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Old April 25th, 2009, 05:12 PM
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Arralen Arralen is offline
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Default Re: Balance Mod Available for SE:V

Besides the (usual) minor troubles with the AI behaviour (I'll get to that later, after more testing), I'm really having trouble with migration - did you change anything else in your mod than:
Code:
Race Starting Percent Reproduction                                    := 8
Actually, the problem I'm having is that I have too few troubles, crazy as it sounds
Migration movement outwards from the homeworlds is so strong that I don't need any pop transports in the first 10, maybe even 20 turns or more. I started with 3 evenly sized homeworlds, and only those with "good" conditions barely keep their pop level, the other is slightly draining away with only 3 additional colonies founded in the starting systems.(no racial reproduction modifiers, no med labs build, "+12" means coloniser send out on that turn):
Code:
unpleas./domed     -     -         -     -    14  (6%migr./6%gr.)

good              66   103       123   139   176  (4%/10%)
unpleasent      2477  2461+12   2457  2453  2449  (8%/ 6%)

mild            2483  2474+12   2477  2480  2483  (7%/ 8%)
domed/good        17    18        19    20    21  (4%/10%)

mild              70    85       118   155   171  (5%/ 8%)
good            2485  2484+12   2485  2485  2485  (6%/10%)
I have never noticed such a pronounced effect of migration in SE before. Maybe because I normally go for medical tech/centers very early, and the added +1% growth overcoming the problem? Anyhow, homeworlds depleting on their own ain't that great IMHO.

edit: PS - Thanks for this mod, keep up the good work !!
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...

Last edited by Arralen; April 25th, 2009 at 05:31 PM..
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