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August 13th, 2009, 05:41 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Balance Mod Available for SE:V
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August 21st, 2009, 12:56 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Balance Mod Available for SE:V
Greetings!
Ok, so there's one more patch for BM v1.19. It contains a few fixes, mostly regarding the AI's trade and gift routines.
Small System users just need to re-apply the current Small Systems extra after updating to v1.19e.
You can download the v1.19e patch here:
http://www.captainkwok.net/balancemod.php
Other v1.19 patches are on the Balance Mod download archive page in case you need them.
The changes:
Code:
1. Fixed - Only Shield Generators damage type was not working correctly
2. Changed - Made some improvements to the AI's Defense Base design
3. Fixed - The AI was accepting bad trades
4. Changed - Made improvements to the AI's analysis of trades and gifts
5. Fixed - Some AIs starting tech selections were invalid
6. Fixed - The AI wasn't correctly replacing "Any" items in trades and gifts
7. Updated - AI Scripts
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October 14th, 2009, 02:05 PM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
Thanks: 6
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Re: Balance Mod Available for SE:V
Thank you
Balance Mod Research and Pollution Events Combo v1.02 gave me a home planet pollution at turn one. Conditions went from good to un... (I don't remember). Is it intended to get this in such an early stage?
Oh and how do I allocate Research Points? I clicked the arrows, double-clicked the area, right-clicked, clickedy-clicked everything. Turn 1 (displayed 50,000 RP). Then I took the next turn to see if I have to wait one turn, without success. The next turn even displayed zero RP, so the 50,000 seem to have been jettisoned.
I don't like the GUI. SE4 has been much more user-friendly.
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October 14th, 2009, 04:42 PM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
Thanks: 6
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Re: Balance Mod Available for SE:V
Forget about the last portion. I accidently started a game with everything researched.
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October 15th, 2009, 11:57 PM
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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 Available for SE:V
The homeworld always takes a quick hit at the beginning of the game with the pollution events extra because it's already fully loaded with facilities. Other planets experience the effect more gradually as they build facilities.
There is lots of UI shortcuts (right click menus, custom layouts, hot keys etc.) that will help alleviate most of the initial extra work with SE5's interface.
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October 16th, 2009, 12:06 PM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
Thanks: 6
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Re: Balance Mod Available for SE:V
Aye, Captain, thanky! I will get used to the hot keys. SEV+Balance Mod almost is like a new game to me, which is good.
PS: While trying to add Tampa's Sound mod, I noticed you use your own SoundEffects.txt. Do you have other than stock sounds?
Last edited by PsychoTechFreak; October 16th, 2009 at 12:17 PM..
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November 27th, 2009, 11:42 PM
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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 Available for SE:V
Greetings.
Sorry it took a bit longer than I anticipated, but v1.19f is now available. It has a critical fix for the self-destructing AI empires bug introduced in v1.19e along with a number of other fixes and tweaks. The changelog has the details below...
You can get it here:
http://www.captainkwok.net/balancemod.php
It's savegame compatible.
Small System mod users should give me a couple of days to post an updated version that incorporates the data file changes in v1.19f.
Code:
1. Changed - Description for Energy Refractor component since it does not stack
2. Added - New images for warheads
3. Removed - Weapon Delivery Type Damage Received Modifier Percent from Crystalline Hulls as it was not functional
4. Added - Shield Generation From Damage ability to Crystalline Hulls
5. Fixed - Error in ground combat accuracy modifier for Point-Defense Beam
6. Changed - Small increase to damage amounts for Meson Blaster
7. Changed - Re-balanced Boarding Parties and Security Stations
8. Changed - Increased Shield Generation From Damage amount for Light and Heavy Crystalline Armor
9. Fixed - Errors in some combat bonus amounts from experience
10. Changed - Reduced experience point thresholds for some ship and fleet experience levels
11. Changed - Increased experience received from Fleet Training Facility
12. Changed - Increased experience received from Psychic Ship Training Facility and Psychic Fleet Training Facility
13. Fixed - Some Stellar Manipulations were not working with all types of stars
14. Changed - Reduced resource cost of Solar Generator facility
15. Changed - Increased damage amount for Shard Cannon
16. Changed - Increased value improvement amount for Nature Shrine facility
17. Fixed - AI players were not correctly accepting treaties from Alliances
18. Fixed - The AI was building Space Ports when it had the Natural Merchants trait
19. Fixed - Sometimes the AI would scrap all its facilities and population
20. Fixed - AI players were not adding Supply/Ordnance components to their Carrier designs
21. Changed - Crystalline AIs will no longer add multiple Energy Refractor components
22. Changed - Made improvements to the AI's Colonizer designs to better protect against boarding actions
23. Added - AI players now check ships for damaged functional components for their current orders (such as sensors for surveying)
24. Updated - AI scripts
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The Following User Says Thank You to Captain Kwok For This Useful Post:
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November 28th, 2009, 10:00 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Balance Mod Available for SE:V
I made a couple of quick changes to v1.19f, so if you downloaded it between the time stamp of this post and my previous one, I'd advise you to grab it again!
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January 9th, 2010, 01:38 PM
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Private
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Join Date: May 2007
Location: France
Posts: 46
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Thanked 1 Time in 1 Post
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Re: Balance Mod Available for SE:V
I found that only damage engine damage type has 100% damage against Scattering armor type instead of 100% penetration.
It may be an error, since it doesn't make sense.
__________________
What ever can be the question, 42 is the answer!
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January 9th, 2010, 10:02 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Balance Mod Available for SE:V
Thanks for catching that one! Fortunately it only affected the Only Engines damage type, often errors like that get copied and pasted to other entries. I'm currently preparing another patch for v1.19 to get rid of these sorts of bugs. :P
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