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  #1091  
Old August 5th, 2007, 07:10 AM
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Default Re: Balance Mod v1.09 AI Update

Why would you "mix" 1.08 and 1.09?
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  #1092  
Old August 5th, 2007, 02:57 PM
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Default 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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  #1093  
Old August 5th, 2007, 11:31 PM
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Default 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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  #1094  
Old August 6th, 2007, 03:35 AM

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Default 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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  #1095  
Old August 6th, 2007, 03:44 AM

Baron Grazic Baron Grazic is offline
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Default 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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  #1096  
Old August 6th, 2007, 07:54 AM
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Default 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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  #1097  
Old August 8th, 2007, 01:08 AM
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Default 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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  #1098  
Old August 8th, 2007, 01:34 AM
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Default 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.
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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  #1099  
Old August 8th, 2007, 05:16 AM
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Default 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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  #1100  
Old August 8th, 2007, 08:09 AM
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Default Re: Balance Mod

Yes, there is a current bug in the mod with the tracking of intel stats.

---

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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