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marhawkman Space Emperor

Joined: Mar 24, 2008
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Posted: Wed Feb 10, 2010 3:01 am Post subject: |
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| CaptainKwok wrote: | Still working on it. I'm aiming again for this Friday. This time I don't anticipate any delays like last time.  | Such as needing to dig your house out of snow?
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BlackRain Space Emperor

Joined: Dec 19, 2006
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Posted: Sat Feb 13, 2010 8:03 am Post subject: |
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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
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Posted: Mon Feb 15, 2010 4:27 pm Post subject: |
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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
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scaseman Space Emperor

Joined: Nov 04, 2007
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Posted: Tue Feb 16, 2010 10:52 am Post subject: |
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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
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Posted: Tue Feb 16, 2010 11:09 am Post subject: |
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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
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Posted: Tue Feb 16, 2010 2:34 pm Post subject: |
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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
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Sinapus Space Emperor

Joined: Jan 16, 2010
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Posted: Thu Feb 18, 2010 5:09 pm Post subject: |
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| CaptainKwok wrote: | No worries. The prodding is useful!
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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
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Posted: Wed Feb 24, 2010 4:34 am Post subject: |
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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.
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
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Posted: Wed Feb 24, 2010 8:55 am Post subject: |
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Awesome changes!
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crazydog Space Emperor

Joined: Mar 09, 2007
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Posted: Wed Feb 24, 2010 9:13 am Post subject: |
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Start the clock... 
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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: Thu Feb 25, 2010 2:08 pm Post subject: |
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Uh-oh, looks like Kwokky fell asleep! 
"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
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Posted: Fri Feb 26, 2010 11:14 am Post subject: |
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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
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Posted: Fri Feb 26, 2010 11:27 am Post subject: |
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curling > SE5?
say it isn't so...
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TheThirdEye Space Emperor

Joined: Mar 22, 2009 Location: Toronto
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Posted: Fri Feb 26, 2010 7:39 pm Post subject: |
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Only a temporary situation. 
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Sinapus Space Emperor

Joined: Jan 16, 2010
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Posted: Fri Feb 26, 2010 8:54 pm Post subject: |
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| TheThirdEye wrote: | Only a temporary situation.  |
Ending ceremonies are this Sunday so we can hope. 
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
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Posted: Sat Feb 27, 2010 10:26 pm Post subject: |
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| 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
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Posted: Sun Feb 28, 2010 7:18 am Post subject: |
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Version v1.19g has finally been posted. Delayed in part by hockey and maybe a wee bit of curling.
---
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
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Posted: Tue Mar 02, 2010 12:59 am Post subject: |
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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
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Posted: Thu Mar 04, 2010 11:39 am Post subject: Robotoid Facilities |
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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
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Posted: Thu Mar 04, 2010 1:52 pm Post subject: |
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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
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Posted: Fri Mar 05, 2010 10:00 am Post subject: 1.19g organic weapon platforms |
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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
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