.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Scallywag- Save $10.00
The Star & the Crescent- Save $7.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #111  
Old October 22nd, 2006, 03:52 PM
DarkHorse's Avatar

DarkHorse DarkHorse is offline
Sergeant
 
Join Date: Dec 2002
Location: U.S.A
Posts: 311
Thanks: 1
Thanked 0 Times in 0 Posts
DarkHorse is on a distinguished road
Default Re: Balance Mod Available for SE:V

Maybe it's something about the AI state, like when they meet other races they go from explore/expand to consolidate and sit around, or something.
__________________
Vogon ships are yellow chunky slablike somethings, huge as office buildings, silent as birds. They hang in the air in much the same way that bricks don't.
(R.I.P. Douglas Adams)

-War is peace -Freedom is slavery -Ignorance is strength

In peace there's nothing so becomes a man as modest stillness and humility.
- W. Shakespeare (Henry V)
Reply With Quote
  #112  
Old October 22nd, 2006, 05:02 PM

Raapys Raapys is offline
First Lieutenant
 
Join Date: Jan 2005
Posts: 689
Thanks: 0
Thanked 0 Times in 0 Posts
Raapys is on a distinguished road
Default Re: Balance Mod Available for SE:V

I've seen them doing it without any contacts and only their home system explored though.

Also Kwok, I've not yet seen *any* empire research other than the Frigate size ships, i.e. they research it to level 3 then dismiss the rest completely. Guessing it has something to do with the altered tech tree in the mod? The AI also seem a wee bit too interested in researching that cultural stuff.
Reply With Quote
  #113  
Old October 22nd, 2006, 05:12 PM
Tim_Ward's Avatar

Tim_Ward Tim_Ward is offline
Corporal
 
Join Date: Feb 2005
Posts: 152
Thanks: 0
Thanked 0 Times in 0 Posts
Tim_Ward is on a distinguished road
Default Re: Balance Mod Available for SE:V

Quote:
Captain Kwok said:
I've had some success in the upcoming v0.92 version getting the AI to explore more systems and expand faster by making resupply depots the first priority in a new system before spaceports, designated more ships as explorers, and tweaking construction queues for facilities...

However - at some point the AI just stops expanding and goes into a comatose state regardless if they have excess resources. I'm thinking that the AI stops building design types once it reaches some number of total ships/units for the number of colonies it has and that is what is preventing further expansion.
Can't you ask Aaron? I assume he wrote the scripts orginally. I know he's only one guy and everything, but this is his game which he is selling for money, and the AI is probably the single biggest issue with it right now.
__________________
"Why the blazes didn't we utilise the abandoned Martian War Machines to retain Empire? I demand immediate resignations."
Reply With Quote
  #114  
Old October 22nd, 2006, 05:40 PM

aegisx aegisx is offline
Second Lieutenant
 
Join Date: Sep 2006
Posts: 482
Thanks: 0
Thanked 0 Times in 0 Posts
aegisx is on a distinguished road
Default Re: Balance Mod Available for SE:V

I'm not sure if kwok changed this in his but...

call Add_Tech_Area("Light Hull Construction", 5)
call Add_Tech_Area("Medium - Light Hull Construction", 1)

Is it witing to reach level 5 in Light Hull before going to Medium? It will never reach level 5, as level 3 is the max.
Reply With Quote
  #115  
Old October 22nd, 2006, 06:52 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Balance Mod Available for SE:V

The levels are changed for ships, but the "rough order" hasn't been optimized. I'll push ship construction ahead though.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #116  
Old October 22nd, 2006, 07:09 PM

aegisx aegisx is offline
Second Lieutenant
 
Join Date: Sep 2006
Posts: 482
Thanks: 0
Thanked 0 Times in 0 Posts
aegisx is on a distinguished road
Default Re: Balance Mod Available for SE:V

Any chance of releasing the source to your csf? I'd like to see the improved colony selection (I'm working on a new Empire and that would help speed things up).
Reply With Quote
  #117  
Old October 22nd, 2006, 07:59 PM
AngleWyrm's Avatar

AngleWyrm AngleWyrm is offline
Second Lieutenant
 
Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
Thanks: 0
Thanked 0 Times in 0 Posts
AngleWyrm is on a distinguished road
Default Re: Balance Mod Available for SE:V

I've been doing some work on a custom race AI_Setup Script; it's for the stock game right now, but could easily be modified. Here's the tech section so far:
//------------------------------------------------------------
// Main
//
function Main returns boolean
vars
racial_points : long
index : long
begin

// Select Racial Traits -------------------------------------
// Four levels exist in stock: 0k, 2k, 3k and 5k

// sell low-priority traits
call Add_Racial_Trait("Physical Weakness")
call Add_Racial_Trait("Cowardly")
call Add_Racial_Trait("Environmental Weakness")

// 0k+ racial points, always take these
call Add_Racial_Trait("Mining Aptitude")
call Add_Racial_Trait("Natural Merchants")

// 2k+ racial points, add these
call Add_Racial_Trait("Ancient Race")
call Add_Racial_Trait("Hardy Industrialists")

// 3k+ racial points, add these
call Add_Racial_Trait("High Reproduction")
call Add_Racial_Trait("Naturally Happy")

// 5k racial points, add these
call Add_Racial_Trait("Propulsion Experts")
call Add_Racial_Trait("Lucky")


// Select Technologies --------------------------------------
// Five levels of technology start exist in stock: 0, 100k, 1m, 10m, All
// with an additional post-start bonus of 0, 5k, 20k, or 100k
// AI players can also be given an AI bonus

call Add_Tech_Area("Sensors", 3)
call Add_Tech_Area("Sattelites", 1)
call Add_Tech_Area("Construction", 2)
call Add_Tech_Area("Mines", 1)
call Add_Tech_Area("Warheads", 3)

call Add_Tech_Area("Sensors", 5)
call Add_Tech_Area("Weapon Platforms", 1)
call Add_Tech_Area("Missile Weapons", 3)
call Add_Tech_Area("Armor", 2)

call Add_Tech_Area("Physics", 2)
call Add_Tech_Area("Shields", 1)
call Add_Tech_Area("Energy Pulse Weapons", 1)
call Add_Tech_Area("Fighters", 1)
call Add_Tech_Area("Smaller Weapons", 3)

// Spend any remaining points
call Add_Tech_Area("Intelligence Services", 3)
call Add_Tech_Area("Light Hull Construction", 5)
call Add_Tech_Area("Repair", 5)

set index := 3
loop
call Add_Tech_Area("Minerals Extraction", index)
call Add_Tech_Area("Applied Research", index)
call Add_Tech_Area("Shields", index)
call Add_Tech_Area("Energy Pulse Weapons", index)
call Add_Tech_Area("Armor", index)
call Add_Tech_Area("Missile Weapons", index)
call Add_Tech_Area("Point - Defense Weapons", index)
call Add_Tech_Area("Organics Extraction", (index - 1) )
call Add_Tech_Area("Radioactives Extraction", (index - 1) )
call Add_Tech_Area("Space Yards", index )
call Add_Tech_Area("Sensors", (index + 1) )

set index := index + 1
exitwhen (index >= 20)
endloop

call Add_Tech_Area("Quantum Engine", 10)
call Add_Tech_Area("Medium Hull Construction", 10)
call Add_Tech_Area("Repair", 50)
call Add_Tech_Area("Large Base Construction", 10)
call Add_Tech_Area("Fighters", 9)
call Add_Tech_Area("Sattelites", 9)
call Add_Tech_Area("Mines", 9)
call Add_Tech_Area("Planet Utilization", 20)

return TRUE
end
Reply With Quote
  #118  
Old October 22nd, 2006, 11:02 PM

CosmoLizard CosmoLizard is offline
Private
 
Join Date: Oct 2006
Posts: 20
Thanks: 0
Thanked 0 Times in 0 Posts
CosmoLizard is on a distinguished road
Default Re: Balance Mod Available for SE:V

well, i still dont understand some concepts in some files of the game

the most clueless to me is that racial+goverment+society plus and minus , i mean some races can have +5 in racial, then -3 in goverment and then -3 in society, and the result is -1 in that ability, knowing that the races cant change the goverments -cant, no?- i find such + and - very dumb, dont know , if im wrong pls tell me -im talking about the game in general, not specifically about this mod -

regards
Reply With Quote
  #119  
Old October 22nd, 2006, 11:05 PM
AngleWyrm's Avatar

AngleWyrm AngleWyrm is offline
Second Lieutenant
 
Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
Thanks: 0
Thanked 0 Times in 0 Posts
AngleWyrm is on a distinguished road
Default RE: bonuses

There's a lot of files, where are you seeing this?
Reply With Quote
  #120  
Old October 22nd, 2006, 11:50 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Balance Mod Available for SE:V

Almost everything is +/- . Aaron really likes additive modifiers...
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 07:25 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2018, Shrapnel Games, Inc. - All Rights Reserved.