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April 27th, 2007, 02:00 AM
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First Lieutenant
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Join Date: Jan 2001
Location: Toledo, OH
Posts: 641
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Re: Balance Mod v1.06 Available
Yay!
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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April 27th, 2007, 10:18 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 v1.06 Available
Oops - one item I forgot to mention is that the AI uses remote mining now as well.
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April 27th, 2007, 11:45 AM
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Corporal
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Join Date: Feb 2007
Posts: 69
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Re: Balance Mod v1.06 Available
I am curious to know if I change the defualt amount of population that can be squeezed into a cargo space if that will change any of the new AI minisiters you have implemented for population control.
I beleive that the defualt is:
Pop for 1 pt of cargo = 40
For realism if I changed it to:
Pop for 1 pt of cargo = 120
I think I have that right. Basically I am trying to make it so that realistically only a few million people can be loaded onto a colonizer or pop transport rather than hundreds of millions.
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April 27th, 2007, 12:33 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 v1.06 Available
It should be fine as it's % space filled calculation to determine whether or not a transport has enough cargo.
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April 27th, 2007, 02:10 PM
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Colonel
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Join Date: Jun 2002
Location: tampa, fl
Posts: 1,511
Thanks: 3
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Re: Balance Mod v1.06 Available
1.06?! Aargh! I'm halfway through a game in 1.05, and now another version comes out. Should I upgrade, or continue the game then upgrade when I'm done? Decisions, decisions. I'll probably upgrade and start a new game. I'm anxious to try out the new image package that came out.
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April 27th, 2007, 02:47 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
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Re: Balance Mod v1.06 Available
If you have split the ship and unit ministers, is there a way to control which of these are enabled or disabled? Could I have only the unit minister enabled and reserve ship-building for myself? Or are the minister options hard-coded into the game menus?
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April 27th, 2007, 03:14 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
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Re: Balance Mod v1.06 Available
gregebowman:
You should finish your v1.05 game first as changes to the AI's list of ministers are not registered unless you start a new game.
Baron:
There are 3 ministers for construction now - facilities, ships, and units - each one operates independently. The list of ministers is moddable and was changed in v1.06, but like I mentioned above, the changes only register with new games.
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April 27th, 2007, 04:13 PM
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First Lieutenant
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Join Date: Aug 2003
Location: New Zealand
Posts: 776
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Re: Balance Mod v1.06 Available
well in that case, he can upgrade now, it's just that the changes will not happen till he starts a new game right?
__________________
[img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]
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April 27th, 2007, 05:03 PM
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Sergeant
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Join Date: Nov 2006
Posts: 220
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Re: Balance Mod v1.06 Available
Does version 1.06 have any bearing on a PBW game with no AI's?
Should we or do we need to ugrade?
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April 27th, 2007, 07:49 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 v1.06 Available
Quote:
se5a said:well in that case, he can upgrade now, it's just that the changes will not happen till he starts a new game right?
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Not quite - there were also some name changes to the Ministers in the v1.06 scripts that will cause them not to do anything with a game started in v1.05...
PBW games can upgrade with no ill effects.
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