Space Empires V

Space Empires V

TO Captain Kwok
Sorry, due to regional restrictions, I am unable to reply to my post and can only contact you in this way。Thank you for your reply. It's nice to communicate with you. I started playing the Balance MOD around version 1.19. I would like to share my thoughts on this game and hope it will be helpful for your future development. 1. The number of AI units in this game setting seems to only apply to the number of units deployed into space, and cannot be limited to the units within the planet. Therefore, when resources are sufficient, AI will stockpile a huge number of satellites, armies, or planes within the planet, resulting in severe game lag in the later stages. My CPU is 10400F, and it takes ten minutes to complete each round in the later stages; 2. The reason why spherical Dyson balls cannot be colonized is because you have set a blocked hex radius, which prevents colonial ships from entering the colony. Deleting the block will allow colonization; 3. I'm not sure about the logic of AI fleet building. Usually, when AI builds around 300 ships, it will stop building new ones, even if I adjust the maintenance fee in the settings to 0; Or increase the output of resource buildings and the upper limit of imperial reserves, increase the production capacity of shipyards, and increase the number of ships per 1000 buildings in the script. csf file; This doesn't have much effect, so I usually can't wait for what you said, 'AIs have around 1000 or more ships'. 4. I'm not sure why AI cannot develop all technologies in the later stages. There are always some technologies that cannot be developed, such as black hole technology; 5. At present, in fleet battles, under the condition of setting the maximum range strategy, the fleet will still engage in face-to-face combat with the AI fleet. Only when the speed and range are higher than those of the AI fleet captain, our fleet will adopt the kite flying tactic of running and shooting at the same time. 6. The Vengeance Totem component in religious technology, which provides combat damage bonuses, seems to be ineffective for both crew members and computers; The Shield Modifier for Facilities also has no effect; Red giants seem unable to create circular and spherical worlds; For now, based on the above findings, if there are any other confusions in the future, I will also provide feedback to you, hoping that it will be helpful for the development. Finally, thank you for your dedication to this game over the past decade. I have also been playing this game for over a decade and it is the main single player game on my computer. I hope the balance of mods will continue to improve. PS. I hope the developer can revive and rectify the usage of CPU0, haha
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CaptainKwok 9 Nov, 2024 @ 12:47pm 
Glad you are enjoying the game!

I'm not sure if how much you've played the v125+ series but several of the items you've shared have been corrected or changed:

The most significant reason for the game slowly down in the later stages is not the number of units, but the actual number of ship movements that happen during turn execution. As the game progresses, there are more ships which can move further with technology each turn and this is very taxing. With every single movement of an object, the game has to update its vision etc. So in a game with 10 players with 50 ships each that move 8 spaces, that's 4,000 potential moves. The same game could have 10 players with 400 ships that move 12 spaces and now you have 48,000 potential moves. I'm sure the game has some optimization for doing this work, but it still adds up. This is the main reason the systems in the mod were scaled down from the original game. In the soon to be posted v126, retreat is disabled so some of the combat processing will be faster.

Sphereworld blocked radius was changed to 1 in v125.

Red Giants have a larger blocked radius because of their massive size. It kind of makes sense that you can't build around them (not that any intelligent race would be around such an unstable object).

Religious components in v120 and beyond can't be used with Master Computers. When you suggest the Vengeance Totem doesn't work, is it because the weapon damage stats don't change on the design or you have observed the actual damage not receiving the bonus during combat?

Since some of the stellar manipulation technologies are generally less useful for the AI, I don't have them explicitly pursue things like Black Hole Manipulation until more or less everything else is researched.

AI players base their target ship levels on a number of facilities with the assumption that vehicle cost will stay roughly proportional to resource production throughout a game. There are modifiers for excess availability of resources but I can see that since they are not proportionately based (just a % increase if resources are high in general) that your adjustments wouldn't result in many more ships. I should probably make this modifier based on a ratio of the excess resources to the existing maintenance costs.
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