Space Empires V

Space Empires V

CaptainKwok Jun 22, 2023 @ 5:41pm
Balance Mod v1.25 Input Requested
Hi fellow Space Emperors. I'm putting together v125+ of the Balance Mod, which is a save-game breaking version so there is an opportunity to make some more significant additions or changes to the mod.

For reference, whenever a save game breaking version is released, it's set up as a new mod folder. In this case, Balance Mod v125+. You'll still be able to complete any games you've started with the v120+ series.

If you've been following along on the Balance Mod's discord channel (https://discord.gg/xPWVbX3WAX) there's already been a lot of discussion and a number of changes announced already.

The timeline is a September release with a preview version in August.

Let me know what you'd might like to see.

Thanks!
Last edited by CaptainKwok; Dec 29, 2023 @ 9:50am
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Showing 1-15 of 26 comments
Horny Rooster Jul 24, 2023 @ 7:53am 
thank you, I look forward to it.
CaptainKwok Oct 18, 2023 @ 5:27pm 
Work is still progressing. The changes so far in v125 have been many so far. The WIP change list is provided below for reference.

Some of the more significant changes have been the removal of gradual unit sizes and instead just fixed sizes for small, (medium) or large. Launching has been decoupled from cargo storage, so players can ratio launch rates and storage as desired. A new racial trait was added (Interdimensional) plus a few new components. I've also created new or enhanced original weapon sound effects across the board.

If you're on discord, consider visiting the Balance Mod channel. Many of the details below or other new ideas are often discussed.

As usual the timeline has drifted a bit!

Version 1.25 (~Nov 2023) -------------------------- xx. Added - Engineering cultural achievement to increase space yard rates for an empire [Review] xx. Added - Logistics cultural achievement to reduce maintenance costs for an empire [Review] xx. Changed - Economics cultural achievement will now provide an empire wide boost to resource production [Review] xx. Added - New racial trait Interdimensional xx. Changed - Reduced all resource costs and production rates by a factor of 10 [WIP] xx. Changed - Reduced all research costs and generation by a factor of 10 [WIP] xx. Changed - Low, Medium and High tech starting points reduced by a factor of 10 (5,000; 50,000; 500,000) xx. Changed - Reduced all intelligence costs and generation by a factor of 10 [WIP] xx. Changed - Increased Drone Combat Computer Core to 20 kT and added attack/defense modifiers xx. Changed - Drone Combat Computer Core now requires Drones Level 2 xx. Changed - Increased structure for vehicle controls xx. Added - Component Inertial Dampeners that increases combat movement for a ship xx. Added - Component Deflector Array that reduces a ship's maintenance cost xx. Changed - Replaced Null-Space Shields with Multi-Dimensional Shields (Interdimensional trait technology) xx. Changed - Reduced Tachyon Sensors, Psychic Receptors and Temporal Sensors to 6 levels xx. Changed - Advanced sensors still see up to sight level 16, but there range at max tech no longer covers an entire system xx. Changed - Reduced Shard Cannons from 16 to 11 levels xx. Changed - Reduced Crystalline Torpedo from 20 to 11 levels xx. Added - Phase Disruptors and Small Phase Disruptors to Interdimensional Weapons xx. Added - Hyperspatial Darts to Interdimensional Weapons xx. Added - Quantum Tunneler to Interdimensional Weapons xx. Added - Null-Space Cannons, Null-Space Warhead to Interdimensional Weapons xx. Removed - Null-Space Weapons tech area xx. Changed - Moved Null-Space Projector to Interdimensional Weapons xx. Changed - Reduced Seeking Parasite from 20 to 11 levels xx. Changed - Some Psychic weapons could be used with Satellites or Drones, which was unintentional xx. Added - Point-Defense Weapon Anti-Fighter Missile [Review] xx. Changed - Reduced Flak Cannons to 3 levels but moved up earlier in Point-Defense Weapons tech area xx. Changed - Reduced Bomblet Missile to 3 levels xx. Changed - Reduced Tractor Beam and Repulser Beam to 6 levels xx. Changed - Updated most weapon sound effects including conversion to stereo xx. Added - Added dedicated sound effects for small weapons xx. Changed - Remove medium size of Weapon Platforms, Satellites, Fighters, Drones and Mines [Review] xx. Changed - Unit launching components no longer have cargo space (need to use combination of cargo bays and launchers) xx. Changed - Removed vehicle size levels for all units [Review] xx. Changed - Removed Emissive Armor restriction for units [Review] xx. Changed - Added Unit and Facility scrap modifiers to the Ultra-Recycler facility xx. Removed - Planetary Gravitational Shield Facility xx. Changed - Added Stop Planet Destroyer ability to System Gravitational Shield Facility xx. Added - Extradimensional Portal Facility, Subspace Transmitter and Sensor Facility to Interdimensional trait technology xx. Changed - Made sight level descriptions more clear for stellar objects, components and other items [WIP] xx. Changed - Added individual stellar abilities to each type of storm to allow for easier recognition in game of abilities [WIP]
Mask of Humble Oct 21, 2023 @ 7:32pm 
I love Stellaris and all its a fun game but honestly no matter what I always want to come back to this game, I hate that Strategy First killed it simply because people liked it more then their own game.

I'd love if someone remade this game for modern day, I enjoyed this game so much, it is just so much fun to have so much power at your fingertips, to be able to play the way you want too, for things like minefields to be useful and have satellites and defense platforms to defend key locations and have surface to space defenses and such.

I miss this game so much
Telfram Oct 22, 2023 @ 1:15pm 
Played many a x4 space game, but for some reason keep coming back to this one too,
Zak Nov 16, 2023 @ 11:29am 
I have just started replaying on Steam. So far, no errors. Originally, I played the Win 95 CD-ROM version. The price sticker on the original box says Best Buy $4.99 (USD) Holiday Dump Bin! Amazing game! I will be looking up the Discord site listed above.
smith860 Nov 19, 2023 @ 3:35pm 
I love the Balance Mod. It's the reason I continue to play SEV after all these years. I'll try to think of some aspect I'd want to improve.

This is probably off topic, but I'm having trouble building a sphereworld. I have a baseship with Sphereworld Generator in same sector as 10 Plate Bases (with 1 Planetary Gravity Plating component each) and 10 Cable Bases (with 1 Hyper Density Cables component each) in a system that was a nebula until I dispersed the nebula and created a new star. They're all 4 sectors from the star. Nothing else is in the system except 1 colony ship 8 sectors from the star.

With the Sphereworld baseship selected, I select the Stellar Manipulation Orders, then Create Stellar Construction. The message "Please select target for Construct Planet order..." appears at the top of the screen. If I select the location of the components as the target, nothing happens. If I select a sector nearby, nothing happens. If I select the location of the star, I get the message "Ship Sphereworld Ship 0001 cannot construct because there is no star at these coordinates."

I started this game with Balance Mod 1.20, and just updated it to 1.24. I got the same results in each version. I have not yet ended a turn with 1.24. Am I doing something wrong? I know I made a Sphereworld once, but it may have been in a Standard SE5 setup. Any help from anyone would be much appreciated.
CaptainKwok Nov 19, 2023 @ 7:13pm 
What's the description of the star in that system?
smith860 Nov 19, 2023 @ 7:33pm 
M-Type red dwarf star in mid-life.
smith860 Nov 20, 2023 @ 1:53pm 
Err - I think I may have found my problem. I was able to build the Sphereworld Generator component with tech level 2 in Stellar Construction. I have not yet achieved level 3. I suspect that this is generating an error condition (and a not very useful error message) when I try to build the Sphereworld.

On the subject of input for v 1.25, I have a couple of ideas:

1. The AI seems almost pathetic. I usually find it possible to get nearly all the AIs to be very friendly to me - nonaggression, trade, and one-sided technology transfers. This continues until I'm ready to conquer them, at which point I break the treaty and begin conquest. This action doesn't seem to affect my standing with any of the other AIs I have treaties with. It doesn't provoke a reaction from AIs allied to my new target. It allows me to get all technologies that anyone else gets, thus cementing a technological lead. The game would be more interesting if AIs were less willing to make one-sided deals, and if treaties between AIs had some obvious impact. And if AIs were more inclined to initiating hostilities. I use "Computer Player Difficulty: High" and "Computer Player Bonus: Low" as setup options.

2. The graphics in v1.24 seem less appealing than the ones in v1.20. Specifically, the system display is harder to see in v1.24. The green lines for the sector hexes are dimmer. The highlight for the active sector has relatively low contrast with the "normal" sector lines, so it can be hard to find the highlighted sector. This is especially trying when "zooming" from a news item to the planet or battle location referenced in the news item.

3. Also in the area of graphics, the tactical display is too "zoomed in" in v1.24. It's hard to see enemy ships and friendly ships in the same frame, unless the range is very short. It's hard to see a useful part of a large battle.

4. It would be interesting to allow the "nonaggression" choices in Diplomacy to be one-sided like the other choices are. For instance, I can have an agreement where the other empire shares their technology but I don't share mine. But I can't have an agreement where I can settle in their systems but they can't settle in mine. Can this be added?
CaptainKwok Nov 20, 2023 @ 5:56pm 
One problem is that human players always find and use exploits. Sometimes the best way is to remove certain elements from treaties to prevent that temptation.

There is a file ModAITreatySettings.txt that was added with the following settings:
Allow Trade := TRUE Allow Migration := TRUE Allow Colonization := TRUE Allow Share Technology := TRUE Allow Share Maps := TRUE Allow Share Comm Channels := TRUE Allow Share Espionage Info := TRUE Allow Share Sensor Info := TRUE Allow Share Vehicle Designs := TRUE Allow Share Combat Reports := TRUE Offer Trade := TRUE Offer Migration := TRUE Offer Colonization := TRUE Offer Share Technology := TRUE Offer Share Maps := TRUE Offer Share Comm Channels := TRUE Offer Share Espionage Info := TRUE Offer Share Sensor Info := TRUE Offer Share Vehicle Designs := TRUE Offer Share Combat Reports := TRUE

I recommend disabling a few for better games like the sharing of technologies. This adds in three ways 1) The AIs maintain more distinct technologies from each other and 2) Let's AI players use their bonus to keep ahead of players technologically and 3) Prevents players from exploiting the share technology element.

There is no way to change the treaty elements of the non-aggression clause, so if you don't like co-mingling then set both allow/offer colonization to FALSE. This also helps players create distinct areas of control, versus the hodge podge of AI players that you usually get.

There's going to be a bit of a re-haul for AI diplomacy in v125. On average, AI players will be more skeptical of human player interactions.

You don't see too much of a reaction in the situation you describe because at first you're friends with a group of AI players and there's no obvious reason for them to be mad. So what happens is that they are relatively happy with you and you are also friends with their friends, so that reinforces their positive mood. Even when you break off with one of them, the penalty might be drown out the positive effects from the fact your still friends with most of them.

The grid shift was pretty subtle - at least on my display it's still very obvious. You can always alter the colours though in Settings.txt (Background Hex settings) if you want something else.
Horny Rooster Nov 22, 2023 @ 5:33am 
Originally posted by CaptainKwok:
One problem is that human players always find and use exploits. Sometimes the best way is to remove certain elements from treaties to prevent that temptation.

There is a file ModAITreatySettings.txt that was added with the following settings:
Allow Trade := TRUE Allow Migration := TRUE Allow Colonization := TRUE Allow Share Technology := TRUE Allow Share Maps := TRUE Allow Share Comm Channels := TRUE Allow Share Espionage Info := TRUE Allow Share Sensor Info := TRUE Allow Share Vehicle Designs := TRUE Allow Share Combat Reports := TRUE Offer Trade := TRUE Offer Migration := TRUE Offer Colonization := TRUE Offer Share Technology := TRUE Offer Share Maps := TRUE Offer Share Comm Channels := TRUE Offer Share Espionage Info := TRUE Offer Share Sensor Info := TRUE Offer Share Vehicle Designs := TRUE Offer Share Combat Reports := TRUE

I recommend disabling a few for better games like the sharing of technologies. This adds in three ways 1) The AIs maintain more distinct technologies from each other and 2) Let's AI players use their bonus to keep ahead of players technologically and 3) Prevents players from exploiting the share technology element.

There is no way to change the treaty elements of the non-aggression clause, so if you don't like co-mingling then set both allow/offer colonization to FALSE. This also helps players create distinct areas of control, versus the hodge podge of AI players that you usually get.

There's going to be a bit of a re-haul for AI diplomacy in v125. On average, AI players will be more skeptical of human player interactions.

You don't see too much of a reaction in the situation you describe because at first you're friends with a group of AI players and there's no obvious reason for them to be mad. So what happens is that they are relatively happy with you and you are also friends with their friends, so that reinforces their positive mood. Even when you break off with one of them, the penalty might be drown out the positive effects from the fact your still friends with most of them.

The grid shift was pretty subtle - at least on my display it's still very obvious. You can always alter the colours though in Settings.txt (Background Hex settings) if you want something else.

Is this part of base game or the new Balance mod 1.25?
CaptainKwok Nov 22, 2023 @ 5:42pm 
This is in the current version of the Balance Mod (v124).
Horny Rooster Nov 24, 2023 @ 8:46am 
I would like to see more aggressive AI, who react to you breaking agreements with other AI. So if you break X with AI Y, then AI Z will get mad at you, and also if AI X has a bigger military than you, it will be really difficult to keep them from attacking you. I noticed AI are just too passive. You can create complete stability to tech up, then unleash your insane fleet to win, I want the AI to counter booming by attacking you.
I don't know if this is possible, but in old MOO2 if you took a planet, you could get a tech from the enemy, not sure if you can do that in Space Empires 5. That would be nice to see. I feel mine gameplay should be changed, so if you have high levels in mines, you need higher levels in detection in order to detect the mines to even sweep the mines. In other words, mine sweeping should have a high dependency on detection, but right now I think that isn't the case. You can sweep mines no matter how high tech mines are.
Last edited by Horny Rooster; Nov 24, 2023 @ 8:47am
Horny Rooster Nov 24, 2023 @ 8:50am 
I don't know if its something new to v1.25 but that inter-dimensional trait looks facinating.
Horny Rooster Nov 24, 2023 @ 10:56am 
Also it would be fun to have civilization traits that automatically cause other empires with traits to be at war by default, like if you are biological, any crystaline traited empires will just hate you, so you always have civilizations that will be at war from start.
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