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August 5th, 2007, 07:10 AM
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Corporal
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Join Date: Apr 2007
Posts: 135
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Re: Balance Mod v1.09 AI Update
Why would you "mix" 1.08 and 1.09?
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August 5th, 2007, 02:57 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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Re: Balance Mod v1.09 AI Update
I'd recommend adding some "repair facility" ability to each planet on the next revision.
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Slick.
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August 5th, 2007, 11:31 PM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
Posts: 2,325
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Re: Balance Mod v1.09 AI Update
We wonder if the reason the game won't work is because some players have 1.08 and some might have 1.09, and then some might have the little ai or militia upgrade and some might not. I don't know if a little difference in the ai or militia file might cause the game to crash on the second turn.
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August 6th, 2007, 03:35 AM
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First Lieutenant
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Join Date: Aug 2003
Location: New Zealand
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Re: Balance Mod v1.09 AI Update
This is probibly more of an FQM bug, but the system names file has Lezzari twice...
Though will this just cause it to be twice as likely to be included as a system? will it allow there to be more than one system of the same name?
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August 6th, 2007, 03:44 AM
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Captain
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Join Date: Oct 2001
Location: Australia
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Re: Balance Mod v1.09 AI Update
Yes, the Lezzari system can be added twice in the one game. It is fine in the Standard game, but doubled in BalMod & JunkYards. Thanks in advance for fixing this HUGE problem, Guys
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August 6th, 2007, 07:54 AM
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Corporal
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Join Date: Apr 2007
Posts: 135
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Re: Balance Mod v1.09 AI Update
to Randallw: are you talking about a multiplayer game? In that case, it probably would be for the best for every player to use the same version of BM anyway...
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August 8th, 2007, 01:08 AM
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Sergeant
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Join Date: Mar 2005
Location: Indianapolis
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Re: Balance Mod v1.09 AI Update
Kwok:
I haven't tested this in a game with out the balace mod, but when you select multiple ships and then change systems to issue orders, it clears the selection of ships, I've had to either put the ships into fleets and then disband them when they get to the destination, or issue orders for a single system ie: warping through a warp point, then after those are done issueing orders for the new sytstem.
also on intel, i'm getting messages that suggest enemy intel attacks are succeding, but in the intel screen I have no failures on intel defense.
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August 8th, 2007, 01:34 AM
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Lieutenant General
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Join Date: Nov 2002
Posts: 2,903
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Re: Balance Mod v1.09 AI Update
Quote:
RCCCL said:
also on intel, i'm getting messages that suggest enemy intel attacks are succeding, but in the intel screen I have no failures on intel defense.
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I have seen this happen too. The event log at the start of my turn lists enemy intel operations that have occurred against my empire, seemingly successfully. However, in the Intel screen, Intel Defense shows all successes, like 10/10 for example. So far these intel attacks have all been espionage-type operations so I don't know whether they really succeeded or not.
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August 8th, 2007, 05:16 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Balance Mod v1.09 AI Update
se5a said:
"This is probibly more of an FQM bug, but the system names file has Lezzari twice..."
Balance Mod uses the stock SystemNames.txt, with a bunch of stuff added by Kwok.
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August 8th, 2007, 08:09 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: Balance Mod
Yes, there is a current bug in the mod with the tracking of intel stats.
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There was an error in the script that was allowing intel projects to be executed even if they should have failed. I posted an updated script here:
http://www.spaceempires.net/home/ftopict-2977.html
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