey Kwok, was there a problem with the new version? Sorry, just anxious to play it.

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TheChin
Space Emperor


Joined: Nov 07, 2008
Location: Cleveland, Oh

PostPosted: Mon Feb 15, 2010 4:27 pm    Post subject: Reply with quote

I'm also interested in a status as I have PBM game that it is at a standstill due to file version issues between the host and the players and we were hoping that everyone upgrading to 19g would resolve it.

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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Mon Feb 15, 2010 9:36 pm    Post subject: Reply with quote

Still plugging away with minor issues I keep coming across. Maybe tonight... Razz

Space Empires Depot | SE:V Balance Mod


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scaseman
Space Emperor


Joined: Nov 04, 2007

PostPosted: Tue Feb 16, 2010 10:52 am    Post subject: Reply with quote

We all want this new update but putting pressure on the Captain will only lead to more errors. It is absolutely amazing the amount of work this guy has put into the SE5 community. Lets face it he is only human. Unless anyone knows different?

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BlackRain
Space Emperor


Joined: Dec 19, 2006

PostPosted: Tue Feb 16, 2010 11:09 am    Post subject: Reply with quote

Yes, we know that, and no one is putting pressure on him. I was asking because he mentioned it would be out that day. If not then fine, there is no need to be defensive.

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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Tue Feb 16, 2010 2:34 pm    Post subject: Reply with quote

No worries. The prodding is useful!

Need to look into the resource conversion minister issue that was reported and then that's it for this version.


Space Empires Depot | SE:V Balance Mod


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CamoAlien
Space Emperor


Joined: Dec 17, 2009
Location: MN

PostPosted: Thu Feb 18, 2010 2:10 pm    Post subject: Reply with quote

Woohoo!
I'm all sorts of excited.


http://www.spaceempires.net/downloads-file-833.html
BM1.19g Dynamic Ship Analyzor v2.6


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Sinapus
Space Emperor


Joined: Jan 16, 2010

PostPosted: Thu Feb 18, 2010 5:09 pm    Post subject: Reply with quote

CaptainKwok wrote:
No worries. The prodding is useful!


If it gets too annoying, just use the magic words any mad scientist would use:

"Guinea pigs."


Rule 37: There is no overkill, there is only "open fire" and "I need to reload."


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Wed Feb 24, 2010 4:34 am    Post subject: Reply with quote

Ok. I will definitely be posting v1.19g tomorrow evening. I'd post it tonight, but I'm certain I'd made some error packing it due to being so tired. Razz

Here's the current changes...
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.  Added   - New images for Point-Defense Blaster and Point-Defense Beam weapons
9.  Changed - Designated Colony tech areas as unique
10. Changed - Increased cost for Shield Implosion tech area
11. Changed - Increased reload time for Shield Imploder
12. Changed - Made improvements to the AI's use of Shield Regenerators
13. Changed - Improved AI's design response against enemies using long range seekers
14. Changed - The damage amount for planets damaged by intel or random events was too small
15. Changed - AI or Minister designs for the Recon Satellite design type didn't include Basic Sensors
16. Fixed   - Sometimes AI players would add multiple Stealth Totems
17. Added   - Improvements to AI ship distribution based on enemy ship speeds and basic weapon usage
18. Fixed   - AI players in team mode would sometimes accept a treaty from a human player
19. Fixed   - Cooperative intelligence points were not being transferred in some instances
20. Changed - Improved AI's design response to empires heavily using shields or armor
21. Changed - Made some adjustments to how/when AIs mothball or scrap ships
22. Changed - Small tweaks to design type distributions for AI empires
23. Changed - AI's will be more aggressive in obtaining cultural achievements to address empire deficiencies
24. Updated - AI Scripts
25. Updated - Event/Intel Scripts


Space Empires Depot | SE:V Balance Mod


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mwyeoh
Space Emperor


Joined: Aug 20, 2008

PostPosted: Wed Feb 24, 2010 8:55 am    Post subject: Reply with quote

Awesome changes!

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crazydog
Space Emperor


Joined: Mar 09, 2007

PostPosted: Wed Feb 24, 2010 9:13 am    Post subject: Reply with quote

Start the clock... Very Happy

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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Thu Feb 25, 2010 5:20 am    Post subject: Reply with quote

Working on it right now. A little bit delayed thanks to Canada's thorough dismantling of Russia in Olympic Hockey. Razz

Space Empires Depot | SE:V Balance Mod


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ekolis
Virtual Guru


Joined: Aug 04, 2003
Location: Cincinnati, OH, USA

PostPosted: Thu Feb 25, 2010 2:08 pm    Post subject: Reply with quote

Uh-oh, looks like Kwokky fell asleep! Razz

"Figuring out the UI is half the fun!" - Xintis, fan of both SE5 and WarioWare


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davidr
Space Emperor


Joined: Oct 22, 2007

PostPosted: Fri Feb 26, 2010 11:14 am    Post subject: Reply with quote

Perhaps Kwok was watching the Canadian men's team beat Sweden in the semi final of the mens curling. I am sure the additions will be available eventually

DavidR


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UncleFester
Space Emperor


Joined: Feb 18, 2010

PostPosted: Fri Feb 26, 2010 11:27 am    Post subject: Reply with quote

curling > SE5?

say it isn't so...


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TheThirdEye
Space Emperor


Joined: Mar 22, 2009
Location: Toronto

PostPosted: Fri Feb 26, 2010 7:39 pm    Post subject: Reply with quote

Only a temporary situation. Laughing

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Sinapus
Space Emperor


Joined: Jan 16, 2010

PostPosted: Fri Feb 26, 2010 8:54 pm    Post subject: Reply with quote

TheThirdEye wrote:
Only a temporary situation. Laughing


Ending ceremonies are this Sunday so we can hope. Wink


Rule 37: There is no overkill, there is only "open fire" and "I need to reload."


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Tim_Ward
Space Emperor


Joined: Jan 20, 2009

PostPosted: Sat Feb 27, 2010 10:26 pm    Post subject: Reply with quote

Sinapus wrote:
Changed - Designated Colony tech areas as unique


Does this an end to sharing of colonization technology through diplomacy? If so, awesomez.



I know the sun and the moon
The names of stars, their movement and purpose
I mark the place of Polaris on these impossible heights


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Sun Feb 28, 2010 7:18 am    Post subject: Reply with quote

Version v1.19g has finally been posted. Delayed in part by hockey and maybe a wee bit of curling. Razz

---

The change to Colony Techs should only allow them to be exchanged in treaties if the unique and racial treaty element for technology sharing is selected.


Space Empires Depot | SE:V Balance Mod


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TheThirdEye
Space Emperor


Joined: Mar 22, 2009
Location: Toronto

PostPosted: Tue Mar 02, 2010 12:59 am    Post subject: Reply with quote

It does not, however, prevent a 'manual' trade of items, only automatic trade by treaty is stopped.
So you Can still trade 'Ice' for 'Gas', or 'Ice' for '3 lvls of ship construction and 200k of minerals'.
This is a Wonderful change.

For those that want to prevent that trade Completely, that is an easy mod. Ask Ender would be my suggestion, if you can't find the pages about it here (but you should be able to). Search Racial Colonization.


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UncleFester
Space Emperor


Joined: Feb 18, 2010

PostPosted: Thu Mar 04, 2010 11:39 am    Post subject: Robotoid Facilities Reply with quote

The single player AI seems to like building Robotoid facilities prior to (often even without) spaceyards. My current game is a team AI, 8 vs 1, (started under 1.19f, now 1.19g); I have finally begun to catch up to their numerical advantage, and am finally on the offensive. I have found MANY fully developed AI colonies where there is a RF but no SY (on planet or in orbit).

As far as I can tell (reading the facilities data file and VERY limited testing) you need a spaceyard to take advantage of Robotoids.

One of my new colony building strategies (on a medium+ planet) is to build SY (and RF once available), build up the rest of the facilities using the faster construction rates, then scrap the SY/RF at the end and squeeze out a couple more resource facilities. Possibly the AI is doing the same, but is only scrapping the SY?

Although that still wouldn't explain the tiny/airless (room for only one facility) that had a RF...

Or am I missing something?


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Thu Mar 04, 2010 1:52 pm    Post subject: Reply with quote

The AI scripts do specify that Robotoid Factories should only be built on planets with a SY present, or a System Robotoid Factory if there is 3 or more SYs in the system. I did a quick check with some of my debug scripts I have on hand and saw a few instances where Robotoids existed without a SY. I'll have to investigate how this might be happening though.

Space Empires Depot | SE:V Balance Mod


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milleniumlance
Space Emperor


Joined: Mar 28, 2009

PostPosted: Fri Mar 05, 2010 10:00 am    Post subject: 1.19g organic weapon platforms Reply with quote

the organic weapon platforms[ in ground combat] are regenerating hull structure at a ridiculous rate it took 15 well armed small troops[each had 3 lvl 2 ground cannons] nearly 2mins just for about 300 hull structure?!

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CamoAlien
Space Emperor


Joined: Dec 17, 2009
Location: MN

PostPosted: Sat Mar 06, 2010 9:49 pm    Post subject: Reply with quote

Could you post a picture of the loadouts on the Weapon Platforms and your troops?

http://www.spaceempires.net/downloads-file-833.html
BM1.19g Dynamic Ship Analyzor v2.6


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