[MOD] Relativity - a balance and content mod

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Nikolai

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Just wanted to ask if this works with 1.2.3 without "any" issues or should I downgrade to 1.2.1 (121.0.98a) ?
Game told me it was not compatible.
 

loup99

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Game told me it was not compatible.
That might only be due to the .mod file being defined as 1.2.1 though. The game doesn't do an advanced compatibility check, it just tells you what is written.
 

Naselus

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Just wanted to ask if this works with 1.2.3 without "any" issues or should I downgrade to 1.2.1 (121.0.98a) ?

As far as I can tell, it works fine with all of 1.2.x. There'll be an updated version out in the next few days - I was hoping to release one last night, but Energico has been making great strides with the enemy AI this weekend and I'm holding off for those to be playtested and complete. Expect Friday for release of .99 (I'm travelling for work this week, so it slows us down a bit)
 
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Nikolai

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Check the post above yours.;)
 
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Havroth

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If you'd like to help with Relativity, or just submit some work or suggest a mod which might make a good addition, then feel free to post in here or PM me.

I'd like to help, I know some code. And I have an idea for some more ships and such.
 

Naselus

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Waiting for your new Version:rolleyes: !
Want to test it this weekend:D

It'll be tomorrow night, rather than tonight. But yes, we have some pretty interesting new stuff going on with it :)
 
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Slimak81

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Playing this mod for about 400 years. Damn it need a heavy balance changes. AI do not understand some buildings and sometimes kill himself by starving.
Ai is almost dead with current defines.lua file something is broken there. I rewrited it almost from the begining.
ai_weight = 1 in all buildings is not the best variant you should force him to buld some buildings more then others.
Something is done wrong with AI title selection. It does not understand know wich title is good which is bad.
And of course toooo longgg research time at mid late game. Opening battleship reasearch cost me around 500+ month )) That very long

Lack some high tier weaponry. There are some mods with additional weapons like tier 3 lance or double barrel kinetic arty so you can merge them in to one )
Or place some high tier default weponry to higher tier and add + % damage/rof/range techs in the middle as prerequisites.
once i am done to all techs in my game i can send you modified relativity files with a very decent AI that really push hard and develop it's empire relativly quick
 

Naselus

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Playing this mod for about 400 years. Damn it need a heavy balance changes. AI do not understand some buildings and sometimes kill himself by starving.
Ai is almost dead with current defines.lua file something is broken there. I rewrited it almost from the begining.
ai_weight = 1 in all buildings is not the best variant you should force him to buld some buildings more then others.
Something is done wrong with AI title selection. It does not understand know wich title is good which is bad.
And of course toooo longgg research time at mid late game. Opening battleship reasearch cost me around 500+ month )) That very long

Lack some high tier weaponry. There are some mods with additional weapons like tier 3 lance or double barrel kinetic arty so you can merge them in to one )
Or place some high tier default weponry to higher tier and add + % damage/rof/range techs in the middle as prerequisites.
once i am done to all techs in my game i can send you modified relativity files with a very decent AI that really push hard and develop it's empire relativly quick


Quite a bit of this stuff is what we've been working on over the last week or so. I'd be interested to take a look at your AI tweaks, though.
 
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Slimak81

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Here is a modified relativity.rar
https://yadi.sk/d/K_0fgj2duC9xE
There changes in defines.lua 00_buildings up to tier4, added water resourses , some heavy AI tweaks , forced AI to build colonizer in 00_country_types , redesigned galaxy strategic distribution, added water ,added 3-5 tier weapons from other mod and so on.
This works good for 400 years , then comes heavy laggs and sometimes full stops beacause of many fleets cant test any longer
 
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Naselus

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Updated to 1.24.0.99:

0.99

* Building AI added
* personalities tweaked substantially
* Reactor techs tied into the general powerplant line
* higher-tier components now require better power plant tech
* Loads of tech AI work done
* rebalanced ship weapons so they all have equal average DPS.
* lots of bug fixing. Just lots.

Energico has spent most of the past two weeks testing and rewriting the AI, so now it's less likely to screw up on building placement and most of them manage to colonize. I've also spent quite a bit of time this week figuring out how weapons work and then figuring out a full rebalance for them to equal them up. T4 and T5 layers for the 3-tier weapons will be added for the next patch.

Didn't have time to figure out how Mandates work this time, so will be continuing to prod that until I'm happy with them. And, of course, next release will be 1.0, the Workshop-ready version (barring any major screwups).
 
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Energico

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The AI is still very much a work in progress, so any input on that, whether in the form of coding ideas or just noticing weird things the AI is doing, is much appreciated. Focusing on getting the AI to colonize at a better rate in the early game, an intelligent research strategy, and eventually not falling behind the player in fleet strength. It does reasonably well on these, but needs further refinement.

Also, any thoughts on the tech tree are also appreciated. Whether you think certain things should require others, tech costs too high or low, techs too strong/weak, etc... I'll probably eventually make some sort of guide to the new tree, as there is quite a bit of difference from vanilla and tech prerequisites have been changed significantly in lots of cases.

The more feedback we get, the better 1.0 will be!
 

Slimak81

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Fast colonizing
00_country_types.txt

colonizer = {
fraction = {
modifier = {
add = 150
has_technology = tech_colonization_1
}
}
min = 0
max = 1
also this will help
defines.lua
NDefines.NAI.COLONIZE_NON_ADJACENT = 1
NDefines.NAI.COLONIZE_NON_ADJACENT_DIV = 2
NDefines.NAI.COLONIZE_HABITABILITY_MIN = 0.20

Then u must add ai_weight to tech_colonization_1 tech up to 2 or 3.
Check my defines.lua file . That's a really nice and fast AI for this mod. it works with modified 00_buildings.txt at least 300-400 years.

The only problem is AI do not guard it;s transports, and nothing can be done with it. All the rest can be tuned as needed
 
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Naselus

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Fast colonizing
00_country_types.txt

colonizer = {
fraction = {
modifier = {
add = 150
has_technology = tech_colonization_1
}
}
min = 0
max = 1

Then u must add ai_weight to tech_colonization_1 tech up to 2 or 3.

We looked through your files. I seriously doubt this does what you seem to think it does. There's no reason why giving it a fraction target would make it build colony ships, rather than just leaving min set to 1 (which is functionally pretty much identical, and is how both the mod and vanilla have it).

Check my defines.lua file . That's a really nice and fast AI for this mod. it works with modified 00_buildings.txt at least 300-400 years.

Pretty much none of the AI changes in your defines.lua file made any difference (not that there actually were many AI changes considering you said you 'rewrote it from the beginning'- you left the AI's budget choices almost untouched). Some of them were also extremely bad ideas (setting the AI's mineral stockpile for ships to 5000, for example, could cause the AI to lock up since 5k is the base storage maximum - and this will scale up as it adds mineral max), and in other places you have multiple copies of the same entry with different values set. So yeah, in all I wasn't massively impressed on that side, though I did bump up the AI's base mineral and cash expectations and reduce the scaling factor to see if it helps.

Your buildings.txt stuff, meanwhile, is just a bunch of flat AI values, which is rather simplistic compared to the changes Energico has made in the last couple of weeks. It was undoubtedly better than 0.98 (when we hadn't put any in at all) but I suspect it'd be something of a step back from where it is now (which is still a work in progress, but at least has some conditional weighting included rather than just a flat ratio).

All in all, I suspect most of the impact you saw was based on your mechanical changes, such as re-introducing food surplus growth bonuses (which we don't want), reducing the amount of food needed per pop to 0.5 (which we also don't want), increasing base happiness (which we again don't want), and increasing border radius so more stuff was in the AI's zone of interest (which I'm considering).
 

Slimak81

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ok this may seem looking untoched but... make a test run with my modified files for at least 50-70 years ( just as another separate mod ) and play yours buld ver 0.98 for same time and check out the difference and the speed of development.
Some if not half of AI are in ver 0.98 will not even get the 2nd colony, mine will have at least 3 colonies by that time and some fleet.
I can send you a savefile when 400 years passed and all map 500 stars is fully colonized , every AI is either in ally or defencive pact and have a fleet near 25k minimum.
If declare war to any weak AI the strong nations will come to help just once.
AI budget is made just right. Ai has buildings focus then comes stations and navy. AI dont get stuck with doing nothing. It bulds fleet , buildings and stations and troops

btw adding colonizer to countries will buff AI a lot as it have a strict instruction to build it after unlocking colonization tech.

One more thing to add. My personal opinion about techs is that tier 10 is more then enough for researching. No need tier 20 with repeatable bonuses. Very very long research time.
btw i used Relativity 121.0.98a build . Maybe it's a little bit outdated and you have already applied changes to AI development but when i first played i saw 6 of 15 empries had 1 colony by 2250 year and half of them dying of starvation.
 
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Energico

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Update to the new version first, .98 leaves out a lot of AI work. That said, we have been looking at your modifications, as they are at least food for thought. Some of your modifications go against our design philosophy at the moment, particularly on growth lines.

The general idea right now, and Naselus can correct me if I speak falsely here, is that we want the game to be slower and longer. Ideally you won't really reach the end of the research tree, so there will always be something to research. I know I've personally always hated reaching the "end" of technology, as if there's nothing more to know. So the tree has that in mind roughly. You can reach the halfway point in some categories by Y110-130 mark with a science directorate, to give you an idea. I have tweaked a lot from .98 to .99 in tech, but the general principle is WAD.

As for the AI, tons of that has been written since .98, especially building and tech AI. But thats still by far my main focus. We don't really want to make the game easier for the AI if we don't have to, particularly since I've been making some strides today. Diplomatic and combat AI has not been touched yet, we want to get the AI competitive with the player first.

I appreciate the feedback though, and I encourage you to play the new version!
 

CyberNM

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So I started up a game on the new release today, and the game keeps Crashing a few months in. Like Stellaris goes (not Responding) and never ends up responding (even after waiting like 10-20min) leaving me having to force close it.

Once again, I first checked to see if any (which they shouldn't since they are just graphical mods) of my mods were causing crash conflicts, and it kept crashing even after disabling a few. I tried again with just only Relativity enabled, went into an observer game and it once again didn't respond after a few months of play.

So then I grew curious and ran an observer game with no mods enabled: it ran for many years with no issues.

Is something with Relativity causing a (Not Responding) Issue with only a few months of play?
 
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Energico

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So I started up a game on the new release today, and the game keeps Crashing a few months in. Like Stellaris goes (not Responding) and never ends up responding (even after waiting like 10-20min) leaving me having to force close it.

Once again, I first checked to see if any (which they shouldn't since they are just graphical mods) of my mods were causing crash conflicts, and it kept crashing even after disabling a few. I tried again with just only Relativity enabled, went into an observer game and it once again didn't respond after a few months of play.

So then I grew curious and ran an observer game with no mods enabled: it ran for many years with no issues.

Is something with Relativity causing a (Not Responding) Issue with only a few months of play?

I can confirm this, we'll look into it. Not sure what's causing it yet.
 
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Slimak81

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Update to the new version first, .98 leaves out a lot of AI work. That said, we have been looking at your modifications, as they are at least food for thought. Some of your modifications go against our design philosophy at the moment, particularly on growth lines.

The general idea right now, and Naselus can correct me if I speak falsely here, is that we want the game to be slower and longer. Ideally you won't really reach the end of the research tree, so there will always be something to research. I know I've personally always hated reaching the "end" of technology, as if there's nothing more to know. So the tree has that in mind roughly. You can reach the halfway point in some categories by Y110-130 mark with a science directorate, to give you an idea. I have tweaked a lot from .98 to .99 in tech, but the general principle is WAD.

As for the AI, tons of that has been written since .98, especially building and tech AI. But thats still by far my main focus. We don't really want to make the game easier for the AI if we don't have to, particularly since I've been making some strides today. Diplomatic and combat AI has not been touched yet, we want to get the AI competitive with the player first.

I appreciate the feedback though, and I encourage you to play the new version!

Ahh i see what you did in 0.99. You add ai_weight parameters in more advanced way then me. That should work nice. My bad i downloaded 0.98а cause had no internet for a while.
So actually i had to modify some files to put some life to AI as in 0.98 it was totally absent)

I think by the time i finish my current game (just lost my entire 70к assault fleet) the 1.0 will be out for release. But keep in mind that making too many tiers and nerfin research labs is not a good idea , cause game gets very laggy after 300-400 years and research goes very slow itself.
And plz add more high tier weapons with new effects cause researching +5%dmg for around 500 month is not very fun.
 
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