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  #111  
Old October 22nd, 2006, 03:52 PM
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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.
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  #112  
Old October 22nd, 2006, 05:02 PM

Raapys Raapys is offline
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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.
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  #113  
Old October 22nd, 2006, 05:12 PM
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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.
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  #114  
Old October 22nd, 2006, 05:40 PM

aegisx aegisx is offline
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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.
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  #115  
Old October 22nd, 2006, 06:52 PM
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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.
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  #116  
Old October 22nd, 2006, 07:09 PM

aegisx aegisx is offline
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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).
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  #117  
Old October 22nd, 2006, 07:59 PM
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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
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  #118  
Old October 22nd, 2006, 11:02 PM

CosmoLizard CosmoLizard is offline
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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
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  #119  
Old October 22nd, 2006, 11:05 PM
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AngleWyrm AngleWyrm is offline
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Default RE: bonuses

There's a lot of files, where are you seeing this?
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  #120  
Old October 22nd, 2006, 11:50 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Balance Mod Available for SE:V

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