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[WIP] "Fair Fight" combat re-balance mod.

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12 years ago
Mar 15, 2013, 1:41:27 PM
I've seen that in the Mod the Tactics-Card is still at +25% Damage. In the Stock-Game it had been buffed recently.
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12 years ago
Mar 15, 2013, 2:34:50 PM
Ail wrote:
I've seen that in the Mod the Tactics-Card is still at +25% Damage. In the Stock-Game it had been buffed recently.




Thanks, i'll fix that.
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12 years ago
Mar 15, 2013, 3:51:42 PM
Xanth10 wrote:
Hello. Thanks for this great mod. In my german version of Endless Space the new battle cards have no text. So I created my own translation.





Fair Fight German Translation.rar




Cool, i will add it to the mod. Maybe i'll get around doing other translations if there is a demand for it (or someone is willing to do them).
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12 years ago
Mar 15, 2013, 4:20:19 PM
New version up. Hopefully it's the last time i have to fix the Pirates. Anyway, mostly fixes this time around, and the german translation (from Xanth10). I plan on adding more cards next version, but i'm still pondering on what effects they will have exactly. For sure there will be at least one missile card, but for the rest not sure yet.



Edit: Next version will also have updated cost for Gas Giant terraformation; i put them in but forgot to increase their cost like the others.
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12 years ago
Mar 17, 2013, 4:48:54 AM
Ail wrote:
I took the PlanetInfrastructure.xml, changed EnoughPop to 0.7*MaxSystemPopulation but instead allowed to continue building food on planet-types that get a bonus of at least 66% to food-production. Also I once again prohibited food-exploits at all for the Sowers. It once was this way. Then we figured it hurts them when they can't make food-improvements. But somehow Meedoc must've also allowed them to make food-exploits. Which makes no sense.





If you have been wondering why i didn't do it in my mod, i think it's a waste to keep one type of planet on food production when the goal to set it to switch in the first place was to free planets to do other things (including good food planets). Also, you don't need to include parameters for the sowers as they way Meedocs did it, they automatically switch to industry (not sure why, probably something coded elsewhere). But i'm currently testing a few changes myself so i may figure it out on the way...
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12 years ago
Mar 17, 2013, 2:16:13 PM
I have been testing extensively my mod and found there was several major bugs in it. I'm currently fixing them and making sure none are left. Governors were not working properly due to mistakes i made when adding extra parameters for the colonization; some planets were not colonized once the system was settled and sometimes visual oddities would even appear.



We really need a better log for errors when the game is running. Many errors don't prevent the mod to run or the file to be loaded, but can cause oddities that only intensive testing will find...
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12 years ago
Mar 17, 2013, 6:01:38 PM
Bridger wrote:
My current game is on 1.08. Should I be able to play 1.10 without restarting?




The mod will work, even with old saves, but certain things like new cards or the Pirates changes will only take effects on a new game. I'm almost done with my new version, i will probably post it later today (in a few hours) if i manage to crush all the minor bugs i'm struggling with.
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12 years ago
Mar 17, 2013, 8:23:46 PM
Foraven wrote:
I have been testing extensively my mod and found there was several major bugs in it. I'm currently fixing them and making sure none are left. Governors were not working properly due to mistakes i made when adding extra parameters for the colonization; some planets were not colonized once the system was settled and sometimes visual oddities would even appear.



We really need a better log for errors when the game is running. Many errors don't prevent the mod to run or the file to be loaded, but can cause oddities that only intensive testing will find...




I think i found this.

The problem is that the threshold at which food will be valued has been lowered, and so the AI will stop building food-related stuff much earlier, never achieving max-pop on any planet, and by so it will usually stay at 1 planet.

Now, where's the "Enough pop" variable that switches the value of food buildings?



Foraven wrote:
But there are still the governor change that make the AI switch planet purpose before max population (have set it to 80%) and did tweak the planet colonizing so the governors check approval before colonizing a new planet (Empire approval first, then to a lesser extent local one). Also tweaked ship building priorities (build more when at war/preparing for it, less when not) and planet preferences (so they are not as eager to colonize planets that will hit approval hard, like jovians/asteroids; i believe that part only affect new system colonizing, if it works. I


Those are the causes, i suppose especially the switch before max population (because max population is computed only at current colonizing levels, then the AI never bothers with food anymore. Now.. what variable is that?)
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12 years ago
Mar 17, 2013, 10:15:02 PM
How come I sometimes cannot download files? I'll click the file, it asks me to log in (even though I'm already logged in) and then after I log in again it asks me to log in again >_<
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12 years ago
Mar 17, 2013, 10:34:40 PM
Foraven wrote:
Also, you don't need to include parameters for the sowers as they way Meedocs did it, they automatically switch to industry (not sure why, probably something coded elsewhere). But i'm currently testing a few changes myself so i may figure it out on the way...


The reason why the Sowers usually build Industry is that they have a 1.4 or so modifier to building industry in Personality.xml. But in some cases it can still happen that they build food. And that's what happened in my latest game as them from time to time. It was really annoying.
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12 years ago
Mar 18, 2013, 12:40:47 AM
Aureon wrote:
I think i found this.

The problem is that the threshold at which food will be valued has been lowered, and so the AI will stop building food-related stuff much earlier, never achieving max-pop on any planet, and by so it will usually stay at 1 planet.

Now, where's the "Enough pop" variable that switches the value of food buildings?




Nah, i have found the bugs, most of them were missing ( or ) or even $. I also added a few extra parameters that were also buggy (current test build). Planets can reach max pop even if they are not set for Food, and the governor can be set to colonize with non-full planets (did it). In my build the governor was not colonizing certain planets due to the typos and missing stuff in the AIPath settings. I'll eventually root them all out, only a matter of time.
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12 years ago
Mar 18, 2013, 12:42:58 AM
Ail wrote:
The reason why the Sowers usually build Industry is that they have a 1.4 or so modifier to building industry in Personality.xml. But in some cases it can still happen that they build food. And that's what happened in my latest game as them from time to time. It was really annoying.




Yeah, i've run into this in my test game; for some odd reason one of my colony suddently switched to food. I think i will completely remove Food Exploitation for Sowers, it's useless for them anyway.
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12 years ago
Mar 18, 2013, 12:45:39 AM
Bridger wrote:
How come I sometimes cannot download files? I'll click the file, it asks me to log in (even though I'm already logged in) and then after I log in again it asks me to log in again >_<




Old forum bug, just follow the advices i posted along the link; clear cache, use a different browser... Never had the problem yet so i can't really comment on how effective each tricks are.
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12 years ago
Mar 18, 2013, 2:38:50 AM
New version up. A new card to play, lost of fixes, improved governors and a major overhaul of Sowers AI (not in the logs, sowers no longer can build Food Exploitation that are next to useless to them). Enjoy!
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12 years ago
Mar 18, 2013, 1:16:30 PM
It's sad, but part of my mod don't work as intended. The missile barrage seem to work combat mechanics wise, but don't show visually (just can't get it to work), i would need dev help here.
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