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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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crazydog
Space Emperor


Joined: Mar 09, 2007

PostPosted: Thu Mar 11, 2010 5:10 pm    Post subject: Reply with quote

The resource converters don't check if

convert minerals to rads for example

maximum capability of stock rads (convert 12m even if only can stock 8m - waste)
Maintain at least 10% (convert all minerals to rads and instead of no rads, next turn is no minerals...)

This exist from f and i think from the very beginning...

Can be fixed is G1 or H or even 1.20 ?


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Thu Mar 11, 2010 7:44 pm    Post subject: Reply with quote

That's hard-coded behavior. It cannot be modded.

Smarter than your average Texrak.


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Thu Mar 11, 2010 8:49 pm    Post subject: Reply with quote

I believe he is referring to the AI minister, in which case it's all AI script based.

I have some more improvements in the quick release v1.19h coming out shortly for the AI's resource conversion algorithm. Also included are fixes for accidental scrap/retrofit of ships in fleets when either scrap/retrofit minister is off, along with a couple of other small tweaks.


Space Empires Depot | SE:V Balance Mod


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crazydog
Space Emperor


Joined: Mar 09, 2007

PostPosted: Mon Mar 15, 2010 6:49 pm    Post subject: Reply with quote

And the classic question (LOL) ... ETA on H ?

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UncleFester
Space Emperor


Joined: Feb 18, 2010

PostPosted: Mon Mar 15, 2010 8:28 pm    Post subject: Reply with quote

to "H" with "h" (and 1.20 for that matter)

Where's the Nova mod?


All your colony belong to us!


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Shrike
Space Emperor


Joined: Jun 17, 2006

PostPosted: Tue Mar 16, 2010 6:51 pm    Post subject: Reply with quote

Not to stress you captain, but I'd like to know as well. I might be skipping 1.19g for our ongoing PBW game if 1.19h is just around the corner.

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Emperor_Invisible
Space Emperor


Joined: Feb 25, 2009

PostPosted: Tue Mar 16, 2010 7:46 pm    Post subject: Reply with quote

if I remeber correctly capt said he said he would start major work on nova once 1.20 was released, but I could of misread, so Im sure capt will chime in and say I remember correctly or incorrectly.

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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Tue Mar 16, 2010 8:13 pm    Post subject: Reply with quote

I'm doing some minor house renovations this week, so it's not likely that v1.19h will be out this Friday, but perhaps I'll have a chance to do it over the weekend. It's just a few fixes, almost entirely AI related, so you can start a game with v1.19g with little impact from the update.

---

A lot of v1.20 data file work has been completed for sometime, although some of it is out of date with v1.19 changes. The AI though hasn't been worked on much beyond the framework for some of the new routines.

But v1.20 (and maybe 1/2 patches for fixes) is intended to be the end. A lot of the items added though are sort of from Nova, so that should help facilitate it's eventual arrival. I have no problems continuing to work with SE5 for the foreseeable future as there is no clear replacement on the horizon. I'm still hoping though we might get a small SE5 patch to tie up a few loose ends though. Razz


Space Empires Depot | SE:V Balance Mod


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ekolis
Virtual Guru


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

PostPosted: Tue Mar 16, 2010 8:20 pm    Post subject: Reply with quote

Thanks for sticking with us all this time, Kwok! Very Happy

Hmm, no clear replacement for SE5... you never played Sword of the Stars? Wink And Distant Worlds is coming out next week... yeah, it's unfortunately got no multiplayer mode, but it looks pretty intriguing nonetheless... maybe they'll add MP in an expansion if it's popular enough? Not to mention Star Legacy... while it's a ways away, and the team's had its issues, if we can actually pull this off it's gonna rock the socks off just about all the other 4X games out there! Very Happy


"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

PostPosted: Wed Mar 17, 2010 3:33 am    Post subject: Reply with quote

Well, specifically I'm talking about no SE6 and no Stellar Legacy in the next 6 months in which time I can do both of the things I said. Razz

Space Empires Depot | SE:V Balance Mod


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Scouty
Space Emperor


Joined: Aug 09, 2009

PostPosted: Wed Mar 17, 2010 9:15 am    Post subject: Reply with quote

Regarding the Mechanics society:

I just noticed that the 20% 'component repair' bonus doesn't work. I still repair 100 kT of damage (space yard or repair bay), not 120 kT.

Is this a 1.79 or BM issue?


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ekolis
Virtual Guru


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

PostPosted: Wed Mar 17, 2010 4:27 pm    Post subject: Reply with quote

Oh yeah, and while the -20% to supply usage trait does reduce your supply usage listed in the component report by 20%, it doesn't seem to affect the robo-miners' ability that says they use 100 supplies Wink

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


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Scouty
Space Emperor


Joined: Aug 09, 2009

PostPosted: Wed Mar 17, 2010 4:29 pm    Post subject: Reply with quote

ekolis wrote:
Oh yeah, and while the -20% to supply usage trait does reduce your supply usage listed in the component report by 20%, it doesn't seem to affect the robo-miners' ability that says they use 100 supplies Wink


But I know for a fact that they do use 80, so that's only a display error luckily. Smile


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Hypertonic
Space Emperor


Joined: Feb 04, 2010

PostPosted: Fri Mar 19, 2010 4:52 am    Post subject: Reply with quote

A nasty bug popped up in 1.19g that causes colonies eligible for both intel and research facilities to destroy an existing intel or research facility and replace it with the other type, alternating from one to the other after every construction completion.

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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Fri Mar 19, 2010 2:52 pm    Post subject: Reply with quote

It's not a bug, but an intended behavior. The AI likes to maintain a certain ratio of research to intelligence facilities depending on the circumstances it finds itself in. So it manipulates the composition of those facilities on its mixed-type colonies. However, I have noticed that the AI is a little too aggressive on making adjustments when the desired ratio is close to what is wanted. So they playing a bit of a shell game with no net increase in either research or intelligence. The scrap portion probably should be re-done not to be as probability-based or at least gated so that changes aren't made when the ratio is close to what is wanted. I might even disable this behavior for ministers working on human players behalf.

Space Empires Depot | SE:V Balance Mod


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Hypertonic
Space Emperor


Joined: Feb 04, 2010

PostPosted: Wed Mar 24, 2010 8:37 pm    Post subject: Reply with quote

The problem is that it nerfs research/intel production due to the last facility slot on each colony being empty half the time, between the scrap and completion.

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CamoAlien
Space Emperor


Joined: Dec 17, 2009
Location: MN

PostPosted: Fri Mar 26, 2010 3:35 pm    Post subject: Reply with quote

In the Society Types,

Summary list for maintenance has:
Engineers -5
Mechanics -10
Merchants -5
Warriors 5

In the equations:
Engineers have an increase of 5% cost - opposite
Mechanics have the listed decrease of 10% cost
Merchants have no modifier for maintenance - missing
Warriors have the listed increase of 5% cost

I have not tested any of these modifiers in game though.


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

PostPosted: Fri Mar 26, 2010 3:49 pm    Post subject: Reply with quote

The table is incorrect. The modifiers in the actual data file are the intended values.

Space Empires Depot | SE:V Balance Mod


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Arralen
Space Emperor


Joined: Jun 06, 2009

PostPosted: Thu Apr 01, 2010 6:20 pm    Post subject: Reply with quote

I know some of these have been mentioned before, but I must admit I'm too lazy to check all those threads. And having an additional reminder is a good thing sometimes Wink

  • (at least) the pop transport minister ignores "systems to avoid"

  • AI does not "fill up" systems it colonises, but goes for 1 planet only and leaves the rest. This would be a way of "claiming" as much systems as possible, if it wasn't too eager to sign settling treaties.

  • AI does not use Ordnance Storage in its Colonisers any more, but it does load fighters, and presumably WPs and troops as well.

  • AI is too eager to sign settling treaties, as soon as relation are better than "indifferent". It should go for "simple" non-aggression and trade first.

  • AI attacks and invades planets without declaring war for > 50 turns! Worst thing is: it circumvents any alliance/defensive treaties that way.

  • AI calculates treaties in an odd way: Abbiddon killed a complete star system of mine (undeclared war, as mentioned above), yet where "amiable" towards me the whole time. Finally they retreated from the system, and I shot down some of their damaged ships which where trying to limp out of the system. Then received a message the Abbiddon would like to "Ally with you" (non-aggression in all systems), and I replied with a excessive demand for war reparations (All current tech, racial included and unique), for non-agression in all systems.
    They had 30% more ressources, 2x the research, 50% more ships etc, while only 50% of planets vs. me, yet they agreed !
    IMHO, the AI should almost never agree to "current tech exchange" or "intersettling" in general, and never to such lopsided peace agreements unless it's down to its last world or something.

  • Layers behave even more weird than I first thought: they can't find a valid location to drop sats/mines if there's no "war" condition .. unless some other, hidden condition is fullfilled: without any change in treaties (and any war), I had a sat layer wander off under minister control all of a sudden to drop sats at a WP leading to a system of a race I had some non-aggr. treaty with. I had to redirect it to somewhere else where I knew trouble would be brewing (undeclared war, see above!). After that, it started to gathers sats again .. but returned to yard afterwards.

  • It looks like damage from "sabotage planet/facilities" is way to high - I had ~700k pop and ~10 facilities wiped out in a single attack!
    (contrary to : ekolis PostPosted: Thu Jan 07, 2010 5:04 pm Whenever I get a message saying that my facilities/units on a planet have been sabotaged, I go to check and it looks like nothing is missing or damaged! I think the damage amount for the intel project is too low compared to the repair rate of planets and SY's...)

  • Did you by chance overlook the Temporal Sensors in the Small Systems Mod? Starting (Lvl 1) range is 4, a bit much compared to the standard scanner which has 2 only ...

  • Fighters seem still a bit slow in 1.19g SmSys ... a FF with engines 1 level higher is generally equally fast as a fighter - I'm mostly sure this isn't the case in the Non-SmSys game.

  • Mechanoid contract diseases, and seem to suffer on that very turn from them. Furthermore, pop growth is halted, and happiness reduced. I have no idea, though, if this is part of the scriptstuff at all?!


Edit: More colonisation/ship movement troubles ... I'm not sure if any of what I just noticed is related to the layer issues outlined above - but I remember reading somewhere 'bout someone having troubles with regenned maps, which caused a crash under certain circumstances.
Now I wonder, if all that "layer troubles" and the overly friendly AIs come from incorrectly initialised maps (and therefore are genuine SE5 vanilla bugs), as I tend to hit the "generate map" button at least once when setting up a new game ?!

However, in my current game I noticed the following things:
- Drushoka where placed in the system next to my home system, despite there being >10 systems per player
- Drushoka constantly sents colony ships through my HW system, where they are shot down, but relations don't suffer? On the other hand, the Sithrak, which found me as well, but didn't suffer any losses, slowly get pissed ?
- Check out the screenshot: Drushoka are "ancient", and therefore now the whole quadrant. Obviously, they're sending out their colony ships after the nearest "huge/breathable" worlds with no regard to distance or ability to defend.



... looks like I'll have to start SP_game_11 now, without pre-genning the map Rolling Eyes

EDIT 2: Some more things I noticed while playing that game to turn 70 ...


Last edited by Arralen on Tue Apr 06, 2010 8:23 am; edited 4 times in total


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Fri Apr 02, 2010 5:47 pm    Post subject: Reply with quote

I just noticed something strange. It seems that the AI wil scrap WPs BEFORE it builds their replacements, thus giving evil peeps like me time to subjugate their worlds while they're defenseless.

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Arralen
Space Emperor


Joined: Jun 06, 2009

PostPosted: Fri Apr 02, 2010 6:17 pm    Post subject: Reply with quote

marhawkman wrote:
I just noticed something strange. It seems that the AI wil scrap WPs BEFORE it builds their replacements, thus giving evil peeps like me time to subjugate their worlds while they're defenseless.

Did you check if it's having unit space troubles, and therefore might be unable to build the new WPs before scraping the old?
Will have an eye on this, too Wink


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Fri Apr 02, 2010 7:12 pm    Post subject: Reply with quote

Arralen wrote:
marhawkman wrote:
I just noticed something strange. It seems that the AI wil scrap WPs BEFORE it builds their replacements, thus giving evil peeps like me time to subjugate their worlds while they're defenseless.
Did you check if it's having unit space troubles, and therefore might be unable to build the new WPs before scraping the old?
Will have an eye on this, too Wink
that's probably part of it, but why scrap ALL the WPs at once?

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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Wed Apr 07, 2010 3:10 pm    Post subject: Reply with quote

When the AI scraps old WPs, it reinforces demand for new WPs. It's kind of how the system works. However, they shouldn't be scrapping more than 1 or 2 in a turn for a given location unless there's a serious resource deficit.

---

I'm back to work on v1.19h today and looking for a Friday release. Between some house renovations and a mini vacation that I'm on right now, haven't done much for BM. Razz


Space Empires Depot | SE:V Balance Mod


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Scouty
Space Emperor


Joined: Aug 09, 2009

PostPosted: Wed Apr 07, 2010 6:15 pm    Post subject: Reply with quote

Vacation? How dare you! Razz

If you don't mind me asking: do you keep a download count for BM? Because I've noticed that the forum response to a new version isn't always that great, but you keep producing frequent updates anyway. So I figured there must be some kind of hidden motivational factor keeping you going. Also, I'm just curious how popular SEV/BM really is.


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Wed Apr 07, 2010 7:20 pm    Post subject: Reply with quote

Somewhat surprisingly, the total number of downloads for each version has only dipped a bit over the last year. The download spike is not as big now over the first few days after release, but spread out over a week or so. Most versions get downloaded about 1,000 times in the first month, then trickle their way to about 2,000. The v1.19g count at the time of this post is 1,255 and it was release 28 Feb 2010. The most of any one version was just over 5,000, but it's hard to say exactly because it was mirrored at a few other sites.

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