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  #1151  
Old October 13th, 2007, 07:08 AM
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Default Re: A few observations

I feared it might be not so easy. If you have time, could you post the changes you need to adapt the AI scripts?
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  #1152  
Old October 13th, 2007, 11:03 AM
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Default Re: A few observations

It's not really any problems with the v1.58 patch, but more with some AI designs missing weapons or being far too friendly.
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  #1153  
Old October 13th, 2007, 04:16 PM

javaslinger javaslinger is offline
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Default Re: A few observations

Kwok,

I take it you have no real desire to release a 1.09a for 1.58 compatibility? Would make like easier for us on PBW.

Thanks,

Javaslinger
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  #1154  
Old October 13th, 2007, 08:03 PM
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Default Re: A few observations

I didn't say that. I said I could do it for next weekend.
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  #1155  
Old October 14th, 2007, 02:26 AM
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Default Re: A few observations

Wouldn't the AI files of BM 1.10 work with BM 1.09?
The breaking of savegames is usually due to changes in the data files not the AI files.
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  #1156  
Old October 14th, 2007, 03:32 AM
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Default Re: A few observations

The v1.10 scripts wouldn't be easily compatible with v1.09 of the mod because they have been modified for the revised fighter sizes and many of the changes to components and the research tree.
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  #1157  
Old October 14th, 2007, 04:06 AM
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Default Balance Mod v1.10 Available!

Greetings!

The next version of the Balance Mod is finally available. There's been a ton of fixes/revisions to both the data files and AI. Note that v1.10 is not save game compatible with previous Balance Mod versions and it requires the latest version of SE:V to run.

Download it here:
http://www.captainkwok.net/balancemod.php

Version 1.10 (14 October 2007)
--------------------------------

01. Fixed - Error in ShipExperience.txt was preventing experience bonuses from being applied
02. Fixed - Error in fleet experience points required for elite status
03. Changed - Increased starting maintenance for ships to 25%
04. Changed - Reduced Shield Regenerators to 6 levels
05. Changed - Decreased ability amount for Shield Regenerators
06. Note - Shield Regenerators are stackable
07. Changed - Split Armor into 5kT and 10kT Light and Heavy versions
08. Added - Pictures for Heavy Armor
09. Changed - Increased Emissive Armor to 16 levels
10. Changed - Decreased Small Emissive Armor to 3 levels
11. Changed - Life Support and Crew Quarters reduced to 5kT and increased to 6 levels
12. Changed - Increased Vehicle Systems to 6 levels
13. Changed - Seeker weapons can now be placed on Outer or Inner hull slots
14. Added - Pictures for 5kT Supply Storage and 5kT Ordnance Storage components
15. Changed - Reduced Intel defense modifier in settings.txt
16. Changed - Increased Supply and Ordnance storage for planets
17. Changed - Reduced the ordnance supplied by Emergency Reordnance Pods
18. Changed - Drone Launchers now count towards Carrier requirements
19. Changed - Small Rocket Pods can now be placed on troops
20. Added - Randomized the amounts for a stellar object's abilities
21. Changed - Removed Green Stars
22. Changed - Reduced size of fighters and decreased their required engine amounts
23. Changed - Increased maximum size of Medium Freighter hulls to 800kT
24. Changed - Increased maximum size of Large Freighter hulls to 1200kT
25. Changed - Increased costs for Computer Core components
26. Changed - Increased size of Drone Computer Core to 20kT
27. Added - Small Ripper Beam
28. Added - Pictures for Small Ripper Beam
29. Changed - Reduced Small Incinerator Beam to 3 levels
30. Changed - Reduced Time Distortion Burst to 20kT and Small Time Distortion Burst to 2kT
31. Changed - Space Yard component reduced to 300kT size
32. Changed - Increased storage amounts for resource storage facilities
33. Changed - Reduced Storage tech area to 11 levels and increased its cost
34. Changed - Reduced Medical Treatment tech area to 5 levels and increased its cost
35. Changed - Reduced Medical Lab facility to 5 levels
36. Changed - Lots of minor changes to facility costs and structure amounts
37. Changed - Genetic Recoding Labs now has a ground combat modifier ability for the system
38. Changed - Reduced Temporal Vacation Service facility to 5 levels
39. Changed - Reduced Urban Pacification Center facility to 5 levels
40. Changed - Reduced Psychic Scanner to 11 levels
41. Changed - Reduced Fate Shrine to 5 levels
42. Changed - Reduced Nature Shrine to 5 levels
43. Changed - Reduced Time Shrine to 5 levels
44. Changed - Re-organized Religious Technology facility availability
45. Changed - Interspersed Climate Control Facility and Value Improvement Plant levels in Planet Utilization tech area
46. Changed - "Skip Armor" damage type now has 95% penetration versus armor
47. Changed - "Only" damage types now have 100% penetration versus armor
48. Changed - Most damage types do only 50% of their normal damage amount to facilities
49. Changed - Reduced Bombardment Weapons to 11 levels
50. Changed - Increased damage amount for Planetary Napalm
51. Changed - Reduced the positive effect of troops on population happiness
52. Changed - Reduced the happiness effect from the Naturally Happy and Naturally Depressed traits
53. Fixed - A number of errors in defense penalties for ships and space stations
54. Fixed - Error in tech requirements for Organic and Crystalline Carriers
55. Changed - Increased the map area for ground combat
56. Added - Added additional buildings for ground combat
57. Added - AI Minister for Survey Ships
58. Added - AI Minister for Patrol Ships
59. Added - AI Minister for Cloaking
60. Added - New AI design types
61. Fixed - Combat designs for some races would be created without weapons
62. Fixed - AIs were not longer immediately hostile to human players in AI team mode
63. Fixed - AI ships and fleets were not resupplying as often as required*
64. Fixed - Error in Medical Ship orders
65. Fixed - Ships were not always sent to join the most appropriate fleet
66. Fixed - Error in AI selection of systems to attack
67. Fixed - The AI was never giving up, never surrending*
68. Added - AI will use Space Yard Ships to construct remote defense bases
69. Added - AI will break their treaties with the Mega Evil player
70. Changed - AI will now use Carriers for Drone Carrier design type
71. Changed - AI will use cloaking devices
72. Changed - AI's facility selection is now more responsive to its needs
73. Changed - Improved the AI's vehicle purchasing routine
74. Changed - Improved the AI's handling of resources
75. Fixed - AI wasn't using Fighter or Drone Groups for attacks
76. Added - AI will drop troops on rioting colonies
77. Added - AI will send their fleets for training
78. Fixed - Error in AI scrapping routine for ships
79. Fixed - AI Minister for Population Transports was not working correctly
80. Changed - Improved AI's use of scout ships for exploration and surveying
81. Changed - AI will now use Patrol Ships for patrol missions only
82. Changed - AI players will focus on sabotage operations only
83. Fixed - Error in Intelligence script that allowed projects to succeed more than they should*
84. Fixed - Error in destroy resources intel project that allowed negative values
85. Changed - Increased emphasis on defense point contribution to leaky intel success rate calculation
86. Fixed - Sometimes the AI would get stuck trying to research a tech area level that did not exist
87. Changed - Made improvements to the AI's research pathing
88. Changed - Improved the AI's starting tech selection
89. Changed - Revised each AI Empire's weapon and design type usage
90. Added - General improvements to AI diplomacy
91. Changed - A weaker AI at war will consider making peace
92. Pending - AI design improvements
93. Pending - Improvements to AI setup scripts
94. Added - Fixes for stellar events
95. Updated - AI Scripts
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  #1158  
Old October 14th, 2007, 04:14 AM
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Default Re: Balance Mod v1.10 Available!

just a few fixs huh
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  #1159  
Old October 14th, 2007, 04:34 AM

AstralWanderer AstralWanderer is offline
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Default Re: Balance Mod v1.10 Available!

Thank'ee Capn!

*stops compulsively hitting Reload on the mod download page*
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  #1160  
Old October 14th, 2007, 06:53 AM
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Default Re: Balance Mod v1.10 Available!

Thank you very much Kwok for these "few" (95!!) fixes.

The AI files may not be optimal for BM 1.09 but a quick trial showed that at least they work, which is 100x better than the current situation. Therefore until you release the 1.09a AI version and the original scripts I will use the 1.10 AI files in my games.
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