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Spaceempires.net :: ETA Date for 1.15? :: View topic
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ETA Date for 1.15?
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Hexxon
Space Emperor


Joined: Feb 06, 2008

PostPosted: Sun Mar 16, 2008 10:35 pm    Post subject: ETA Date for 1.15? Reply with quote

Hi Capt.

We're thinking about starting a new game, waiting for the 1.68 patch. Is there an ETA and a change log for 1.15 yet? we might wait for that as well because it is not compatible with 1.14 and under.

Thanks in advance.


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Mon Mar 17, 2008 12:44 am    Post subject: Reply with quote

I'm aiming for early April.

Here's the current changelog:

Code:

Version 1.15 (xx April 2008)
----------------------------
xx. Changed - Increase Small Shield Generator shield points
xx. Changed - Slight revision to Small Shield Generator tech area requirements
xx. Changed - Decreased Organic Armor and Crystalline Armor to 10kT
xx. Changed - Reduced Organic Armor and Crystalline Armor to 16 tech levels
xx. Changed - Decreased Small Organic Armor and Small Crystalline Armor to 1kT
xx. Changed - Reduced Small Organic Armor and Small Crystalline Armor to 6 tech levels
xx. Changed - Reduced Energy Refractor to 5 tech levels
xx. Changed - Energy Refractor can only be placed in armor slots
xx. Changed - Increased seeker defense bonus
xx. Changed - Generally reduced seeker supply usage
xx. Fixed   - Error in the number of attackers supplied by Boarding Parties
xx. Changed - Adjusted tech level requirements for Ordnance Vat and Small Ordnance Vat components
xx. Changed - Adjusted tech level requirements for Genetic Recoding Lab facility
xx. Changed - Increased range and effect of Tractor Beam and Repulser Beam
xx. Changed - Increased Wormhole Beam effect
xx. Changed - Adjusted all warhead costs and damage amounts
xx. Removed - Anti-Ship Neutrino, Anti-Ship Ionic, and Anti-Ship Tachyon Warheads
xx. Changed - Increased the rate that population loyalty is gained and lost

xx. Changed - Players will now start with level 1 in their racial tech areas
xx. Changed - Organic and Crystalline races with only have access to their racial trait hulls
xx. Changed - Revised Crystalline weapons
xx. Changed - Revised Organic weapons
xx. Changed - Revised Psychic weapons
xx. Changed - Revised Temporal weapons

xx. Changed - Clarified the bonuses from racial traits, government types, and society types
xx. Changed - Clarified the bonuses from the cultural tech areas


I've completed most of the data file changes I wanted to, but haven't touched the scripts yet.

The current To Do list:

Code:

Data Files:
- Reduce seeker supply usage (Done)
- Increase seeker defense (Done)
- Fix errors in tech tree (In progress)
- Reduce Organic and Crystalline Armor size, levels (Done)
- Increase Small Shield Generator shield points (Done)
- Adjust all warheads (Done)
- Adjust happiness settings (In progress)
- Review weapons (In progress)
- Restrict Crystalline/Organic races to respective hull types (In progress)
- Give racial traits starting tech levels (In progress)

AI Scripts:
- Implement new anger system
- Revise treaty process
- Implement useful stellar manipulation functions
- Improve enemy design analysis
- Consider mothball scheme
- Improve treaty element analysis
- Improve enemy design analysis
- Improve adjustments in response to enemy design analysis
- General fixes


Space Empires Depot | SE:V Balance Mod


Last edited by CaptainKwok on Mon Mar 17, 2008 2:07 am; edited 1 time in total


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ekolis
Virtual Guru


Joined: Aug 04, 2003
Location: Cincinnati, OH, USA

PostPosted: Mon Mar 17, 2008 2:04 am    Post subject: Reply with quote

Removing the anti-ship special damage type warheads (which honestly I had no idea existed in the first place)? Why's that? Sad
Speaking of warheads, could you please make the warheads use different pictures depending on their damage type, not based on what hull they can be mounted on? It's rather annoying to have all the mine warheads be yellow so you can't tell them apart at a glance on the design screen or the scan window! Razz

Since when did players start with level 1 in racial techs that that would be removed? Or is that a typo - "not" in place of "now"?

What if you are crystalline AND organic? What hulls do you get in that case? Hopefully not "no hulls"? Wink It would be cool if you got some sort of "composite materials" hull with both crystalline and organic abilities...


HAH! NO ONE expects the SPANISH INQUISITION!!! >:-]


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Mon Mar 17, 2008 2:10 am    Post subject: Reply with quote

Those are the Drone based warheads, since they didn't make too much sense for a mobile unit like a Drone. I kept the special mine warheads, where those kinds of warheads are useful.

If you're organic and crystalline, you'd have both hulls.


Space Empires Depot | SE:V Balance Mod


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Hexxon
Space Emperor


Joined: Feb 06, 2008

PostPosted: Mon Mar 17, 2008 2:56 am    Post subject: Reply with quote

DROOL.. okay we're definitely waiting. Surprised BTW, if you have a release candidate that need to be tested, I should have some time coming up to lend a hand.

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kianykin
Space Emperor


Joined: Dec 17, 2007

PostPosted: Mon Mar 17, 2008 4:38 am    Post subject: Reply with quote

i used anti-ship warheads on drones basically just long range cruise missiles. Not really useful with current game mechanics, but I don't see a reason to remove them either.

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Crissa
Space Emperor


Joined: Jan 07, 2006

PostPosted: Mon Mar 17, 2008 4:39 am    Post subject: Reply with quote

The special drone warheads worked but the special mine warheads do not work in 1.66.

kianykin wrote:
i used anti-ship warheads on drones basically just long range cruise missiles. Not really useful with current game mechanics, but I don't see a reason to remove them either.


Yeah, very useful for planets, starbases, and baseships so they would not be out-ranged or out-sped.

-Crissa


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Mon Mar 17, 2008 2:23 pm    Post subject: Reply with quote

Just to clarify, I kept the plain Anti-Ship Warhead and Anti-Planet Warhead for Drones. I just dropped the special damage type ones.

Space Empires Depot | SE:V Balance Mod


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neofit
Space Emperor


Joined: Dec 26, 2006

PostPosted: Fri Apr 18, 2008 9:31 pm    Post subject: Reply with quote

Sorry for bugging you with this, but I am itching to start a new game of SEV after being away from the game for a year, and was wondering if it was possible to get an updated ETA for v1.15 of the Balance Mod?

Thanks.


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devnullicus
Space Emperor


Joined: Sep 14, 2007
Location: Redwood City, CA

PostPosted: Sat Apr 19, 2008 3:03 am    Post subject: Bug in Script_AI_Construction.txt Reply with quote

I was looking through the AI files from BM 1.14 trying to modify them to work with DevnullMod, and I noticed a bug in your version of Script_AI_Construction.txt

in the method Get_Facility_Construction_Percentages, there is a line that reads:
Code:
  set skip_monolith                    := Is_Facility_Available(lng_facility_id_monolith)


That will mean that if monolith facilties are available, it will not build them, but if they are NOT available, it will try to build them. This seems...backwards. Shouldn't that line read:
Code:
  set skip_monolith                    := not Is_Facility_Available(lng_facility_id_monolith)

?


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mrWHO
Space Emperor


Joined: Jul 28, 2007

PostPosted: Sat Apr 19, 2008 1:52 pm    Post subject: Reply with quote

Will 1.14a saves be working with 1.15 ??

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albi_joe
Space Emperor


Joined: Mar 19, 2005
Location: USA

PostPosted: Sat Apr 19, 2008 6:32 pm    Post subject: Reply with quote

I'm pretty sure the good Cap'n said 1.15 is a game breaker; 1.14a is there to allow games to continue, and doesn't have all 1.15 features.

There is a fine line between Genius and Insanity. I am firmly on one side of that line!


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Sun Apr 20, 2008 2:11 am    Post subject: Reply with quote

The v1.14a and eventually v1.14b are to allow BM 110+ folder games to continue on PBW etc. with some of the non-save game breaking changes.

I've been away on vacation for the last week, so progress has been a bit slow. My test games with my nephew this week have shown a few more items to fix and there's still a few AI functions to put in. My best guess would be a couple weeks from now assuming I have a "beta" out this week.

---

The monolith boolean variable is missing its NOT.


Space Empires Depot | SE:V Balance Mod


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Althial
Space Emperor


Joined: Mar 14, 2008

PostPosted: Sun Apr 20, 2008 1:18 pm    Post subject: Reply with quote

We have been playing a BM 1.10+ game for some time now ( 3 months, 1 turn/day ) and we have both an organic and a crystalline race present. I realize the posted change notes are somewhat outdated or have already been introduced into the game but some of which are quiet interesting.

Are the changes regarding organic and crystalline techs/components still in mind? Will they ever take place? Especially the one reducing organic armor tonnage to half its current value. That'd be one heck of change so I'd like to know in advance. Yes, I am the one playing the organics Wink

Althial


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crazydog
Space Emperor


Joined: Mar 09, 2007

PostPosted: Tue Apr 22, 2008 3:42 pm    Post subject: Reply with quote

Just for clarity...

Is 1.15 have some (put the list please) or all of the Stellar functions?

Is the AI capable of creating managing alliances?

For me, these are the two things that made 1.15 the revolutionary and not the evolutionary version...


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Tue Apr 22, 2008 7:10 pm    Post subject: Reply with quote

So far I've just put in a function for the AI to create planets, but I intend to put functions in for all stellar manipulations for v1.15.

The problem with Alliances is that I'm not really familiar with the alliance functions that are working correctly. If you or someone with more alliance knowledge can post in some detail about which areas are working correctly, then I can make sure the AI can handle those.


Space Empires Depot | SE:V Balance Mod


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Wed Apr 30, 2008 11:07 pm    Post subject: Reply with quote

Just a bit of an update...

I've got most of the stellar manipulation ministers working now. Trying to finish up the changes to ship design and fixing the bugs introduced by the new design scheme.

There's also a couple of SE5 quirks which are preventing the new AI anger system from working as intended - a number of diplomatic messages and combat events get missed by the built-in script functions during sequential turn games, which means the AI's mood is mostly determined by political relations. I'm looking for workarounds to counter this or fixes from MM.

On the data file side, just finishing up some changes to the quadrant files to fix a few outstanding issues.


Space Empires Depot | SE:V Balance Mod


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M-5
Space Emperor


Joined: Feb 21, 2008

PostPosted: Wed May 07, 2008 2:30 am    Post subject: Reply with quote

Any hope for a 1.14b? I'm running a PBEM game and don't want to scrap it (but would love some of the upgrades).

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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Wed May 07, 2008 3:41 am    Post subject: Reply with quote

There'll be a 1.14b to fix a few outstanding bugs.

Space Empires Depot | SE:V Balance Mod


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Tron
Space Emperor


Joined: Apr 11, 2008

PostPosted: Fri May 16, 2008 9:00 am    Post subject: Reply with quote

Hi Capt!

Don't mean to be a pest but we are in mid May and I recall you were planing on treating us to your new offering in early April...
A 1.14b patch would be nice but a 1.15 release would be awesome! Very Happy
Keep up the good work, the fans are holding their breath. Razz


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Fri May 16, 2008 5:39 pm    Post subject: Reply with quote

There's a couple of SE5 bugs/quirks that are hurting the current v1.15, so I'm going to wait until the next SE5 patch is released before posting the new update. Fortunately, that shouldn't be too much longer.

I did take some time this week to re-jigged all the turn and acceleration rates for ships. I think most users will like the new combat movement physics.


Space Empires Depot | SE:V Balance Mod


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Tron
Space Emperor


Joined: Apr 11, 2008

PostPosted: Fri May 16, 2008 5:50 pm    Post subject: Reply with quote

Excellent! I knew there had to be a reason. Do you happen to know when the next SE5 patch is coming out?

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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Fri May 16, 2008 6:26 pm    Post subject: Reply with quote

Optimistically I would say 2-3 weeks at most. There's a few critical bugs in v1.71 that need to be taken care of.

Space Empires Depot | SE:V Balance Mod


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Shrike
Space Emperor


Joined: Jun 17, 2006

PostPosted: Sat May 17, 2008 10:02 am    Post subject: Reply with quote

If you mean by that that MM will need to fix them first, then your guess on when to expect a next patch is better than ours. It's a bit frustrating not knowing what his bug priority list is and I imagine it doesn't help you much either Mad

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mrWHO
Space Emperor


Joined: Jul 28, 2007

PostPosted: Sat May 17, 2008 1:29 pm    Post subject: Reply with quote

Hey Kwok, is it possible to turn on that option to be able to use warp points in space combat? You said it's off but I wonder if it's any chance to turn it on in BM or in any upcoming SEV patch?

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