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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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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. http://forum.shrapnelgames.com/image...ies/tongue.gif
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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 |
Re: A few observations
I didn't say that. I said I could do it for next weekend.
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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. |
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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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 |
Re: Balance Mod v1.10 Available!
just a few fixs huh http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: Balance Mod v1.10 Available!
Thank'ee Capn! http://forum.shrapnelgames.com/images/smilies/happy.gif
*stops compulsively hitting Reload on the mod download page* |
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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