[quote who="TobiWahn_Kenobi" reply="4406" id="3438597"] (well, Darvroth does )[/quote] Long day of balance testing due to sick kids and missed work. Results thus far: Edit: Previous balance work focused on a narrow mechanic (like effectiveness against fighters), or even fighter vs. fighter and assumed the assigned logistic point total for each ship was close to accurate. Testing with a wider net that was a patently false assumption. Some ships were undervalued, some over value
Darvroth
My apologies to those who have tried to play the Shadow or Vorlon up to this point. Neither race has received the attention both deserve and neither are as of yet well organized or balanced. It will take time to balance them against each other and that achieved to strike the correct scale against the other races. When we are done playing either will result in an easy game and playing against them should be hard. Our mod makes no pretentions of fairness, some factions are better than others at
TobiWahn, Following the advise of the AI forum discussion I set isAutoCastOnByDefault to TRUE in every instance except where the ability was passive or both AiUseTime and aiUseTargetCondition where both set to Invalid. I recommend extreme caution when importing these changes and recommend additionally making a second database just to be sure we don't inadvertently repeat the ability issue from our earlier efforts. Assuming Delnar_Erskine is correct in his posting these changes sho
Assuming research priority 0 = don't research, then that would explain why the Vorlon most games just sat there, almost all their research was priority 0.000000. Shadow weren't much better. Next scrub the abilities... augh!
[quote who="TobiWahn_Kenobi" reply="4400" id="3437962"]Cool. Does the AI use them too?[/quote] By the hundreds. Esp those AI set to defender, unfortunately the AI is stupid. Some factions particularly the Centauri have a better time of it as their mine detection ships are part of the battle line. The Vorlon lose their drones quickly as the new mine blast outranges their weapon. I'll have to look at tweaking across all races. But then clearing mine fields should be hard work!
I beefed up the Younger races mines. Using a capital ship to plow through a minefield to clear it is now a bad idea. Most races have two ships with mine detection/clearance abilities, their use is recommended.
Another DB limitation, it doesn't have the capacity to build cannonshells. I'll attach the needed file when I send the next commit and explain the linkage. Necessary for the DeathCloud sterilize planet ability to function properly.
Note on the Shadow Death Cloud, abilities won't activate often but when they do, wow.
Found another DB bug. Under abilities useCostType the selection HullandAntimatter doesn't reveal the expected drop down menus. If this option is made available apply as you see fit to the Shadow Death Cloud Ability "D".
Ability DeployDiplomaticOutpost on EA mobile constructor is incomplete. Additionally, EA tech Babylon Defense Grid and Babylon project aren't complete. EA diplomatic station upgrades are incomplete. My best guess is an AI attempts to deploy a mobile constructor to build a diplomatic station which won't work for the above reasons; which leads to a minidump. I'll complete and include as part of the Elder titan work. The quickest fix in the short term is to remove ability Dep
Tech and planet module "orbital turrets" were all kinds of messed up but I don't think is the cause of the minidumps. I may have to send a commit to correct the minidump issue before finishing the Elder titans.
The revised EA tech tree has an issue that leads a minidump. I haven't isolated it yet but based on game progression when the AI was EA speculate it is a tech in tier 3-5.
Have fun. I should have some integration work ready when you get back.
The AI discussion brings to light some interesting things. We have multiple techs with AiAutoUse set to false, perhaps that needs to change. I also haven't checked the tech priority but none should be zero... The bit about resourcing would also explain why the Vorlon and Shadow never acquire more than the first capital ship, the AI can never afford it. Much to think about.
[quote who="Delnar_Ersike" reply="8" id="3434074"]Hmm, interesting, I did not know that. I'll start playing around with this later, possibly also doing things like removing all strike craft in tandem with adding strike craft to frigates to see what the AI actually looks for (ie. strike craft capabilities specifically, ships that can build more ships in general, or something else).[/quote] The SotYR mod uses a lot of strike craft... Scouts with fighters are not overly built. The Ce
[quote who="boshimi336" reply="4386" id="3434183"]Update on AI info. Some new stuff has been learned. https://forums.sinsofasolarempire.com/451274/page/1/[/quote] Ditto
All, The research tech StripToTheCore is an obvious mechanic to destroy a planet via substitution of another planet type. However I've yet to figure out how to connect the alteration of the scrap planet function to an ability or a buff. Rebellion has two buffs: buffStripToTheCoreSelf and buffStripToTheCoreTarget but they just clean up the planet orbitals and have function to adjusting the planet type itself. Various other known modders have stated in the forum there is no ability
TobiWahn, Just tried the holiday release in MP with my son and immediately encountered a sync error at tick:100. Medium random map with EA as AI, Minbari and Centauri as player controlled. All fast game options were maxed out and no victory condition was set. Edit: Encountered an additional bug and opened a new ticket in response.
[quote who="TobiWahn_Kenobi" reply="4379" id="3431063"]to spawnShips, will be in the next build of the db, but untested for now.[/quote] Also, if the frigate field was attuned to the frigate section of the DB that would help a lot! One of the themes of the Shadow I'm working are a set of abilities to call either short term or permanent aid. In the show there were always a few extra Shadow ships just waiting for the right moment to slip into normal space and cause mayham... Should
TobiWahn, Another DB issue: under Abilities InstantActions SpawnShipsAtPlanet is incomplete. Refer to SoaSE Abilities: DarkCapitalShip DarkCombatFleet DarkSupportFleet PirateMercenaries for examples of the missing fields in the DB.
TobiWahn, In reworking the Narn Energy Mine abilities and buffs, added Titan and Corvette. Corvette was added to the Secondary buff set with the fighters because when I ran the numbers it was auto kill in many instances for the Centauri corvettes of which they have several. Since the Centauri would abandon that practice in the face of the effectiveness of the Narn Energy Mine it was apparent that the ability has a lesser effect on the corvette class ships. This works well in my quick
Lavo_2, Thanks, I was afraid of that.... well better to find out now while I'm still working the drafts than after when the clean up is much more difficult. TobiWahn, I will need to rework the jumpengine abilities for the titans, as well as some others like the Narn energy mine. Grrr, the commit I was going to send you tomorrow will be at least a week after the New Year.
All, Is there a big difference for an ability levelSourcType: Intrinsic vs TitanUpgradeLevel? I haven't observed were Intrinsic doesn't work but is TitanUpgradeLevel preferable for AI behavior or some other reason? Darvroth
[quote who="TobiWahn_Kenobi" reply="4371" id="3429761"]I think if the base is 8k Maxhull, and you have 2 Upgrade Stages with a desired total of 9200 Maxhull (600 per Upgrade Stage), the first upgrade stage needs 600, while the second needs 1200 (me thinks)[/quote] Yes, exactly. I've tweeked Naroon, completed Victory and Adira, working on the Ka'Bin'Tak. I'll commit then and start on the Elder race titans.
Open question on titan upgrades: do the values in the upgrade need to reflect the upgrade desired for that level or the total value with the upgrade included? Example: Current Hull 8k, desired upgrade 600 hull. Should the value listed for that titan upgrade level be 600 or 8600? Edit: Looking at the Rebellion files it appears Titan abilities are grouped like a starbase but upgrade like a ship. So to answer my own question above the titan upgrade would be 600 but