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  #941  
Old May 23rd, 2007, 06:30 PM

aegisx aegisx is offline
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Default Re: Balance Mod

Man Kwok, what do we pay you for?
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  #942  
Old May 23rd, 2007, 07:34 PM
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Tim_Ward Tim_Ward is offline
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Default Re: Balance Mod

Yeah! I want my money back.
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"Why the blazes didn't we utilise the abandoned Martian War Machines to retain Empire? I demand immediate resignations."
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  #943  
Old May 26th, 2007, 06:02 AM
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Default Re: Balance Mod

Kwok will you now make the AI use stellar manipulation after MM seems to have enabled these orders?
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  #944  
Old May 26th, 2007, 01:23 PM
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Captain Kwok Captain Kwok is offline
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Default Re: Balance Mod

I will at least implement warp point opening for v1.08 (to be released with the next SE:V patch). I think it will take quite a bit of time to set up scripts for the AI to use other stellar manips in a useful manner.
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  #945  
Old May 31st, 2007, 08:40 AM
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Default Re: Balance Mod

Any news about the release of 1.07?
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  #946  
Old May 31st, 2007, 12:10 PM
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Captain Kwok Captain Kwok is offline
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Default Re: Balance Mod

I'll be posting it tonight for certain. It's been perpetually 95% done for the last week and a half, but there is this 5% of bugs/problems from the "release AI test game" to solve every time I want to post it.
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  #947  
Old May 31st, 2007, 07:44 PM

DeadZone DeadZone is offline
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Default Re: Balance Mod

Its that last few % thats always a *****, lol
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  #948  
Old May 31st, 2007, 09:26 PM
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Default Re: Balance Mod v1.07 Available!

As promised, v1.07 of the mod has been posted. It's mostly an AI update that focuses on adding new design types along with changes to the AI's design routine. There's also the addition of leaky intel and the usual fixes.

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

Version 1.07 (31 May 2007)
--------------------------

1. Fixed - Error in requirements for Small Telekinetic Projector
2. Added - More default design types
3. Changed - Reduced the costs for most intel projects
4. Added - New design types
5. Changed - Small amount of organics returned for scrapping population
6. Changed - Increased starting shield strength for Shield Generators
7. Fixed - If AI players had Natural Merchants trait, they would self-destruct their empire
8. Error - Crystalline Torpedoes could be placed on the Inner Hull
9. Changed - All races start with level 1 in Smaller Weapons
10. Changed - Increased range and damage for Tachyon Projection Cannon
11. Changed - Increased range for Weapon Disrupter
12. Changed - Decreased damage for Ionic Dispersers
13. Changed - Empires now start with level 1 in Small Weapons
14. Changed - Reduced size and damage for Kamikaze Warhead
15. Fixed - Mines could not be fired at in tactical combat
16. Changed - Drones no longer seek to ram automatically
17. Fixed - Planetary Napalm did not store any ordnance
18. Changed - Increased starting damage resistance for Quantum Torpedoes
19. Changed - Increased speed and modified damage for Gamma Pulse Torpedoes
20. Changed - Small tweaks to population happiness modifiers
21. Added - New images for Small Supply Storage and Small Ordnance Storage
22. Added - Implemented Aggressive, Defensive, and Moderate scripts for default AI
23. Changed - Improved AI ship design and utilization of components
24. Changed - Improved AI fleet use, composition and supply
25. Changed - Updated weapon selections for each default race
26. Added - New AI design types
27. Updated - AI Scripts
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  #949  
Old May 31st, 2007, 09:32 PM

aegisx aegisx is offline
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Default Re: Balance Mod v1.07 Available!

leaky intel?
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  #950  
Old May 31st, 2007, 09:36 PM
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Default Re: Balance Mod v1.07 Available!

Is this a savegame breaker? Does it require a restart for all features?
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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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