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Spaceempires.net :: Balance Mod v1.19j Available! :: View topic
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Balance Mod v1.19j Available!

 
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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Mon Jan 05, 2015 6:24 am    Post subject: Balance Mod v1.19j Available! Reply with quote

Greetings.

I've finally posted an update to the mod. Version 1.19j features a lot of fixes and improvements. I apologize for the long delay in getting the update complete especially considering I introduced a couple of bugs in v1.19i that hurt the AI's overall performance.

http://www.captainkwok.net/balancemod.php

While the update is save game compatible, I recommend starting new games because the nature of some of the AI fixes/improvements.

Many of the fixes/changes focus on the AI's infrastructure. There are also some key fixes to attack especially with unit groups.

There were also a bunch of changes relating to how AI anger is determined. It's been more customized per AI and you'll notice that some of the AI players will be more wary of incursion into their space by other players despite the presence of treaties etc.

There were some updates to vehicle design and weapons usage, but not too extensive with the tech tree changing version 1.20 next up on the schedule.

History:
Code:
1.  Changed - Modified resource values/percentages for planets
2.  Changed - Modified starting planet values for finite resource games
3.  Changed - Adjusted the homeworld starting facilities for low tech starts
4.  Fixed   - AI had stopped adding ships/units to Base Space Yard queues
5.  Fixed   - Made improvements for AI colony selection in finite resource games
6.  Fixed   - Made improvements for AI remote resource gathering in finite resource games
7.  Fixed   - Made improvements for AI resource facility construction in finite resource games
8.  Fixed   - AIs were still not retrofitting enough
9.  Changed - Made improvements to the AI's designation of Space Yard hubs
10. Changed - Improved AI fleet retrofit location selection
11. Changed - Space Yard or Repair Ships used by the AI will sometimes help repair fleet ships retrofitting
12. Fixed   - Sometimes AI players were too eager to return retrofit ships to duty before they were repaired
13. Fixed   - AI players were sometimes having difficulties with low resource starts
14. Changed - Made some adjustments to AI vehicle demand
15. Changed - AI with Ancient Race racial trait less likely to share maps
16. Changed - AI design improvements
17. Changed - AI will make more use of Long Range Scanners
18. Fixed   - AI was not using the Intelligence Compound colony type
19. Changed - AI will periodically update Colony Types based on actual facilities present
20. Fixed   - AI players were sometimes too conservative in their resource usage
21. Changed - Improvements to how AI decides intelligence defense spending
22. Fixed   - Sometimes AI players were not designing Troop Transports
23. Fixed   - AI ships/fleets/units were not attacking when they should have been
24. Changed - AI was too often trying to explore/survey systems that were too distant to be useful
25. Fixed   - AI players were not always getting rid of their disabled/immobilized ships
26. Fixed   - Sometimes AI Medical Ships were failing to cure plagues due to outdated Medical Bays
27. Fixed   - AI players were not upgrading their facilities when a colony was full
28. Fixed   - Occassionally AI players would pick an invalid target for their Warp Point Openers
29. Changed - Some improvements to AI orders for Storm/Planet/Star Destroyers
30. Fixed   - AI explorers were not always receiving the right survey orders
31. Changed - Improvements to how the AI handles demand for Colony Ships
32. Changed - AI will sometimes consider "friendly" ships and colonies in their space for anger
33. Changed - Revised calculations for AI vehicle distributions
34. Changed - Made improvements to the AI's resource conversion routine
35. Fixed   - The AI would still upgrade Research Centers after reaching max tech
36. Changed - Made improvements to the AI's facility management routine
37. Fixed   - AI players were building too many Point-Defense Satellites
38. Changed - AI players were using too much trade income for maintenance costs when struggling with intel defense
39. Changed - AI Psychic players will not use Psychic weapons on drones/satellites
40. Fixed   - AI players would still add more than one Energy Refractor on a design
41. Fixed   - Some elements for AI political anger were being added incorrectly
42. Changed - Minor adjustments to AI treaty element selection
43. Changed - Adjusted AI vehicle demand values
44. Changed - Increased variation in AI usage of remotely deployed units
45. Changed - Improvements to how the AI estimates production capacities of other players


Space Empires Depot | SE:V Balance Mod


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Sabranan
Space Emperor


Joined: Apr 23, 2013

PostPosted: Thu Jan 08, 2015 10:33 pm    Post subject: Reply with quote

Excellent to see this is still being developed! Makes me feel like getting back into SE myself.

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Sawelios
Space Emperor


Joined: Dec 28, 2014
Location: Duat

PostPosted: Fri Jan 09, 2015 12:33 pm    Post subject: Reply with quote

Holy black hole! No more Distant Worlds and MoO3! Very Happy

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Skyburn
Space Emperor


Joined: Mar 12, 2008

PostPosted: Mon Jan 12, 2015 8:23 pm    Post subject: Reply with quote

Thanks for the update!

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VikThor
Space Emperor


Joined: Feb 27, 2009
Location: Milano - Italy

PostPosted: Sat Feb 14, 2015 3:50 pm    Post subject: Reply with quote

Nice ! Thanks !

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Stormcrow
Space Emperor


Joined: Mar 29, 2014

PostPosted: Tue Jun 23, 2015 9:45 pm    Post subject: Reply with quote

How did you make happiness trend toward specific targets in the previous version?

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