Space Empires V

Space Empires V

CaptainKwok 24 Nov, 2024 @ 10:00am
Balance Mod v126 Posted
A new version of the Balance Mod has been posted. Version 126 is an update for the v125+ series and makes a few fixes/adjustments to the data files plus some updates to the AI including a new "game villain" scheme which provides boosts to select aggressive AIs during the game.

You can get the update here:
https://www.captainkwok.net/balancemod.php

All resources (source scripts + tech chart) updated.

Changelog:
1. Fixed - Error in Large Satellite Mount requirements 2. Changed - AI players had a tendency to use too many of designated "Special" weapons on their designs 3. Fixed - Binary systems with no planets could be starting positions for players 4. Changed - Switched Space Combat Map Radius to 1000 from 1500 5. Changed - Disabled allow retreat in space combat (you can change this value in settings.txt) 6. Fixed - Psychic Training Facility only had 1 ability instead of intended 3 abilities 7. Changed - Increased Planetary Shield Generator shield strength by 2x 8. Changed - Adjusted small seeker weapon accuracy to -4% per 10 range from -5% per 10 range 9. Changed - Electric Discharge, Small Electric Discharge & Lightning Ray accuracy now decays at half the standard rate 10. Fixed - AI players were sometimes converting asteroids to planets in systems they didn't control 11. Fixed - When using Quickstart, human players were being given the AI assist trait 12. Fixed - It was possible that resource storage intel or random events could involve negative amounts of resources 13. Changed - Incorporated the event severity level into selected event effect amounts 14. Changed - Shield Damaging Weapons tech area now requires level 1 Shields 15. Fixed - Large Crystalline Satellite had 3 levels instead of intended 1 level 16. Changed - Small boost to weapon damage bonus (+5%) for Warrior and Xenophobe society types 17. Added - A system modifier note for all players when a system may form transient dimensional rifts (ie a Dimension Rift Projector Facility is present) 18. Fixed - AI players were not always correctly remembering important diplomatic/message dates 19. Fixed - AI ground combat stats were not always being compiled correctly 20. Changed - AI players with a Non-Aggression in Neutral Space treaty element with an empire will more assertively target trespassing ships in their colonized systems 21. Changed - Added more types of general messages for different diplomatic states 22. Added - Some AI players will vary moderately in personality from game-to-game 23. Added - Feature to elevate some AI players as a game villain where they receive research boosts
Last edited by CaptainKwok; 24 Nov, 2024 @ 10:01am
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Showing 1-15 of 20 comments
Horny Rooster 25 Nov, 2024 @ 9:55pm 
thank you, playing it now
Fiveangels 7 Dec, 2024 @ 5:27am 
Captain Kwok, I couldn't believe it when I saw your name in this forum. I have played SE since initial launch, and your mod since the beginning. Just amazing you are still putting the work in, I last played this about a decade ago....eager to see what you have done now. So happy to see you're still around.
CaptainKwok 7 Dec, 2024 @ 6:14am 
Thanks. There's still quite a few players around for both Space Empires IV and V. Maybe they're not too active on forums or the Discord server, but from download numbers on my site you'd be surprised.
Horny Rooster 13 Dec, 2024 @ 4:36pm 
How do I add the "game villian" to aggressive AI's or does it do it automatically?
CaptainKwok 13 Dec, 2024 @ 4:51pm 
It's determined randomly during the first turn.
Horny Rooster 14 Dec, 2024 @ 11:50am 
Great, I think I am fighting him now in my current game, its rought, but fun. Very much a war of attrition.
Geezasaur 16 Dec, 2024 @ 7:38pm 
Originally posted by CaptainKwok:
A new version of the Balance Mod has been posted. Version 126 is an update for the v125+ series and makes a few fixes/adjustments to the data files plus some updates to the AI including a new "game villain" scheme which provides boosts to select aggressive AIs during the game.

You can get the update here:
https://www.captainkwok.net/balancemod.php

All resources (source scripts + tech chart) updated.

Changelog:
1. Fixed - Error in Large Satellite Mount requirements 2. Changed - AI players had a tendency to use too many of designated "Special" weapons on their designs 3. Fixed - Binary systems with no planets could be starting positions for players 4. Changed - Switched Space Combat Map Radius to 1000 from 1500 5. Changed - Disabled allow retreat in space combat (you can change this value in settings.txt) 6. Fixed - Psychic Training Facility only had 1 ability instead of intended 3 abilities 7. Changed - Increased Planetary Shield Generator shield strength by 2x 8. Changed - Adjusted small seeker weapon accuracy to -4% per 10 range from -5% per 10 range 9. Changed - Electric Discharge, Small Electric Discharge & Lightning Ray accuracy now decays at half the standard rate 10. Fixed - AI players were sometimes converting asteroids to planets in systems they didn't control 11. Fixed - When using Quickstart, human players were being given the AI assist trait 12. Fixed - It was possible that resource storage intel or random events could involve negative amounts of resources 13. Changed - Incorporated the event severity level into selected event effect amounts 14. Changed - Shield Damaging Weapons tech area now requires level 1 Shields 15. Fixed - Large Crystalline Satellite had 3 levels instead of intended 1 level 16. Changed - Small boost to weapon damage bonus (+5%) for Warrior and Xenophobe society types 17. Added - A system modifier note for all players when a system may form transient dimensional rifts (ie a Dimension Rift Projector Facility is present) 18. Fixed - AI players were not always correctly remembering important diplomatic/message dates 19. Fixed - AI ground combat stats were not always being compiled correctly 20. Changed - AI players with a Non-Aggression in Neutral Space treaty element with an empire will more assertively target trespassing ships in their colonized systems 21. Changed - Added more types of general messages for different diplomatic states 22. Added - Some AI players will vary moderately in personality from game-to-game 23. Added - Feature to elevate some AI players as a game villain where they receive research boosts
THE Captain is still going! WOW Im 66yo, been gaming since the 80's , remembering Capt Kwok from WAAAY back, and giving Him a shout-out after all these years!
Geezasaur 16 Dec, 2024 @ 7:44pm 
Originally posted by Dotx3Dash:
Originally posted by CaptainKwok:
A new version of the Balance Mod has been posted. Version 126 is an update for the v125+ series and makes a few fixes/adjustments to the data files plus some updates to the AI including a new "game villain" scheme which provides boosts to select aggressive AIs during the game.

You can get the update here:
https://www.captainkwok.net/balancemod.php

All resources (source scripts + tech chart) updated.

Changelog:
1. Fixed - Error in Large Satellite Mount requirements 2. Changed - AI players had a tendency to use too many of designated "Special" weapons on their designs 3. Fixed - Binary systems with no planets could be starting positions for players 4. Changed - Switched Space Combat Map Radius to 1000 from 1500 5. Changed - Disabled allow retreat in space combat (you can change this value in settings.txt) 6. Fixed - Psychic Training Facility only had 1 ability instead of intended 3 abilities 7. Changed - Increased Planetary Shield Generator shield strength by 2x 8. Changed - Adjusted small seeker weapon accuracy to -4% per 10 range from -5% per 10 range 9. Changed - Electric Discharge, Small Electric Discharge & Lightning Ray accuracy now decays at half the standard rate 10. Fixed - AI players were sometimes converting asteroids to planets in systems they didn't control 11. Fixed - When using Quickstart, human players were being given the AI assist trait 12. Fixed - It was possible that resource storage intel or random events could involve negative amounts of resources 13. Changed - Incorporated the event severity level into selected event effect amounts 14. Changed - Shield Damaging Weapons tech area now requires level 1 Shields 15. Fixed - Large Crystalline Satellite had 3 levels instead of intended 1 level 16. Changed - Small boost to weapon damage bonus (+5%) for Warrior and Xenophobe society types 17. Added - A system modifier note for all players when a system may form transient dimensional rifts (ie a Dimension Rift Projector Facility is present) 18. Fixed - AI players were not always correctly remembering important diplomatic/message dates 19. Fixed - AI ground combat stats were not always being compiled correctly 20. Changed - AI players with a Non-Aggression in Neutral Space treaty element with an empire will more assertively target trespassing ships in their colonized systems 21. Changed - Added more types of general messages for different diplomatic states 22. Added - Some AI players will vary moderately in personality from game-to-game 23. Added - Feature to elevate some AI players as a game villain where they receive research boosts
THE Captain is still going! WOW Im 66yo, been gaming since the 80's , remembering Capt Kwok from WAAAY back, and giving Him a shout-out after all these years!
--
AND I've always been so lazy(ie scared to try to figure out)-but now is the time to get some custom Factions into the Balance Mod 1.26
LoL my last balance mod was BalanceModv120AlphaRev.zip and it had about 15MB it was in 2015 and now Balance Mod 1.26 has 58MB !!! I wonder what changes the mod has undergone since then.
Is it possible to automatically convert civilizations from the Empires catalog so that they are available to the player for playing, i.e. the emp file?
The mod has grown because of the added images (mostly space objects and item portraits but also UI elements and an added race).

Probably the best way to generate .emp files based on the races is to create a game with the settings you want. Then once the game is started you can load each AI player (PW is master) and save their empire. Once that is done you'll need to make another game setup with extra tech points so that you can edit each .emp file to remove the cost of the colonization tech. Don't worry in a new game their default one is automatically given. If you don't do this then the empire file will state that more points were spent then allowed when you try to load it at the original intended game settings.
Is it possible to add more galaxy configurations:
Minimum distance of planets from each other in the system min 1-2 hexes.
Minimum number of planets in the system
Maximum number of planets in the system
Planet arrangement in the system so that the larger ones are further from the sun.
Galaxy configuration so that there are no warp points everywhere.
Adding Gaya level planets defended by ancient civilizations or monsters.
Introduction of a very aggressive race of pirates that attacks everyone.
You'd have to edit the existing entries or create new entries in the data file SystemTypes.txt for the different setups you want. In most cases it requires less random planet placement and more specific planet type references which will make systems look more uniform. After that you'd edit QuadrantTypes.txt to reference those new/edited systems to be used when generating a new quadrant. When generating a map in the game setup window, there are options for all warp points connected, no warp points, warp points located anywhere in a system.

The last two elements are not really possible.
Great work and thank you, I have been playing since I was on 3 and waiting for 4 to come out many moons ago.

I have a question about the system happiness modifier in SE5 with the balance mod 1.26, there seems to be a disconnect in the way it handles battle results when making the populations of the system happier or more upset. It is great in purely ship battles, for the most part, but when fighters are involved it loses touch with reality, I know just a game. Specifically for example, I just had a battle that was a huge victory an enemy fleet of 41 ships some 15 megatons attacked one of my border fortress systems and I annihilated them at the cost of 44 fighters, 1.1 megatons, and the population of the system got upset over recent ship losses.

Can this be corrected or did Aaron hard code it into the engine?
Last edited by flotsam69; 24 Jan @ 1:49pm
The game doesn't count losses in tonnage but in terms of items lost. It's likely it counts each individual fighter loss as "one ship" which is multiplied by the happiness penalty for that scenario. I'm basing this on how the combat log reports the losses. There is no separate definition for unit losses. If the fighter losses are frequent you'll have a problem but for a one-off event it's probably just enough unhappiness to trigger the log message. The planet's happiness will rebound in a few turns.
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