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  #291  
Old November 6th, 2006, 06:17 PM

StarHunter5 StarHunter5 is offline
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Default Re: Balance Mod Update

Does Your Balance Mod work with the patch v1.13?
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  #292  
Old November 6th, 2006, 06:20 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Balance Mod Update

Quote:
Captain Kwok said:
I was thinking of changing the armor sizes to the following for the next update:

Armor 10kT
Emissive Armor 10kT
Organic Armor 20kT (from 30kT)
Crystalline Armor 20kT (from 30kT)
Scattering Armor 20kT (from 30kT)
Stealth Armor 20kT (from 30kT)

Any armor abilities would of course be adjusted with the size.

The goal in this change is to make some of the speciality armors more accessible for smaller vehicles.

Also, should we get small versions of the racial trait armors?
Reducing the size of the 'special' armors is a good idea. Small ships need to be able to use them so that racial traits are more valuable in the early game. Increasing the size of regular armor is not a good idea. The new stock default of 5kt for armor, supply storage, and ordnance storage is a good idea. Why switch to the higher 'resolution' size increments if you're not going to use it? With everything 10kt or larger you're just playing SE 3 ship design with an altered interface.

Small versions of the racial trait armors would be good if they work. Remember that abilities like regen never did work in units with SE IV. Have you tested if they work in SE V?
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  #293  
Old November 6th, 2006, 07:59 PM

Dizzy Dizzy is offline
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Default Re: Balance Mod Update

Awesome work on the mod, Cap Kwok! Keep it up!!!

Q., Will your .95 mod work with the new SEV Patch 1.13?
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  #294  
Old November 6th, 2006, 08:05 PM

Raapys Raapys is offline
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Default Re: Balance Mod Update

The upcoming version will work with 1.13, the current version is likely to work as well, I'd wager, seeing as everything's save-game compatible etc.

Think I'll have to run a stock 1.13 game to see how stock works now, too.
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  #295  
Old November 6th, 2006, 08:41 PM
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Captain Kwok Captain Kwok is offline
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Default Re: Balance Mod Update

Quote:
Baron Munchausen said:...Can the AI also look at relative scores or other measures of power in-game? What we need is an AI smart enough to sue for peace when it realizes that the enemy is just too strong to beat... The new stock default of 5kt for armor, supply storage, and ordnance storage is a good idea...
The AI can also consider the score of the other player in making its decisions. I would probably use that as a modifier of the anger level towards the player as it is used know for requests etc. I kept regular armor at 10kT (as it has been in BM) because of the fixed number of armor slots. Since the smallest increment for ship size per tech level is 25kT for ships/WPs and 10kT for Sats - you don't encounter that same 5kT extra space very often and you still have the 5kT supply/ordnance storage anyway. I'd figure the abilities will work on units because they are treated individually.

Balance Mod v0.94 should be good to go with 1.13 - it just won't take advantage of some AI fixes between 1.08 and 1.13...
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  #296  
Old November 6th, 2006, 08:53 PM
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Captain Kwok Captain Kwok is offline
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Default Re: Balance Mod Update

Woops - forgot about those pesky settings.txt changes in v1.12-1.13...

You can download an updated settings.txt file to make the Balance Mod v0.94 work with SE:V v1.13:
http://www.captainkwok.net/files/settings.zip

Extract to your Balance Mod data folder!

Update tonight if we're lucky, but tomorrow most likely.
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  #297  
Old November 6th, 2006, 08:56 PM

Raapys Raapys is offline
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Default Re: Balance Mod Update

As it should be, giving an impression of organic ships and not just organic components.

And 5 turns into 1.13 stock I noticed the AI is still not prevented from creating laughable treaties. Sigh.
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  #298  
Old November 6th, 2006, 10:20 PM

Yimboli Yimboli is offline
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Default Re: Balance Mod Update

Quote:
Captain Kwok said:
AI can also consider the score of the other player in making its decisions. I would probably use that as a modifier of the anger level towards the player as it is used know for requests etc.
Score is not, imho, an accurate portrayal of military prowess. It'd be nice if that computation was seperate... as an example, moo3 would look at the ships you have in reserves. However, that system is flawed since 100 colony ships can't fight a war, and also a higher industrial capacity can compensate for having lower reserves at the start of war and eventually win the war given enough time. Is there a way to mod something like this in?
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  #299  
Old November 6th, 2006, 11:33 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Balance Mod Update

Scoreweighting.txt

For GGMod, I've even thrown in:
Score Factor - Number Of Allies := 200000.0
Score Factor - Number Of Enemies := -200000.0
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  #300  
Old November 7th, 2006, 01:32 AM
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raynor raynor is offline
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Default Re: Balance Mod Update

Kwok, you are absolutely amazing. I patched and loaded my Balance Mod 0.94 game and got some sort of warning. Then, I came here and saw the updated 'Settings.Txt'. I installed that, and my savegame loaded like a charm.

You are a prince among men! Thanks much for your work on this Balance Mod!
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