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BlackRain Space Emperor

Joined: Dec 19, 2006
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Posted: Sun Jul 20, 2008 7:00 am Post subject: News on 1.15? |
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Sorry to ask, just haven't seen any news in a few weeks so was wondering what was the status or ETA on the new BM?
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Posted: Sun Jul 20, 2008 1:05 pm Post subject: |
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It's basically done. I have a small 'beta' team playtesting to catch outstanding bugs and I hope to post it before next weekend assuming nothing major pops up.
Space Empires Depot | SE:V Balance Mod
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Xeriar Space Emperor

Joined: Sep 10, 2006
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Posted: Tue Jul 29, 2008 11:10 am Post subject: |
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Any more news? >_>
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Posted: Tue Jul 29, 2008 11:21 am Post subject: |
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Going ok. A number of bugs were reported that I'm currently working on, but the general consensus was that the AI is doing much better.
Space Empires Depot | SE:V Balance Mod
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Jorg Space Emperor

Joined: Jun 18, 2007
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Posted: Wed Jul 30, 2008 1:27 pm Post subject: |
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AI is better .
I'll try and compose a lil email when I get to spend some more time ingame of things I've noticed =).
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crazydog Space Emperor

Joined: Mar 09, 2007
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Posted: Wed Jul 30, 2008 2:02 pm Post subject: |
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AI is much better in big maps
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BlueTemplar Space Emperor

Joined: Mar 27, 2007
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Posted: Thu Jul 31, 2008 8:01 pm Post subject: |
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If you don't expand to the point of absolutely dwarfing them economically...
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crazydog Space Emperor

Joined: Mar 09, 2007
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Posted: Thu Jul 31, 2008 11:58 pm Post subject: |
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Not that easy on this version... LOL
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DarwinofMind Space Emperor

Joined: Jul 20, 2008
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Posted: Sun Aug 03, 2008 3:22 pm Post subject: |
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Hey, any chance you could tell me what the differences between 1.14 and 1.15 that don't have to do with AI?
I'm getting ready to start a long running PBEM with no AIs and was hoping to use Balance Mod 1.15. If it's just AI fixes we can get started now.
Otherwise possibliy you could share the current state with me since I don't need AI fixes.
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Fyron Galactic Guru

Joined: Aug 04, 2003 Location: CA, USA
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DarwinofMind Space Emperor

Joined: Jul 20, 2008
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Posted: Sun Aug 03, 2008 5:21 pm Post subject: |
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Thank you Fyron, That answers the first part, there are things worth waiting on...
any word about the second part of my question, as I can leave the AI bugs in and not worry about it.
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Posted: Mon Aug 04, 2008 2:17 am Post subject: |
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It shouldn't be too much longer. I'm fairly confident I've addressed the main bugs in the current version and only have a small list of tweaks to finish - which does include some of the data files - so I can't post those quite yet.
Space Empires Depot | SE:V Balance Mod
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DarwinofMind Space Emperor

Joined: Jul 20, 2008
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Posted: Tue Aug 05, 2008 3:15 am Post subject: |
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Ah thank you.
Keep up the great work.. love balance mod.
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Firzen_Zero Space Emperor

Joined: Jan 05, 2008
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Posted: Wed Aug 13, 2008 8:43 am Post subject: |
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Could you post a list of the recent changes Kwok? It's quite hard to kill the time until your next release without some savory snack.
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Posted: Wed Aug 13, 2008 12:50 pm Post subject: |
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Here's the latest changelog - mostly AI items since the last posting. Still a few fixes left before I can post it. But overall it's a lot better than v1.14!
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Version 1.15
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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 - 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 Wormhole Beam effect
xx. Removed - Anti-Ship Neutrino, Anti-Ship Ionic, and Anti-Ship Tachyon Warheads
xx. Changed - Only Shield Generators damage type skips armor and shields
xx. Changed - Adjusted damage amount of Shield Disrupter
xx. Changed - Increased the rate that population loyalty is gained and lost
xx. Changed - Adjusted happiness modifiers to make it a bit more challenging to obtain jubliant populations
xx. Changed - Modified engine requirements for Carrier and Dreadnought vehicle types
xx. Changed - Increased the size of Dreadnought hulls
xx. Changed - Small decrease to the size of Satellites
xx. Changed - Small decrease to the cost of troop components
xx. Changed - Increased the bonus/penalty amounts for the Organics and Radioactives racial traits to +/-25%
xx. Changed - Increased the bonus/penalty amounts for boarding parties in the Brave and Cowardly racial traits
xx. Changed - Increased the cost of the Ancient Race Trait to 1500 points
xx. Added - The Advanced Storage Techniques racial trait will now provide 20% more facility space
xx. Changed - Increased the cost of Advanced Storage Techniques racial trait to 2000 points
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 - Intelligence Centers are now available as a starting item
xx. Fixed - Error in displayed ranges for warhead components
xx. Changed - Robotoid Factory facilities now provide a bonus to construction rates and not production rates
xx. Changed - Reduced Robotics tech area to 6 levels and increased tech area cost
xx. Changed - Ultra-Recycler facilities now apply their scrap modifier to the whole system
xx. Changed - Increased tech area cost for Centralized Computer systems
xx. Fixed - A number of errors in maximum tech levels
xx. Changed - Small increase to ship experience bonuses to attack and defense
xx. Changed - Reduced score calculation by a factor of 10
xx. Changed - Clarified the bonuses from racial traits, government types, and society types
xx. Changed - Clarified the bonuses from the cultural tech areas
xx. Changed - Clarified the description for items that cured plagues
xx. Changed - Re-scaled all ship model sizes
xx. Changed - Modified turning and acceleration rates for all vehicles
xx. Changed - Made lightning effects in storms more subtle
xx. Added - AI will consider a player's government and society type as a factor in relations
xx. Changed - Enhanced the AI's anger system
xx. Changed - The AI will examine treaty elements for their relevance
xx. Changed - The AI will be more aggressive in addressing a low resource condition
xx. Fixed - There will still instances where a player's design type wouldn't match the internal AI design type
xx. Changed - Made improvements to the way the AI adds weapons to its ship designs
xx. Added - AI will consider ordnance levels as part of its resupply criteria
xx. Added - The AI will evaluate each of its ship's orders to see if they are still valid
xx. Added - AI will use stellar manipulation technologies (In progress)
xx. Added - New minister, Ships (All) - Naming, to update ship names after retrofitting
xx. Fixed - The AI was sometimes choosing negative racial traits when it wasn't intended
xx. Fixed - The AI was spending starting tech points on tech area levels that are provided by default
xx. Fixed - Sometimes the AI wasn't adding weapon tech areas like Point-Defense to its research queue
xx. Fixed - The Population Transport Minister won't drop non-breathers on a undomed colony
xx. Added - The AI can now make use of resource converters
xx. Changed - Improved the AI's retrofit and scrapping decisions
xx. Changed - The AI is a lot more effective at adding multiple items to its construction queues
xx. Changed - Improved the distribution of units on the AI's colonies
xx. Fixed - Sometimes an AI queue would get stuck building Intelligence Centers whether they were available or not
xx. Fixed - The AI would try and drop units in a sector that already had the maximum number allowed
xx. Fixed - The AI wasn't always responding urgently to colonies with zero population
xx. Fixed - Sometimes AI players would send messages to individual empires in an Alliance
xx. Fixed - The AI would sometimes build multiple production boosting facilities
xx. Fixed - The AI wasn't building Monolith Facilities when it should have
xx. Changed - The AI will hijack Cargo Transports (or Colony Ships with no orders) for use as Population Transport if they colonies with no population
xx. Fixed - The AI was sometimes now getting a player's score and therefore was not able to make proper diplomatic decisions
xx. Changed - Made several improvements to help the AI maintain a suitable balance of resources
xx. Fixed - Sometimes the AI would add more facility upgrades to a queue than it had facilities of that type
xx. Changed - Added some improvements to the AI's use of remote resource components
xx. Fixed - AI players will no longer attempt to build ships/units when they have reached max units/ships
xx. Changed - Ships in fleets will be retrofitted more often by the AI when the fleet is at a Space Yard
xx. Fixed - Sometimes the AI had difficulty in undoming a colony with three or more races present
xx. Fixed - AI would sometimes research a tech area that was already maxed out
xx. Fixed - Scout/Explorer ships were not always sent by the AI to the nearest unexplored warp point
xx. Changed - AI players will now consider maximum ship and unit limits
xx. Changed - Repair ships will sometimes be sent to rescue disabled ships rather than just sent to fleets
xx. Fixed - Sometimes the AI would send multiple fleets to the same target when it wasn't necessary
xx. Updated - AI Scripts
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DaveN Space Emperor

Joined: Aug 03, 2008
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Posted: Wed Aug 13, 2008 1:19 pm Post subject: |
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Cool... I'm drooling for the release. 
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WilliamTheBat Space Emperor

Joined: Aug 13, 2008
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Posted: Wed Aug 13, 2008 7:43 pm Post subject: |
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Excuse me while I drool in anticipation!
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prisoner881 Space Emperor

Joined: Jul 15, 2007
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Posted: Thu Aug 14, 2008 3:49 am Post subject: |
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Kwok, I didn't see the change you made allowing sensor components on weapons platforms. Is it still making it into 1.15?
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crazydog Space Emperor

Joined: Mar 09, 2007
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Posted: Thu Aug 14, 2008 7:49 am Post subject: |
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Yes, right now (1.15 beta) you can put sensor in WP
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Kepper Space Emperor

Joined: Jun 01, 2006
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Posted: Sun Aug 17, 2008 10:06 am Post subject: |
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Any news about the release
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CaptainKwok Balance Guru

Joined: Aug 04, 2003 Location: Toronto, Canada
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Posted: Mon Aug 18, 2008 1:21 am Post subject: |
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I'm still making modifications to the AI based on tester feedback. The AI could still be a bit more aggressive when it can afford to be and there's a few broken AI designs lying around. Minor details that I hope are resolved very shortly.
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MisterBenn Space Emperor

Joined: Nov 17, 2006
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Posted: Thu Aug 21, 2008 7:23 pm Post subject: |
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Between this changelog and the hope of an interface-intensive official patch in the pipeline, things are really looking up! 
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MrOuija Space Emperor

Joined: Aug 29, 2008
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Posted: Fri Aug 29, 2008 11:53 pm Post subject: |
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Has this released somewhere yet? I've been checking for about a month or so after it was said to be basically done, but haven't seen anything, maybe I missed it.
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ekolis Virtual Guru

Joined: Aug 04, 2003 Location: Cincinnati, OH, USA
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Posted: Sat Aug 30, 2008 12:03 am Post subject: |
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Not yet, though Kwok mentioned on IRC the other day that he planned to have it ready by Labor Day - of course, I don't know when the Canadian Labor Day is, only the American version (which is this coming Monday)!
"Figuring out the UI is half the fun!" - Xintis, fan of both SE5 and WarioWare
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Kepper Space Emperor

Joined: Jun 01, 2006
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Posted: Sat Aug 30, 2008 7:39 am Post subject: |
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The Canadian Labor Day is also monday
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