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Spaceempires.net :: 1.09 Intel :: View topic
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1.09 Intel

 
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BlueTemplar
Space Emperor


Joined: Mar 27, 2007

PostPosted: Sat Aug 04, 2007 12:06 pm    Post subject: 1.09 Intel Reply with quote

I've compared Script_Main_Intelligence.txt's in 1.08 and 1.09. You've done really good work here and I have some ( Smile ) comments:

------------
Code:
CHANGES:


---------------------------

Various changes to //comments.

---------------------------

1.08
Code:

set success_rate := Sys_Trunc(atk_spending / (atk_spending + def_spending * 2 + event_cost) * 100)

1.09
Code:

set success_rate := Sys_Trunc(atk_spending / (atk_spending + def_spending * 3 + event_cost) * 100)

This is more fair to the defensive side.

---------------------------

This
Code:

...
 // Is the project successful?
      if (atk_spending >= event_cost) then
        if (success_rate > Sys_Get_Random_Long(1, 100))
then
          // The intel project was successful
          call Execute_Intel_Event(intel_id, src_plr, trg_plr)
          // Adjust our intel statistics
else
          // The intel project was unsuccessful
          // Adjust our intel statistics
        endif
...


Has been updated to this:
Code:

...
 // Is the project successful?
      if (atk_spending >= event_cost) then
        if (success_rate > Sys_Get_Random_Long(1, 100)) and (Execute_Intel_Event(intel_id, src_plr, trg_plr))
then
          // Adjust our intel statistics
else
          // The intel project was unsuccessful
          // Adjust our intel statistics
        endif
...

- What Sys_Get_Random_Long(1, 100) does here?
- What exactly is the effect of this change? How an action Execute_Intel_Event can be placed as a condition? (and)

-------------------------------------------

Code:

-------------------------------------------
[u][b]"Sabotage - Ships & Fleets"[/b][/u]
-------------------------------------------


SHIP_DAMAGE - cost changed from 2k to 3k

Applies 10%-50% of ship's structure amont normal damage to ship.
Is it structure or size? (Sys_Get_Space_Object_Total_Tonnage_Structure) I.e, does having armor helps? It shouldn't since the bomb is placed inside the ship. Do shields absorb damage?

---

SHIP_LOSE_MOVEMENT - cost changed from 1k to 3k

Loses 1-Max movement.

---

SHIP_LOSE_SUPPLIES - cost changed from 1k to 3k

Loses 100-Max supplies and 100-1000 Ordnance.

---

SHIP_REBELS - cost changed from 10k to 20k

To your empire.

---

SHIP_EXPERIENCE_CHANGE cost unchanged (2k)

Loses 1k-10k experience. Is this powerful?
Bugfix:
from
Code:

set experience_amt := Sys_Get_Random_Long(-1000, -10000)

to
Code:

set experience_amt := Sys_Get_Random_Long(-10000, -1000)


---

SHIP_CARGO_DAMAGE - cost changed from 1k to 2k

Destroys whole cargo on one ship.

---

SHIP_ORDERS_CHANGE - cost changed from 1k to 2k

---

I suppose all those projects were too cheap before.

----------------------------------------------
------------------

Code:

----------------------------------------------
[u][b]"Sabotage - Planets & Colonies"[/b][/u]
----------------------------------------------


PLANET_CONDITIONS_CHANGE (cost 5k)

Worsens planet conditions by 1-5.
Added
Code:

  planet_conditions:         real

and
Code:

set planet_conditions := Sys_Get_Planet_Conditions(planet_id)

(But this function is not used afterwards)

--

PLANET_VALUE_CHANGE (5k)

Removes 5-15 value %, 50-150 (% ?!!?) in finite ressources game.

--

PLANET_POPULATION_CHANGE (5k)

Removes 10-50 population from a planet, or 10 if the planet has not enough pop (therefore, in 98% of the cases, there will still be population remaining on the planet).
Isn't this REALLY weak of an effect for 5k intel points? Change it to at least 100-500 pop, and empty completely planets without enough pop in one strike!

--

PLANET_POPULATION_HAPPINESS_CHANGE (5k)

1.08
Code:

set happiness_change := Sys_Get_Random_Long(5, 15)

1.09
Code:

set happiness_change := Sys_Get_Random_Long(10, 30)

Increases anger level by 10-30.
For reference:
Code:

Population Anger Level For Mood Riot                                  := 90
Population Anger Level For Mood Angry                                 := 70
Population Anger Level For Mood Unhappy                               := 50
Population Anger Level For Mood Indifferent                           := 30
Population Anger Level For Mood Happy                                 := 10
Population Anger Level For Mood Jubilant                              := 0

I also though it didn't have enough effect. Still too weak for a random planet and 5k intel points.

--

PLANET_POPULATION_RIOT (20k)

If affected by happiness, the planet will instantly riot (will it set anger to 90?)

--

PLANET_POPULATION_REBEL (50k)

Planet will only rebel if it's happiness (or anger level? this is confusing...) is lower than 30 (Indifferent, except when exactly 30), but it will rebel to YOUR empire instead of a random one.
This is more realistic... but unhappiness is fairly easy to deal with, especially in inner systems, most of the time the population will be jubilant on those.
Could this project be changed to only be tried on unhappy planets? It's the most expensive project, it's not normal that you would waste (unless you're very very very lucky, or most of the empire has happiness problems) 50k points that way.
BTW, where is the code to choose a random planet in the planet list? I only see "if (planet_id > 0) then"...

--

PLANET_CARGO_DAMAGE (2k)

Planet takes 200-1000 normal damage. I suppose it doesn't affect population nor supply/ordnance? How is the damage shared between facilities and other cargo? Do armor/shields absorb damage? Considering that a facility has 1000kT of structure, isn't it WAY too weak if applied to a random fac at a random planet? (You'll have to be EXTREMELY lucky do destroy a facility that way)

--

PLANET_PLAGUE_CREATED - cost changed from 10k to 20k

Creates a lvl1-3 plague.
Yeah, plagues can be hard to deal with if you are unprepared. I'd suggest setting the maximum plague level from 3 to 5.

----------------------------------------------
------------------

Code:

----------------------------------------------
[u][b]"Sabotage - Empire Wide"[/b][/u]
----------------------------------------------


EMPIRE_POINTS_CHANGE (1k)

Code:

Execute_Intel_Empire_Points_Change

1.08
Code:

set min_amt := Sys_Get_Random_Long(5000, 25000)
set org_amt := Sys_Get_Random_Long(5000, 25000)
set rad_amt := Sys_Get_Random_Long(5000, 25000)

1.09
Code:

set min_amt := Sys_Get_Random_Long(1000, 5000)
set org_amt := Sys_Get_Random_Long(1000, 5000)
set rad_amt := Sys_Get_Random_Long(1000, 5000)

Removes 1k-5k for each ressource type.
-9kT on average of ressources instead of -45kT for an intel project cost of 1k points looks like more fair.

You still have the typo
Code:

set min_amt := [strike]max_[/strike]min_amt - Sys_Get_Random_Long(1000, 5000)

That might ADD ressources to the empire instead of substracting them if they have less than you are supposed to destroy.

---

EMPIRE_POINTS_STEAL (2k)

Steals 1-5kT for each ressource type.

---

EMPIRE_RESEARCH_STEAL (5k)

Code:

Execute_Intel_Empire_Research_Steal

1.08:
You get 1/2 of your next tech level points per level of difference with the target player.
1.09:
You get 5k-10k per level of difference with the target player.You don't get extra points in the new level if you steal enough points to get one.
This is obviously more balanced. The larger tech projects (theoritical sciences) are a LOT harder to get now, you won't get one with two sucessful hits now.

Now, I'm not sure it was a good idea to add the limitation of no research points overflow to the next level - if your opponent is 10+ levels higher than you in one tech, I don't find it fair that you would get only one level of tech from him, especially if you have practically completed this level.

I find 5k-10k for a intel project cost of 5k to be a little bit too weak. Considering how hard now is to get theoretical techs, I think it should be at least 10k-20k.

Also, it would be good to tell, at least to the attacking player, how many tech points exactly were stolen.

---

EMPIRE_RESEARCH_PROJECT_DELETE (2k)

Code:

Execute_Intel_Empire_Research_Project_Delete

1.08
Substract 5k tech points (can get into negative)
1.09
Substract 5k-10k tech points, up to 0 points remaining in this tech area

---

EMPIRE_INTEL_PROJECT_DELETE (from 5k to 2k)

Code:

Execute_Intel_Empire_Intelligence_Project_Delete

1.08
Set intel attack points against a random empire to 0.
1.09
Substract 5k-25k from attack points against a random empire. (Can have less than 0? Accumulated to the next turn?)
Maybe a little bit too effective now?

----------------------------------------------
-----------------

Code:

----------------------------------------
[u][b]"Sabotage - Political"[/b][/u]
----------------------------------------


EMPIRE_POLITICS_DISRUPT_TRADE (20k)

Resets trade with a random player to 0.
Too powerful for 20k? This cannot really be balanced anyway, you'd have to change the project cost depending on ressources recieved via trade by the player...

---

EMPIRE_POLITICS_PREVENT_MESSAGES (5k)

Removes a random message between empires.
If only the message system was less cumbersome! Most players use e-mail anyway, so 5k for this project might be too much.
Also, I hope this doesn't work on messages received the previous turn.

---------------------------------------------------
-------------------------

Code:

-----------------------------------------------
[b][u]"Espionage - Ships & Fleets"[/b][/u]
-----------------------------------------------


SHIP_CONCENTRATIONS (1k)

Not really sure what it does... Does it pick a random system, the first system on the list, or all systems (that you have already seen)? Anyway it tells you the number of this player's ships in that system.

---

SHIP_CONSTRUCTION_INFORMATION (1k)

Same thing but for construction queues. Does it count empty construction queues/construction queues that can't build ships?

---

SHIP_DESIGNS_STEAL (2k)

Steals a random ship design. (Cost is now the same as for stealing a unit design)

----------------------------------------------------
----------------------

Code:

-----------------------------------------------------
[b][u]"Espionage - Planets & Colonies"[/b][/u]
-----------------------------------------------------


PLANET_INFORMATION (1k)

Quote:

"We have obtained detailed information on planet [%PlanetName%] in the [%SystemName%] system. It has a value of [%MineralsAmount%] minerals, [%OrganicsAmount%] organics, and [%RadioactivesAmount%] radioactives. It contains a population of [%PopulationAmount%]M colonists and has [%FacilityAmount%] facilities in operation. On the surface it houses [%WeaponPlatformAmount%] weapon platforms, [%FighterAmount%] fighters, and [%TroopAmount%] troops, sire."

Where does it tell you between which planets to choose? It doesn't check for a player! It looks like you can get information on a planet you have not seen yet.

---

PLANET_LOCATIONS (1k)

Quote:

"We have procured detailed census information on the [%TargetEmpireName%]. The [%TargetEmpireName%] spans [%NumSystems%] star systems and contains [%NumColonies%] colonized worlds with a total population of [%PopulationAmount%]M people, sire."


----------------------------------------------------
----------------------

Code:

----------------------------------------------
[u][b]"Espionage - Empire Wide"[/b][/u]
----------------------------------------------


SYSTEM_INFORMATION - cost changed from 1k to 2k

You will see a new system (that the target player has seen?).
It gives you the sytem position, name, number of stars, and warp points directions. (You can also now execute intel against this system.) I don't think it's worth 2k points. 500 points would be more appropriate IMHO.

---

EMPIRE_INFORMATION cost from 3k to 5k

Quote:

"Our operatives have returned with empire level information on the [%TargetEmpireName%].
They currently generate [%ColonyProdMinerals%] Minerals, [%ColonyProdOrganics%] Organics, and [%ColonyProdRadioactives%] Radioactives per turn from their colonies.
Their ships also generate [%ShipProdMinerals%] Minerals, [%ShipProdOrganics%] Organics, and [%ShipProdRadioactives%] Radioactives per turn.
From trade with other empires they receive [%TradeProdMinerals%] Minerals, [%TradeProdOrganics%] Organics, and [%TradeProdRadioactives%] Radioactives per turn.
From tariffs on other empires they receive [%TariffProdMinerals%] Minerals, [%TariffProdOrganics%] Organics, and [%TariffProdRadioactives%] Radioactives per turn.
Their remote mining operations bring in [%RemoteProdMinerals%] Minerals, [%RemoteProdOrganics%] Organics, and [%RemoteProdRadioactives%] Radioactives per turn.
For expenses, they devote [%TariffExpenMinerals%] Minerals, [%TariffExpenOrganics%] Organics, and [%TariffExpenRadioactives%] Radioactives per turn for paying tarrifs.
Their current maintenance cost per turn is [%MaintExpenMinerals%] Minerals, [%MaintExpenOrganics%] Organics, and [%MaintExpenRadioactives%] Radioactives.
And finally they spend [%ConstrExpenMinerals%] Minerals, [%ConstrExpenOrganics%] Organics, and [%ConstrExpenRadioactives%] Radioactives per turn on new constructions, sire."

Sure, this is important information.

---

EMPIRE_UNIT_DESIGNS_INFORMATION - cost changed from 1k to 2k

Steals a random unit design.
Now has same cost as SHIP_DESIGNS_STEAL.

---

EMPIRE_TECH_REPORTS - cost unchanged (2k)

Quote:

"Covert Ops have retrieved technology reports from the [%TargetEmpireName%]. They are currently at tech level [%TechLevel1%] in [%TechName1%], sire."

Information on 1-3 techs.

Useful.

--------------------------------------------
-------------------

Code:

----------------------------------------
[u][b]Espionage - Political"[/u][/b]
----------------------------------------


EMPIRE_POLITICS_INTERCEPT_MESSAGE (2k)

Tells you the content of one message sent to or from that empire. (Current only, or also past turn(s?)?)

---

EMPIRE_POLITICS_TREATY_INFORMATION (2k)

Gives you the name (only) of a treaty with another empire.
This is REALLY not worth 2k points. It would be if it could give you detailed information about the treaty.

------------------------------------------------
--------------------

Code:

-----------------------------------------------
[u][b]"Cooperative Intelligence":[/u][/b]
-----------------------------------------------


Code:

      // Add our attack points our allies' attack points
      set increase_atk_pts := TRUE

Doesn't work on defense points?

----------------------------------------------
----------------------------------------------

For each (sucessful?) intel event:
// 25% chance to reveal source Empire of the intel attack

--------------------------------------------
--------------------------------------------


SUGGESTIONS:
- What is the order in which players execute intel operation against another? If it is in order they play could that be changed to a random order (or even better, split their attacks, so that after an intel project is executed, it is to another player turn to try.
- Could Sabotage Events be prioritized over Espionnage Events when considering intel defense?
- A variable chance of revealing the Empire source of the attack?
- Provide intel project costs and effects with the tech tree.
- Let empires be able to support each other with defense, not only offensive intel for cooperative intelligence.
- If only information retrieved by intel could update our knowledge of other Empires in Empire screen...


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Sat Aug 04, 2007 12:48 pm    Post subject: Reply with quote

Here are a few comments:

Quote:
- What Sys_Get_Random_Long(1, 100) does here?
- What exactly is the effect of this change? How an action Execute_Intel_Event can be placed as a condition?


The random value is how the success rate is determined. If the success value is 25, then 25% of the time it should be greater than a random number between 1 and 100. The second part returns TRUE if Execute_Intel_Event was run successfully. It was needed after I switched the parameters for how a planet rebellion was carried out since it wasn't always going to happen anymore.

Re: Planet Conditions
The variable planet_conditions wasn't used because I never got a reply from Aaron about how the function to return planet_conditions was a long value, but planet conditions are stored as a real value.

Re: Planet Value
Planet value in a finite resources game is measure in kT of resources on the planet. So it's 50kT to 150kT resources. A planet in a finite resources game can have between 500kT to 5000kT resources.

Re: Population Happiness
It should take a couple of hits to make a planet angry enough to riot unless the population is already angry - which is quite possible in a state of war.

Re: Planet Rebellion
A planet will only rebel if it's population happiness is less than 30, which corresponds to an anger of 70 or more. The planet is chosen prior to this function being executed. The two functions responsible for picking intel targets are Fx[Select_Event_Parameter] and Fx[Is_Target_Param_Acceptable].

Re: Steal Research
It's actually 5000-10000 RPs per tech level difference. So it can be a lot more points if there's a big gap.

I'll look over your suggestions to what might be a good idea for v1.10


Space Empires Depot | SE:V Balance Mod


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BlueTemplar
Space Emperor


Joined: Mar 27, 2007

PostPosted: Sat Aug 04, 2007 1:06 pm    Post subject: Reply with quote

Planet Value:
So, in a finite ressources game, planets doesn't have value %? Or is it kT value / 10k ?

Planet Rebellion:
Anger level of 70 (Angry), and planet chosen prior to the anger check? Like I said that means you'll be wasting those 50k intel points most of the time... better then the 1.08 system!


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