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View Code? Open in Web Editor NEWSort of Balanceish Mod - A customized version of Captain Kwok's Balance Mod that addresses some of my pet peeves with the mod.
Home Page: http://edkolis.com/sobmod
Sort of Balanceish Mod - A customized version of Captain Kwok's Balance Mod that addresses some of my pet peeves with the mod.
Home Page: http://edkolis.com/sobmod
Captain Kwok's Balance Mod for Space Empires V ============================================== Contents: --------- 1. Background 2. Brief Summary of Changes 3. Installation 4. Important Notes 5. Adding Custom Races to the Balance Mod 6. Adding FQM Beta v10+ 7. Website and Contact Info 8. Special Thanks 1. Background: -------------- The original purpose of the Balance Mod was to supplant the default data files that are included with Space Empires V with balanced files that retained the spirit of the standard game. A collection of SE:V beta testers participated in its initial development and since then many others have provided comments and suggestions that have shaped the mod into its current form. Hopefully the mod addresses most of the issues that take away from the standard SE:V game. 2. Brief Summary of Changes: ---------------------------- For the most part, the tech tree remains close to standard SE:V with most of the changes confined to a reduction in the number of tech levels and where some of branching occurs. Overall, research has been increased in cost to retain the long length of the tech tree and to reduce the need to retrofit items frequently. The mod incorporates parts of Fyron's Quadrant Mod, which adds a number of new systems and quadrant types, and generally makes each system unique and interesting to explore. A few other graphic changes were made, reducing the size of empire flags without reducing the usefulness of the colony status bar. Ship sizes have been slightly modified and there is a return to a SE:III style propulsion system where larger ships require more engines to move. Ship balance between small and large ships is improved as well as between units and ships. Components and facilities should be more balanced and a few additions were made to help with ship designing. Costs are slightly more diversified and descriptions updated to provide helpful ability or stacking information. Over the development of the mod, a few components or facilities had been modified to provide a different ability then they did in standard SE:V. Weapons have also been adjusted to allow for a variety of research and deployment options. Hopefully this should allow for a number of viable weapon strategies that can work throughout the game. Weapon mounts now provide only a modest bonus to damage and range in exchange for increased cost. Resource extraction has been slightly diversified to make Organics/Radioactives more important. Research has been spread out a bit more, which more significant gains per tech level. The intelligence system is now "leaky", which gives an opportunity for even a small empire to score the occassional project success. There's also been tweaks to improve the fairness of racial traits and other empire modifiers like government types or society types. The AI has been extensively updated and developed. The AI is setup to utilize almost any item that players can. The personalities of individual AIs are more readily apparent AIs can offer a challenge to most players. Many of the ministers work well enough for human players to trust and handle some of the more mundane aspects of empire management. 3. Mod Installation: -------------------- 1. Extract the contents of .zip/.rar file to SE:V's GameType folder (..Space Empires V\GameTypes) 2. When starting a new game or using quick start, select "Balance Mod v#.##" from the list of game types to use the mod 3. Enjoy! Note that saved games with the mod will automatically load the mod when you load them. 4. Important Notes: ------------------- 1. You cannot use saved maps, game setups, or empire files from the standard game with the Balance Mod. 2. If you're making a few changes to the Balance Mod, consider the followng: - Modifying the ship sizes will likely cause issues with AI ship design since the AI uses specific hull sizes to determine the amount of space to dedicate to weapons or speciality components - The AI references many items by name, so changing names can cause issues - The impact of the above changes can be mitigated by making the appropriate adjustments in the Balance Mod's AI scripts. Source scripts are usually available for download from the Balance Mod website. 3. The default AIs used for ministers are scripted to use certain weapons and armors, so they won't typically use racial trait items or necessarily the best weapon available. 5. Adding Custom Races to the Mod: ----------------------------------- If you've downloaded a new shipset and would like to use in the Balance Mod, follow the steps below: 1. Create a folder in the Balance Mod's Empires folder with the same name as the Race's default folder - it is important to use the exact same name so the game will now where the pictures and models are 2. Copy the race's [Race Name]_AI_main.txt file into that folder 3. Edit the following lines in [Race Name]_AI_main.txt: From: AI Script File := [Race Name]\[Race Name]_Main_Script.csf AI Script Empire Setup File := [Race Name]\[Race Name]_Setup_Script.csf To one of the following default scripts: AI Script File := Default\Default_Main_Script.csf AI Script Empire Setup File := Default\Default_Setup_Script.csf AI Script File := Default\Default_Defensive_Main_Script.csf AI Script Empire Setup File := Default\Default_Defensive_Setup_Script.csf AI Script File := Default\Default_Aggressive_Main_Script.csf AI Script Empire Setup File := Default\Default_Aggressive_Setup_Script.csf This will tell the AI to use the Balance Mod's default AI files with the ship set, making sure it works properly with the mod. 6. Adding FQM Beta v10+: ------------------------- The Balance Mod incorporates most of the FQM changes, but if you'd like to merge an updated FQM version with the mod, here is one way to do it: 1. Copy your Balance Mod folder and rename it to something like "Balance Mod FQM" 2. From your FQM install, copy all of the .txt files in the data folder into the Balance Mod FQM data folder Alternatively, you can also follow these instructions: http://fqm5.spaceempires.net/help.php 3. Make sure you have the "Stellar Pack" from the Multimedia Pack installed - its required for FQM Beta v10 or greater: Link: http://mm.spaceempires.net/download.php 7. Website and Contact Info: ----------------------------- For updates, additional resources and information: http://www.captainkwok.net/balancemod.php Balance Mod Help Page: http://wwww.captainkwok.net/balancemodhelp.php Balance Mod FAQs: http://www.captainkwok.net/balancemodfaqs.php Balance Mod Minister FAQs: http://www.captainkwok.net/balancemodministers.php Balance Mod Discussion Forum at Spaceempires.net: http://www.spaceempires.net/home/forum-73.html Comments/Questions: http://www.captainkwok.net/contact.php 8. Special Thanks: ------------------- Nolan Kelly (Fyron) - Inclusion of FQM, generic slot layouts, testing and suggestions Chris Traber (Tampa_Gamer) - Ship Experience values, testing and suggestions, Balance Mod tech chart Nick Dumas (SuicideJunkie) - Suggestions, small main Empire flag sets Jonathan Sorensen (se5a) - Small component images, testing and suggestions Andreas Brüngger (Q) - Testing and suggestions Paulo Brito (CrazyDog) - Testing and suggestions Baron Munchausen - Testing and suggetions Philipp Kullmann (Mephisto) - Testing and suggetions Bruno Ethier (Paladin) - Testing and suggetions Wayne Witzke - Additional small size flag sets Grendel, Albi_joe, Crissa, Ender, Prisoner881, etc. - For all their friendly and detailed posts/e-mails about items in the mod Thanks to all those that volunteer at various times to beta test! A special thanks to all the other posters at Shrapnel, SpaceEmpires.net, and SpaceEmpires5.com for their feedback, AI script suggetions, and other comments!
Small units bloat turn processing times and crash games! We can still maintain fighter specific weapons that do less damage but fire insanely fast... Let's also scale up fighter bays and of course scale down militias!
They still block a 6 hex radius even though systems are smaller
For instance, "Recruit (0-999)" or whatever
That is, they would provide standard movement not bonus movement, and not be limited to one per ship.
Inspired by Dark Nova 🙂 To keep all hulls useful throughout the game, Don’t need to be weapon mounts, could be for any components - maybe frigates get a sensor mount hat makes sensors smaller and cheaper?
So you can specify exactly what project you want to run!
So they show up properly on various screens
Right now large mounts don’t even increase the size of a weapon, which seems silly to me. Plus when you unlock heavy mounts, they’re useless compared to large mounts because the large mounts have been leveled up quite a bit. And big ships can mount ridiculous numbers of weapons even with a massive mount, which gets clicky.
They completely obsolete CSM’s for the most part; maybe if I reduced their range and increased their damage, there might be a better choice?
Facilities could be mostly organics, weapons could be mostly radioactives…
Might as well reduce it to one level, or give the higher level ones something special… Maybe make them bigger at low levels so you need a larger ship to install them on?
For the non-native colony modules. Maybe call it an ark?
Say, reduce the beam speed a bit? Or convert it to skinny pulse?
So instead of researching Organic Technology, you’d research Armor and get organic armor in conjunction with the regular armor.
Could use some dummy cultural achievements to explain what needs to be researched for each racial tech…
Such as Colonization, Xenoarchaeology, and Weapon Mounts. Racial theoretical techs too if they still exist…
Not sure what they would do... they can't affect seeker HP, that's for sure!
For instance, instead of phased energy weapons requiring physics, they might instead require moderate levels of energy stream weapons. Theoretical techs that don't do anything are boring!
This will prevent them from flinging enemy ships across the map.
Stock SE4 did things well IMO - there were only a few levels of each tech, but they were large - they cost a lot (usually) but gave large benefits. Stock SE5 on the other hand was the other extreme - tech levels were cheap and gave small benefits. BM did something in between but I don't like the levels are so small in terms of benefits.
Step 1: Adjust tech cost formulas - use SE4 style quadratic formula for high tech cost, and square root progression for low cost.
Step 2: Increase benefits from each level-up
Step 3?: Condense levels that don't unlock anything new and just level up existing stuff.
This is what the description says but the restriction isn't actually there.
Dreadnoughts and baseships, I'm looking at you! maybe we need a fourth tier of transport hull?
What it says on the tin 🙂
So your shields don’t get disabled because you forgot to add a token supply storage. I think satellites already do this so why not bases?
For instance, one unique tech might give you organic armor...
And if you have both, you get an uber version, like in Dark Nova!
Larger ships can mount so many engines it's ridiculous the amount of clicking you have to do. We should scale up engines and reduce the number of engines that ships can mount.
You can add a lot of them on a larger ship and it gets ridiculous.
They are rather weak for a high tier tech - they need some sort of buff, or maybe just move them down to military science 2?
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