Space Empires V

Space Empires V

CaptainKwok Sep 11, 2015 @ 3:06pm
Balance Mod v1.20ß Available!
I've posted the Balance Mod v1.20ß for download. The beta fixes/updates a number of issues with the Alpha release and adds some more AI script fixes/updates for the v1.20 series. Still left to do is complete the AI's new performance analysis routine, finish up the diplomacy updates, and changes to the formation files.

Alpha savegames should be ok.

You can see a more complete listing of changes here: http://www.captainkwok.net/balancemodhistory.php

Items listed as pending are still in progress.
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Showing 1-15 of 56 comments
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CaptainKwok Sep 17, 2015 @ 2:45pm 
Working on a beta patch to correct a few bugs I've encountered. Let me know if you've had any issues playing the beta.

Thanks!
andreykl Sep 17, 2015 @ 11:29pm 
Thanks.
CaptainKwok Sep 21, 2015 @ 7:53pm 
Came across a couple of bugs on Saturday with the Beta. One of them was indirectly causing AI fleet sizes to be too small by not allowing ships to join fleets.

I will put a patch by Friday with a fix plus a couple of other ones as well. I've been playing my AAR with them and they are making a big difference.
Bozz 💀 Dec 5, 2015 @ 6:13am 
Thanks and great AAR
Telfram Dec 10, 2015 @ 9:42am 
Any way to increase the combat time to 5 mins, i'm finding 3 mins to tight for my larger/slower ships to get fully engaged?
Albert Paulson Dec 11, 2015 @ 1:46pm 
Does this mod work on windows 10? Steam game I have will not go to full screen. Does it fix it?
Telfram Dec 11, 2015 @ 4:13pm 
Works full screen for me Windows 10, but i am running a retail version not Steam.
Albert Paulson Dec 11, 2015 @ 6:11pm 
okay, I'll have to install old version, I have it somewhnere.....
Albert Paulson Dec 12, 2015 @ 12:55pm 
Okay, my retail version is missing some files. Anway to download the balance mod to steam?
Albert Paulson Dec 12, 2015 @ 4:30pm 
Appreciate the help.
Telfram Dec 13, 2015 @ 6:34am 
Originally posted by CaptainKwok:
Working on a beta patch to correct a few bugs I've encountered. Let me know if you've had any issues playing the beta.

Thanks!

Launched 10 fighters from a planet(not combat, on the launch option on menu), appeared about 10 hexes away. Any attempt to access or give orders resulted in a crash to desktop. Game seemed to run okay if they were left alone.
Tooslow Dec 14, 2015 @ 11:47am 
Just popped in after noticing SE was on sale.

Kudos to you for sticking with it, Kwok.
Nemund Dec 17, 2015 @ 3:35am 
Observed 'bugs'
Damage types have not been updated to cause Null Space Shields or Plasma Shields to actually do anything special. They just act like phased shields.

AI will keep feeding ships into a grinder on the other side of a WH piecemeal unless it has a minefield they failed to clear. This was stopped by turning the flags to 'remember ships' to true so they remembered my death fortresses on the other side of the WH from them.

Alliances. If you ever quit one, it will quit you from that alliance every single time you join the alliance again as well.

AI fleets trying to invade will send the transport in unsupported, meaning all your defences focus fire on it. If instead all their ships came in together things would be much scarier.

Replicant Center. Only has 2 properties in the facilities file. Needs adjusting to 5, properties already exist, just master number says 2 so it stops reading the rest.




Couple of questions and comments also.

AI (including when using your own ministers) needs to put a lot more Weapon Platforms on a planet. If I leave it to the AI it will have Huge planets with 0 or 1 small WP on them.

Size on Space Stations, Satellites, Fighters and Troops should be increased to help reduce micromanagement and allow them to actually have interesting fits. (Can the AI handle this already if I just do it locally or will it get messed up in some ways like building too many on a planet and filling cargo). It would be nice if Satellites actually operated at the 2-400t range currently used by space stations, as real OWP's, so the AI doesn't need to flood 100 of them that each die in a single shot. Troops in the 25-50t range would be nice as would fighters. Maint costs & cargo space should stop players flooding stupid numbers of them, but it then keeps the turn timer moving faster as the number of units is far lower

If I make a map type where the only planets are large & huge, but there are far more asteroids in the game, will the AI handle using mining ships & later building mining bases properly. Just a thought I had to make an individual colony matter more and more things in space to raid. Also will the AI properly handle the removal of stellar weapons or will they get all confused.

Point defence weapons have ground damage characteristics but don't target troops. This may be deliberate but I tried changing this and found it nicely stopped the 'drop troops on the planet and ignore OWP's' tactic.

Balance though for crystal armour. Could crystal armour provide shield regen like organic armour. And crystal hull shield regen + a tiny bit of shields so crystal races shooting at each other early game still have shields vs the armour piercing attacks. Would make it as good as organic armour then.


Also, huge thanks for keeping the modding going :)
Last edited by Nemund; Dec 24, 2015 @ 6:54pm
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Date Posted: Sep 11, 2015 @ 3:06pm
Posts: 56