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xash Space Emperor

Joined: Apr 27, 2014
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Posted: Fri Feb 06, 2015 9:12 am Post subject: |
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I look forward to check it out, I hope that Small Systems addon will remain compatible.
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Posted: Sat Feb 07, 2015 6:22 pm Post subject: |
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Just finishing up updating the AIs to the new hull sizes so they can design functional ships in the beta. Hoping to finish tonight but might stretch into tomorrow.
Space Empires Depot | SE:V Balance Mod
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Skyburn Space Emperor

Joined: Mar 12, 2008
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Posted: Sat Feb 07, 2015 10:53 pm Post subject: |
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DXM wrote: | So... What I'm hearing is that leveling up bothers you...?  |
No, it's altering the size of vehicles that is annoying, since they must now be redesigned. With units it can also break automated cargo routes, but that isn't too big a problem in BM as in some other mods. Since costs scale up with the size as Ekolis mentioned, there isn't a whole lot of benefit to having vehicles' size increasing.
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Posted: Tue Feb 10, 2015 5:16 am Post subject: |
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Minor setback with the v1.20 beta. Generated a hung turn during pre-post testing that I wasn't able to remedy yet. Should be able to get at it tomorrow.
Space Empires Depot | SE:V Balance Mod
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DXM Space Emperor

Joined: Mar 20, 2012
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Posted: Tue Feb 10, 2015 5:42 am Post subject: |
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Skyburn wrote: | DXM wrote: | So... What I'm hearing is that leveling up bothers you...?  |
No, it's altering the size of vehicles that is annoying, since they must now be redesigned. With units it can also break automated cargo routes, but that isn't too big a problem in BM as in some other mods. Since costs scale up with the size as Ekolis mentioned, there isn't a whole lot of benefit to having vehicles' size increasing. |
Yes, I was kidding, hence the "wink." But, as to troop sizes... I've thought instead of a bigger size of the same troop, it might be better to have a different type of troop unlocked with higher tech level... One that had inherent bonuses, perhaps.
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ekolis Virtual Guru

Joined: Aug 04, 2003 Location: Cincinnati, OH, USA
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Posted: Fri Feb 13, 2015 3:58 pm Post subject: |
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Am I mistaken or do the various techs branching off of Intelligence Services actually unlock intel projects, as opposed to boost their efficiency? How does that work? Does putting intel points into something you haven't unlocked just not do anything at all now?
Why is the Steal Research intel project so cheap? Does it no longer steal a whole tech level?
A smart bomb that targets only weapon platforms? Won't it hit troops as well?
Is the Energy Transmission Lens actually useful? Don't remember if I've used it in SE5, but in SE4 it was useless - it gave you a maximum of 60 shield points! Might be handy if it worked on fighters, but on ships it was useless...
Is it just me or did you take out most of the cultural achievements? I like the new Conservation one, though...
Why do ice and gas colonization techs say they require level 2 and 3 colonization respectively? Colonization has only one level, and it would be unfair to make rock races research more to get a second colony tech...
That's no space station - it's a spreadsheet!
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Posted: Sat Feb 14, 2015 1:25 am Post subject: |
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Achieving tech levels in the various intelligence areas only provides a bonus in that focus area (up to 50%). The intelligence projects themselves are randomly attempted under the player's chosen focus area. Also, the point cost is only what it costs to execute the project, but not necessarily successfully. Generally the success rates are fairly low.
The Smart Bomb (WP) needs to be evaluated but the only valid target type will be Weapon Platforms so hopefully it works. The idea is to help disarm target planets to some degree without doing a lot of collateral damage.
The Energy Transmission Lens is up to 150 points. Not a lot, but allows for a couple of extra hits for most ships at the cost of only one system facility. It would have been better if it was a % modifier.
Actually there is 1 or 2 more achievements in v1.20 vs v1.19.
The colonization thing is a typo.
---
Just FYI, should have that beta out sometime this weekend. Haven't had a chance to get to it this week, but have a long weekend here to catch up.
Space Empires Depot | SE:V Balance Mod
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xash Space Emperor

Joined: Apr 27, 2014
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Posted: Sat Feb 14, 2015 11:22 am Post subject: |
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Hey Captain.
I'm not sure if you are aware of this, there was a problem with previous BM small systems - which I play. I managed to solve it by adding script function.
I hope you could find this useful:
Quote: |
I don't get access violation errors after I added that little function to external events script (below). It makes sure that value of the planet doesn't go nuts because of some mysterious event. Like I mentioned earlier in this thread event scripts don't have any safeties against overflow. That might be a reason. Game needs this fix in non finite resources mode only because thats when some AI owned planets values go ridiculously high for some reason.
I play Balance Mod with Small Systems.
Code: | //---------------------------------
// Fix_Planets_values
//---------------------------------
function Fix_Planets_values returns boolean
params
vars
fff: long
howmany: long
mylist: longlist
indeksy: long
big_whatta: resources
donkey: resources
begin
if (NOT Sys_Is_Finite_Resource_Game()) then
// planets
call big_whatta.set(1,256.0)
call big_whatta.set(2,256.0)
call big_whatta.set(3,256.0)
set howmany := Sys_Get_List_Of_Space_Objects_Of_Type(4,mylist,TRUE,TRUE,0)
for fff := 1 to howmany do
set indeksy := mylist.get(fff)
set donkey := Sys_Get_Space_Object_Planet_Value(indeksy)
if (donkey.isgreaterthan(big_whatta)) then
// first 3 didn't always work in long run so using more brutal approach
// call Sys_Change_Planet_Value(indeksy,-10,1)
// call Sys_Change_Planet_Value(indeksy,-10,2)
// call Sys_Change_Planet_Value(indeksy,-10,3)
call Sys_Change_Planet_Value(indeksy,-239,1)
call Sys_Change_Planet_Value(indeksy,-239,2)
call Sys_Change_Planet_Value(indeksy,-239,3)
endif
endfor
endif
end |
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Here is entire topic: http://www.spaceempires.net/ftopict-10086.html
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CaptainKwok Balance Guru

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

Joined: Mar 24, 2008
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Posted: Sat Mar 07, 2015 5:51 pm Post subject: |
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Um, my observations with making "smart" bombs to destroy weapon platforms is that it doesn't really work well.
IIRC, you can't actually target weapon platforms from space. So anything that has weapon platform as a target type only works on ground, since in space the target is a planet.
I think the best way is to create a special damage type, and give the damage type a low population damage and facility damage value. thus creating an somewhat unreliable weapon that you can carpet bomb planets with with impunity.
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Posted: Sat Mar 07, 2015 9:42 pm Post subject: |
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You can actually create damage types that specify a vehicle type. I've just put one in and will test it out. For the bomb entry itself, I switched the targeting type to Planet only.
Space Empires Depot | SE:V Balance Mod
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Zwo_Dvoongar Space Emperor

Joined: Feb 02, 2011
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Posted: Fri Mar 13, 2015 10:52 am Post subject: |
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I only looked at the first pdf, but every change I saw seems to be an improvement. Good work!
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murphy0512 Space Emperor

Joined: Jan 30, 2014
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Posted: Thu Aug 13, 2015 3:59 pm Post subject: |
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A problem I found when creating ship designs is that when I need to update the ship or remove/add a few components I cannot use the EDIT feature? I have to make the current model obsolete and have to update the ship. is there a way to fix this so I can use the edit feature? Thanks 
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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murphy0512 Space Emperor

Joined: Jan 30, 2014
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Posted: Fri Aug 14, 2015 12:46 pm Post subject: |
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CaptainKwok wrote: | You can only use edit on a design that hasn't been constructed or added to a construction queue. |
oh, okay. I did not know that. Is there any way to work around that so I can use the edit feature for designs that are in play or have been constructed? Thanks 
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murphy0512 Space Emperor

Joined: Jan 30, 2014
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Posted: Fri Aug 14, 2015 12:48 pm Post subject: |
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murphy0512 wrote: | CaptainKwok wrote: | You can only use edit on a design that hasn't been constructed or added to a construction queue. |
oh, okay. I did not know that. Is there any way to work around that so I can use the edit feature for designs that are in play or have been constructed? Thanks  |
the reason that I ask, is so I don't have to keep renaming my designs everytime I want to only change a component or if its not a major upgrade (lets say only one level or so). Thanks 
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murphy0512 Space Emperor

Joined: Jan 30, 2014
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Posted: Fri Aug 14, 2015 12:52 pm Post subject: |
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Thank you Captain for all the work that you put into for BM 1.19 and for the work you are currently doing for 1.20. Its a great improvement from the stock.
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Posted: Sat Aug 15, 2015 2:02 am Post subject: |
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Using the "Upgrade" button will automatically update all components on a design while appending a roman numeral suffix.
Using the "Copy" button will copy the design allowing to make specific changes, but you'll need to update the name yourself in this case.
Space Empires Depot | SE:V Balance Mod
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