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  #1071  
Old July 27th, 2007, 02:44 PM
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Captain Kwok Captain Kwok is offline
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Default Re: Balance Mod

I'll be posting v1.09 tonight. Just need to run a few quick tests to make sure a few changes that were made are working as intended.

---

I'm also starting on work for v1.10 this weekend. I'm looking for some ideas to govern the AI's use of WP openers and closers - I'll be adding that functionality in for v1.10.
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  #1072  
Old July 28th, 2007, 12:20 AM
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Default Re: Balance Mod v1.09 Available!

Greetings!

After a brief hiatus, the next version of the Balance Mod has been posted. The v1.09 update focuses on AI improvements and some adjustments to the intel system. There's also the usually batch of small fixes and tweaks.

Note you'll need SE:V v1.44 to use v1.09 and save games should be ok upgrading to the new version. Note this is the last version that will be compatible with the v105+ BM folder. The next update, v1.10, will definitely be a PBW and save game buster.

Grab v1.09 here:
http://www.captainkwok.net/balancemod.php

Code:

Version 1.09 (27 July 2007)
---------------------------

1. Fixed - Error in ability amount for small ECM
2. Changed - Increased cost of Colony Module components
3. Changed - Increased shield points for Small Shield Generator
4. Changed - Increased structure for Small Emissive Armor
5. Changed - Fixed error in Militia amounts in settings.txt
6. Changed - Fixed error with some unique ruin technologies never being available
7. Changed - AI will no longer devevelop intel operations when intelligence is not allowed by the game setup
8. Fixed - Error in Change Crew Experience intel project
9. Changed - The intel project for a planet to rebel will no longer spawn a new empire, but join
the source Empire
10. Changed - In order for a planet to rebel due to intelligence, the population must be very unhappy
11. Changed - The amount of disruption to another Empire's research or intel due to an intel project is more variable
12. Changed - Adjusted the costs to conduct some intel projects
13. Fixed - Error with Drushocka weapon selection
14. Fixed - Some races did not have a Small Secondary Weapon designation
15. Fixed - Sometimes AI Fighter Bomber design had no weapons
16. Fixed - Error in Sithrak fighter weapon selection
17. Fixed - AIs in team mode sometimes broke treaties they had with each other
18. Changed - AI will research more efficiently by spending only the points require to reach the next level
19. Added - New locations for AI to hold their fleets while they wait for ships to join
20. Changed - Slightly increased AI use of Weapon Platforms
21. Changed - Tweaked AI's anger values towards other empires with respect to war, treaty, or known status types
22. Changed - Modified the AI's anger calculation to be more dynamic
23. Fixed - Sometimes specific Empire AI values for political settings were being overridden by default values
24. Fixed - Error that resulted in the AI building too many Resuppy Depots on some colonies
25. Updated - AI Scripts

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  #1073  
Old July 28th, 2007, 12:28 AM

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Default Re: Balance Mod v1.09 Available!

Between 1.44 and the BM 1.09, these are some of the most significant improvements yet! Thanks for your continued dedication, Kwok!
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  #1074  
Old July 28th, 2007, 01:04 AM
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Default Re: Balance Mod v1.09 Available!

If you've downloaded the mod in the last 45 minutes - delete the soundeffects.txt file in the data folder. I've left in my custom sound file (again) and it will cause an error.

The .zip/.rar file on my site has been updated as of now.
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  #1075  
Old July 29th, 2007, 05:21 PM

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Default Re: Balance Mod v1.09 Available!

Is the differences btwn 1.08 and 1.09 largely for single player games? Would it be much of a difference in an entirely multiplayer (no AI) game?

Thanks,

Javaslinger
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  #1076  
Old July 29th, 2007, 11:43 PM
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Default Re: Balance Mod v1.09 Available!

The changes to intel would be important to PBW games.
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  #1077  
Old July 30th, 2007, 12:28 AM
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Default Re: Balance Mod v1.09 Available!

That's why I'm sure plenty of people are interested in AI Scripts files... Is there any way to get them directly from your mod?
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  #1078  
Old July 30th, 2007, 09:03 AM
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Default Re: Balance Mod v1.09 Available!

I'll be putting together a little AI patch for v1.09 to fix a couple of bugs that were found in the next day or so. I'll post the source scripts once that patch is posted.
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  #1079  
Old July 30th, 2007, 12:28 PM
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Default Re: Balance Mod v1.09 Available!

Thank you again Kwok for your work.
As I could not play much version 1.09, I dont't know if you already made some chances how the AI handles resupply.
In my last game (version 1.08) the AI have in team mod 10x more ships than I have but they run out of supplies and are therefore crippled. I suggest two solutions:
1.) Let the AI research solar collectors early and include 1-2 of these components in each ship design.
2.) Let the AI make treaties that share supplies (if this feature is functional, I never tested it).
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  #1080  
Old July 30th, 2007, 01:48 PM
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Default Re: Balance Mod v1.09 Available!

I didn't do anything directly to effect how the AI supplies in v1.09 - however I did put more emphasis on Supply Ships to be built earlier. Solar Collectors are designated as an early area to research and the Supply Ships will add a number of collectors if they're available.

However, I should probably dedicate some time to track the resupply issue to figure out the leading causes. From a script perspective, there's a few precautionary measures that should be reducing the frequency, but they don't seem to be working all that well.
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