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Spaceempires.net :: Balance Mod v0.99 Available! :: View topic
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Balance Mod v0.99 Available!
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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Mon Nov 27, 2006 12:09 am    Post subject: Balance Mod v0.99 Available! Reply with quote

Greetings!

Version 0.99 of the Balance Mod is available for download:
http://www.captainkwok.net/balancemod.php

There were a number of fixes and changes in this version, along with the addition of the new AI treaty proposal scheme. They should be making better treaties with more appropriate names and provisions now. Let me know how it goes.

Code:

Version 0.99 (26 November 2006)
-------------------------------

1.  Changed  - Adjusted the damage order for Armor and Shield types
2.  Changed  - Increased resource levels for finite games
3.  Changed  - Increased Combat Radius to 2500
4.  Changed  - Crew Boarding Strength to 0.5
5.  Fixed    - Maximum level for some vehicles was incorrect
6.  Fixed    - Engines Per Move value for Organic Large Freighter was incorrect
7.  Changed  - Genetic Recoding Lab no longer modifies reproduction rate
8.  Changed  - Increased shield point amounts slightly
9.  Changed  - Phased-Shield Generator is now a bit more expensive
10. Changed  - Slightly increased shield regeneration rate for Shield Regenerators
11. Changed  - Decreased Life Support and Crew Quarters to 3 levels
12. Changed  - Decreased Vehicle Systems tech area to 5 levels
13. Changed  - Adjusted tech level requirements for Self-Destruct Device and Auxiliary Control
14. Changed  - Solar Sail now has 2 levels
15. Added    - New design type Bombardment Ship
16. Changed  - Increase damage and range for Planetary Napalm
17. Fixed    - AI wasn't always adding max engines on large ships
18. Changed  - AI Fleets will break formation immediately
19. Fixed    - A few typos with maximum levels
20. Changed  - Sound effects in combat range have a larger range to be heard
21. Changed  - Increased the size of some combat effects
22. Changed  - Increased AI's number of Intel Compounds
23. Changed  - AI will use more fleets
24. Added    - New Treaty Proposal scheme for AIs
25. Updated  - Continued to refine AI research pathing
26. Updated  - AI Empire Scripts


Space Empires Depot | SE:V Balance Mod


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eggsrid
Space Emperor


Joined: Nov 27, 2006

PostPosted: Mon Nov 27, 2006 3:30 pm    Post subject: Reply with quote

Strangely, the new balance mod won't seem to work for me. When I try to start a 0.99 game, it says there are [lots of] missing fields in MainStrings.txt.

It goes like:

Data File Error

Main Strings Data File
Filename: c:\program files\steam\steamapps\common\spaceempiresv\se5\gametypes\balance mod\data\MainStrings.txt

Could not find field "Log Message Title 264" in record "Main Record"
Could not find field "Log Message Text 264" in record "Main Record"

...

and so on, it lists about a hundred "fields" it cannot find in "Main Record".

Any idea why this is happening?


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damador
Space Emperor


Joined: Oct 20, 2006

PostPosted: Mon Nov 27, 2006 3:40 pm    Post subject: Reply with quote

.99 doesnt include mainsting.txt in data structure

remove the whole dir then clean install .99


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eggsrid
Space Emperor


Joined: Nov 27, 2006

PostPosted: Mon Nov 27, 2006 3:53 pm    Post subject: Reply with quote

Aaah thank you Smile

Silly me!


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damador
Space Emperor


Joined: Oct 20, 2006

PostPosted: Mon Nov 27, 2006 9:00 pm    Post subject: Reply with quote

Envinormental studies does nothing - i have 4 lvl of it - and nothng happens - also there is no cion of anyhing in "expected results"

but this info ma be obstolete if you plan to redesign research in 1.0 Smile

Get_Empire_Tech_Level("Environmental Sciences") >= (1 + ([%Level%] - 1))

should be

Get_Empire_Tech_Level("Environmental Studies") >= (1 + ([%Level%] - 1))

in CULTURAL ACHIEVEMENTS DATA FILE ?

edit Smile

yes - fix work

edit 2 Smile
partialy - still no icon in expected results but now see 4 % bonus in Help -> Cultural Achievements


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Mon Nov 27, 2006 10:13 pm    Post subject: Reply with quote

Thanks for the catch.

The icons don't show up for any tech that has 2 or more requirements.


Space Empires Depot | SE:V Balance Mod


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damador
Space Emperor


Joined: Oct 20, 2006

PostPosted: Mon Nov 27, 2006 10:15 pm    Post subject: Reply with quote

CaptainKwok wrote:
Thanks for the catch.

The icons don't show up for any tech that has 2 or more requirements.


icon works Smile needed to restart game and gain another lvl in studies Smile


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albi_joe
Space Emperor


Joined: Mar 19, 2005
Location: USA

PostPosted: Tue Nov 28, 2006 12:58 am    Post subject: Reply with quote

I've seen similar issues with multi-tech levels; I think it's an SE error, not Balance.

There is a fine line between Genius and Insanity. I am firmly on one side of that line!


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The_Doctor
Space Emperor


Joined: Nov 28, 2006

PostPosted: Tue Nov 28, 2006 12:56 pm    Post subject: Reply with quote

There's an error in Facilities.txt - Temporal Space Yard is showing up at level 1 instead of level 10.

Hi btw Smile


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Tue Nov 28, 2006 6:19 pm    Post subject: Reply with quote

Thanks for the TSY catch.

Space Empires Depot | SE:V Balance Mod


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damador
Space Emperor


Joined: Oct 20, 2006

PostPosted: Tue Nov 28, 2006 6:24 pm    Post subject: Reply with quote

the feature checking ordnance / supply weapons are implemented ?

because auto put ordnance storage on non ordnance ships and supply on non supply ships

probably the drones are bugged - are the drones available from the beginning ? because i research drones later again - and i bet i could construct the drones from the beginning


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Tue Nov 28, 2006 9:15 pm    Post subject: Reply with quote

All weapons use supply so that is ok. I haven't put in the full no ordnance on non-ordnance using ships yet although most of the variables are in place.

The Drones tech area is not available at the start.


Space Empires Depot | SE:V Balance Mod


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Veikko
Space Emperor


Joined: Nov 29, 2006

PostPosted: Wed Nov 29, 2006 1:59 pm    Post subject: Reply with quote

http://medlem.spray.se/lentopallo/abitodd.jpg

I got this.

// every ship, mine and AI's turned that big.


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Wed Nov 29, 2006 2:23 pm    Post subject: Reply with quote

It's a random thing that happens with SE:V from time to time. Razz

Space Empires Depot | SE:V Balance Mod


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Veikko
Space Emperor


Joined: Nov 29, 2006

PostPosted: Wed Nov 29, 2006 2:31 pm    Post subject: Reply with quote

Ok, i just reported it as i hadn't seen it with the vanilla SE:V.

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MRing
Space Emperor


Joined: Nov 07, 2006

PostPosted: Sat Dec 02, 2006 4:45 am    Post subject: Reply with quote

Whatever that is, I'm pretty sure it's eaten the Enterprise at some point, only to be given indigestion.

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NecroDeathMortum
Space Emperor


Joined: Nov 22, 2005

PostPosted: Sat Dec 02, 2006 12:19 pm    Post subject: Reply with quote

Veikko wrote:
http://medlem.spray.se/lentopallo/abitodd.jpg

I got this.

// every ship, mine and AI's turned that big.


That has happend with me with stock SE:5, usually when i "ALT+TAB" the game


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Trithemius
Space Emperor


Joined: Nov 12, 2006
Location: Canberra, Australia

PostPosted: Sun Dec 03, 2006 6:51 am    Post subject: Reply with quote

CaptainKwok wrote:
Thanks for the TSY catch.


I thought that was a feature! Rolling Eyes


Trithemius


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Psieye
Space Emperor


Joined: Dec 03, 2006

PostPosted: Sun Dec 03, 2006 10:11 pm    Post subject: Reply with quote

First, thanks for writing Balance Mod which makes things much more sensible in SE V! I always make my own tweaks to it after grabbing the latest version after a main patch though. Figured I may as well write here what they are so that the bugs and typos at least can be fixed for everyone.

Note: I'm still on v 0.98 of Balance Mod.

Typos and Inconsistency fixes:

ComponentEnhancements:
+ Massive Base Mount increases +Hit% by 30, not 10 to keep in line with Base Mount trend

Components:
+ Stealth Armour has typo in description ("only Stealth Armour effective per ship..." - missed out '1')
+ Added the +Dodge% bonus of seekers to their description (e.g. "Capital Ship Missiles travel at [%Amount1%] km/s, have +50% Dodge and have [%Amount2%] points of damage resistance."
+ Added 3rd ability to all plague bombs for the above kind of information (for consistency - I know it's not so interesting as we're just dropping it on a planet)

TechAreas:
+ fixed typo in new Point-Defense Blaster tech requirement description

Facilities:
+ fixed typo in Psychic Fleet Training facility's description ("Fleets in this system will gain [%Amount1%]% experience points each turn.")

VehicleSizes:
+ Made consistent the cost/space formulae for:
--- Battleship
--- Crys. Cruiser
--- Org. Weapon Platform (all 3 sizes)
--- Drones (cost should have minor resource prices being 1/5 of major resource, where Org. vehicles have Organics as the major resource, etc)
--- Crys. Medium Troop

Personal Style tweaks:
> Greatly enhanced Ship Experience aspect of the game: 20 levels of veterancy giving ultimately a +40% Hit and +30% Dodge boost. Nerfed Training facilities and "EXP from staying alive" to make it difficult to attain maximum veterancy. Various components such as Stupefier and Holy War Totem were tweaked to reflect this.
> Engines and Hulls can be upgraded higher - I liked the concept of upgrading a Frigate long after you could go for Destroyers. This ties in with extended Ship Experience aspect - more incentive to build early ships and keep them alive if you can upgrade them that much further.
> Alloy Burner Missile and Ripper Beam upgraded as I felt they were redundant with the current numbers.
> Crew Quarters and Life Support gain more capacity per level - again felt it was pointless to research this for such small gains.
> Weapon Platforms gain more space per level with more expensive research cost.



Once the main SE V patches fix the bug with anti-weapon/anti-engine/etc type weapons, I'll probably extend the entire tech tree so that while everything is still as expensive, you can upgrade even higher than ever. Again, personal style - I agree with the philosophy of "let's not have 100 levels of weapon tech such that we need to retrofit so frequently" but the current tech tree is too stunted IMO. Actually, I should wait and see what v1.xx of Balance Mod does to the Tech Tree first.



Oh and the AI once built troops that had no weapons - everything else was there including Combat Sensors, but no weapons.


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Mon Dec 04, 2006 12:31 am    Post subject: Reply with quote

Thanks for the detailed feedback.

I had already caught some of the typos, but you gave me a few more to fix. Razz

I suppose I could add the defensive modifier into the missiles description since I don't change any of them with tech level. I think the descriptions have already become unruly enough in length without it. Razz

It's been a long time since I looked at ShipExperience.txt and it could probably use some updated. I'll take a more detailed look at it soon as I think the overall bonuses could be a bit higher and maybe slightly more attainable.

The Frigate to Destroyer transition is the only one that isn't intertwined. It was originally, but many of the early testers thought that Destroyers became available too soon. Extending the Frigate further would nerf the entire destroyer line since it would end up with more usable space and a much higher weapons / kT ratio.

I've been toying around with increasing engine levels but I can't think of anything to make it worthwhile other than add some more supplies or reduce the supply increase per level etc...

One problem with intertwining engine levels as in stock was that it was always better to go for the higher tech engine once it became available because you would get the increase supplies anyway and not throw in extra points on a dead-end engine tech.

CQ and LS were decreased to 3 levels from 5 and increase at 25 crew per level. Reasons for this came about from the CQ discussion in another thread in this forum.

I bumped up the Alloy Burner Missile. The Ripper Beam got a boost a few updates ago, it's weaker at long range - but at close range it's better than its contemporary levels of APB and MB.

Do you happen to remember which AI built the non-weapon troop? I can see this happening if the weapon it wanted to add was too large for the space remaining on the design...


Space Empires Depot | SE:V Balance Mod


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albi_joe
Space Emperor


Joined: Mar 19, 2005
Location: USA

PostPosted: Mon Dec 04, 2006 3:14 am    Post subject: Reply with quote

On engine tech...

Would it be worth it to only have 1 level per engine, and have "Resupply" modify engines? Not required for tech, but in the supply storage formula...

Maybe that would make "resupply" too attractive, and quantum reactors consequently too common...


There is a fine line between Genius and Insanity. I am firmly on one side of that line!


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MRing
Space Emperor


Joined: Nov 07, 2006

PostPosted: Mon Dec 04, 2006 6:27 am    Post subject: Reply with quote

albi_joe wrote:
Maybe that would make "resupply" too attractive, and quantum reactors consequently too common...


or solar panels. Quantum reactors seem to be a rich man's toy, useful if the geography around your home systems consists of a lot of empty voids in which battle may occur, but in any other situation it's hard to beat lower-cost, more-effective (in binary & trinary star systems) solar panels.

A nice improvement from god-mode like q.reactors in SE:IV, imho. Smile


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Psieye
Space Emperor


Joined: Dec 03, 2006

PostPosted: Mon Dec 04, 2006 8:56 am    Post subject: Reply with quote

CaptainKwok wrote:

I suppose I could add the defensive modifier into the missiles description since I don't change any of them with tech level. I think the descriptions have already become unruly enough in length without it. Razz
Ahahaha, I've been known to like having too much information tossed at me in other games ^^;; But I think it's a pretty important difference between seekers to be aware of.

Quote:
It's been a long time since I looked at ShipExperience.txt and it could probably use some updated. I'll take a more detailed look at it soon as I think the overall bonuses could be a bit higher and maybe slightly more attainable.
I've attached my ShipExperience.txt for comparison purposes. Incidentally, I'm used to RPGs and such where EXP numbers were generally 2 orders of magnitude higher than SE V's values ^^;;

Quote:
The Frigate to Destroyer transition is the only one that isn't intertwined. It was originally, but many of the early testers thought that Destroyers became available too soon. Extending the Frigate further would nerf the entire destroyer line since it would end up with more usable space and a much higher weapons / kT ratio.
Hmm... ok I can understand Frigates becoming too overpowered if their upper limit is pushed that high. Still, I just feel that '3' is far too low a maximum level for ship sizes. Perhaps have max Frigates be Lv 5 whereas let Destroyers and higher go up to e.g. Lv 7? The other option being changing how much space Destroyers and Light Cruisers gain per level, but I admit I haven't done a detailed anlaysis of balance issues so will be happy to be given some statistics/number_crunching.

Quote:
I've been toying around with increasing engine levels but I can't think of anything to make it worthwhile other than add some more supplies or reduce the supply increase per level etc...

One problem with intertwining engine levels as in stock was that it was always better to go for the higher tech engine once it became available because you would get the increase supplies anyway and not throw in extra points on a dead-end engine tech.
Cost. The one thing high-tech engines cannot beat low-tech ones at is their price. Engines take up a big part of a ship's cost. If I want a cheap ship that just does its job with no worries of how long it takes, I use Ion Engines no matter what other engines I have. Which does remind me, I did tweak a bit with engine cost reduction per level.

Hmm... maybe change how each engine type's cost and supplies change with level, as well as their max level? Such that Ion Engines can go up to Lv 10 and become very cheap and/or carry lots of supplies, whereas Quantum can only go up to say, Lv 4 and can't carry as much supplies as a Lv 4 Ion Engine? These are just ideas, I'm not thinking of balance or 'keeping the original flavour' right now.

Quote:
I bumped up the Alloy Burner Missile. The Ripper Beam got a boost a few updates ago, it's weaker at long range - but at close range it's better than its contemporary levels of APB and MB.
Hmm... I hadn't seen it that way - Ripper Beams being designed for the Point Blank strategy...

Quote:
Do you happen to remember which AI built the non-weapon troop? I can see this happening if the weapon it wanted to add was too large for the space remaining on the design...
The AI was in charge of a Psychic race. Yeah... come to think of it a small Telekinetic Projector (sp?) is 4kT which is larger than the ever popular APB (3kT) isn't it? Traditionally this AI had built troops with no armour or shields due to the size of that weapon, which is fair considering how powerful that miniature weapon is.




Oh and the other personal style tweak I was thinking of if I have time and when more bugs are fixed: Expensive 'Hero-level' weapons at very high ends of the tech tree. The sort that you may not want to produce in mass quantities (unless you were rich) as the gain per cost isn't that much, but would be devastating in the hands of high EXP ships with good bonuses. Would allow the tech tree to be expanded to very expensive levels and let you keep the option of building the cheaper, regular weapons that would be good enough for most ships.



ShipExperience.zip
 Description:
My version of the ShipExperience file

Download
 Filename:  ShipExperience.zip
 Filesize:  3.9 KB
 Downloaded:  10 Time(s)



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The_Draf
Space Emperor


Joined: Jan 16, 2006

PostPosted: Mon Dec 04, 2006 11:26 am    Post subject: Reply with quote

I think engines needs a cost cut. They are not as important as they were in SE4. With the addition of RT ship combat the first shot advantage to the player with the best engines were lost.
I don't bother researching engines unless I am in a commanding lead and have RP to waste.


"Arguing with anonymous strangers on the Internet is a sucker's game because they almost always turn out to be -- or to be indistinguishable from -- self-righteous sixteen-year-olds possessing infinite amounts of free time." -Neal Stephenson, Cryptonomico


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Psieye
Space Emperor


Joined: Dec 03, 2006

PostPosted: Mon Dec 04, 2006 4:51 pm    Post subject: Reply with quote

Hmm, it is a point, also reflected in how standard Ion Engines can produce Mv 12 Frigates with higher engines only adding 1 more to that - compare to SE IV's Mv 6 on the space map with each engine adding 1 to that.

On the other hand, superior engines are what allow you to hunt down retreating enemy ships - I know there's drones or fighters that could do that for you but I prefer to have a Retractor Beam equipped Ship Capture Frigate chase them down. Then again... these days I just force the enemy to retreat in a certain direction such that they end up in the centre of a sector where another capture ship is.


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