SEV BalanceMod v1.11
| File name: | BalanceModv111.rar |
| File size: | 6.53 MB |
| Downloads this week: | 0 |
| Downloads total: | 32 |
| Date Added: | 11-02-2007 |
| Popularity: | 1% |
Short description:
SEV Balancemod for game patch 1.58+
Background
The Balance Mod began in August 2006 as an effort to create new standard data files for Space Empires V that were balanced and in keeping with the Space Empires series. A number of SE:V beta testers helped with the initial direction of the mod, providing helpful feedback and even a few files. Since then, the work has continued as lots of suggestions and comments from the Space Empires community have kept me busy tweaking and improving the mod. Hopefully the Balance Mod addresses most of the issues in the standard game and adds to the Space Empires experience.
Check out the feature list below for a brief summary of the main changes that were made. I'm always working on the mod and keeping it up to date with each SE:V patch and not to mention the fact that there is always something to improve - especially with the AI!
Game Setup:
Balanced Racial Trait costs, Government and Society Types
Incorporates Fyron's Quadrant Mod
General Gameplay:
Detailed ability and modifier descriptions
Smaller Empire Flags for the system map
Increased consumption of organics by population
Less drastic effects for some Events
Revised leaky intel system to eliminate all-or-nothing intel attacks
Tech Tree:
Reduced number of tech levels, but higher costs to eliminate need for frequent retrofitting
Enhanced organization of tech areas
Many items now under more appropriate tech areas
Improved balance in research costs for comparible items
Ships:
Ship sizes increase in more useful amounts per level
SE:III style propulsion means bigger ships need more engines
Ships dedicate roughly the same percentage of space to engines/components/weapons - helps improve Small/Large ship balance
Additional maintenance or attack/defense modifiers for many ship hulls
Differentiated racial trait hulls for Organic and Crystalline empires
Additional design types for the player and AI
Auto complete function can design many more ship types to save time
Components and Facilities:
Lots of changes to costs and effect amounts of Components and Facilities
Slight change in costs to encourage more diverse resource economies
Proportionate increases in ability amounts amongst related items, such as weapon damage and armor
Many components are now considered as cargo, expanding the use of freighters/transports
Less tedious ship design with logically organized components
Shields and Armor are more equivalent in their effects, which allows for flexibility in play styles
Weapons:
Improved weapon balance allows more flexibility in weapon choices
Weapon mounts provide a less drastic increase in firepower for the change in weapon size
More effective point-defense
AI:
More effective AI ship designs with appropriate component choices
Additional AI design types
Adaptive AI colony type selection
Revised AI research pathways
Some AI prioritization in research and responsive research point spending
Increased variety in ships for AI Fleets
More developed AI diplomacy
AI more aggressive in defending its territory
AI manages units more effectively







