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The Balance Mod aims to provide a set of balanced data files for Space Empires V in
keeping with the stock game along with competent and competitive AI opponents.
Captain Kwok's Balance Mod
Work on the Balance Mod began in August 2006 with the goal of creating 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 for more
than a year 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!
Balance Mod Downloads
Please note the items in red text!
Balance Mod v1.19i Beta (Complete)
Extract to your GameTypes folder, saying 'Yes' to overwrite files.
Balance Mod v1.19h .RAR Download (6,303KB)
Can be used with SE5 v1.74+
Savegame compatible with v1.15+ games!
Older versions of the mod (including individual v1.19a-e patches and full versions v1.19f or v1.19g) can be found here:
Balance Mod Download Archive
Balance Mod Extras/Add-Ons
Balance Mod Add-Ons & Extras
A variety of special event scripts or mini mods for the Balance Mod:
Balance Mod Extras
Balance Mod Forum
Balance Mod Forums
The Official Balance Mod forums are hosted over at SpaceEmpires.net, feel free to post questions, comments and suggestions there!
SE:V Balance Mod Forums
Balance Mod Help and FAQs
Balance Mod History
The complete public history log for the Balance Mod. It's updated with each new release:
Balance Mod History
Balance Mod Help Page
Need some help installing the mod or adding a custom race? Check the help page:
Balance Mod Help
Balance Mod FAQs
Interested to learn more about the content or mechanics of the mod? Read the FAQs:
Balance Mod FAQs
Balance Mod Minister FAQs
What do the ministers in the Balance Mod do? Read the Minister FAQs:
Balance Mod Minister FAQs
Balance Mod Resources
Balance Mod v1.19 Tech Chart
The latest detailed tech chart (now with an index!) for the Balance Mod:
Balance Mod v1.19 Tech Chart (130KB)
Balance Mod v1.19h Source Scripts
For interested modders who'd like to see how the AI is designed:
Balance Mod v1.19h Source Scripts (363KB)
Balance Mod Features
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
- AI uses stellar manipulation technology
- AI uses advanced facilities and components
- Some adaption to enemies' designs
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