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Re: Balance Mod
It's not a bad suggestion, but the problem is that almost everyone will go with the Quantum engines right away because they know that they will be the best engines and easiest to manage from a ship design perspective.
The current system does capture a bit of the choice presented below. Often when a new engine tech becomes available, the older one has a few levels to improve to make it comparable to a mid-level next generation engine. |
Re: Balance Mod
I've posted the v1.14a patch for the Balance Mod to be used with the new SE5 v1.71 patch released today.
It's savegame compatible with v1.10+ games. You need to have v1.14 installed before applying the v1.14a patch. You can find the patch here: http://www.captainkwok.net/balancemod.php Besides a couple of small script compatibility issues, I threw in a couple of items from the pending Balance Mod v1.15 as a bonus. http://forum.shrapnelgames.com/image...ies/tongue.gif Here's the details: <font class="small">Code:</font><hr /><pre> Version 1.14a on 26-March-2008: 1. Fixed - Damage types Only Engines, Only Weapons, and Only Shield Generators were not set to skip armor properly 2. Changed - Increased shield points for Small Shield Generator 3. Changed - Damage amount for Shield Disrupter 4. Changed - Damage amounts for most warhead weapons and reduced their cost 5. Fixed - Error in the amount of crew Boarding Parties could overcome 6. Fixed - Some engine details were described incorrectly for Carriers 7. Changed - Reduced the number of engines on Carrier hulls to 15 8. Changed - Updated the maximum allowed unit settings in VehicleUnitTypes.txt 9. Changed - Reduced seeker supply usage 10. Changed - Increased seeker defense bonus from Defense Systems tech area 11. Changed - Increased range and effect amounts for Tractor, Repulser, and Wormhole Beams 12. Changed - Increased cost for Anti-Proton Beams 13. Changed - Removed to hit penalty form High-Energy Magnifier 14. Changed - Energy Refractor can only be placed in armor slots 15. Fixed - AI was unable to add Energy Refractor to their ship designs 16. Fixed - Some AIs were not adding weapons to Fighter Bomber design types 17. Fixed - Sometimes a player's design type did not have the correct internal design type and ministers wouldn't work properly 18. Changed - Updated event and intel scripts for planet conditions event/intel project </pre><hr /> |
Re: Balance Mod
If you downloaded the v1.14a .RAR download between now and last night, you might want to download it again. The link was pointed at the wrong file!!!
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Re: Balance Mod
Did several testgames (SP/simu move/no tac combat// 1.71 and 114a) and encoutered several issues .. and as I don't know if they're from Kwoks or SE5, I'll start with posting them here (though I guess some might be well-known SE5 flaws ...) :
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Re: Balance Mod
There is a current bug in SE5 that is effecting the selection of resupply locations using the "go to nearest resupply" function. It affects both the manual order and AI script function. I can make a workaround for the AI, but the order itself needs to be fixed by a SE5 patch.
Does that colony have the lowest population in your empire or close to it? The Skip Armor damage type used to have only partial armor penetration, but doing so makes it trigger each and every armor's special effect (emissive etc.) as it passes through. This can seriously handicaps the skip armor type. Yes, Crystalline Armor is intended to stack. Many of the special warhead entries in Components.txt have an error in their requirements formula. Unfortunately I caught it after posting 1.14a. Not sure what you mean exactly by the last item. Can you elaborate a bit? |
Re: Balance Mod
does he mean that DUC is too cheep?
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Re: Balance Mod
I figured he was talking about DUCs or CSMs etc., but while they are cheap enough to be enticing, ultimately they end up underpowered versus the second tier weapons.
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Re: Balance Mod
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A) supplies are not distributed to allied ships in a system B) "goto nearest resupply" - an AI fix/workaround would be great as it gets seriously crippled by this bug Quote:
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Maybe tone down their damage somewhat? Quote:
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Re: Balance Mod
How is supply distribution divided and prioritized? Maybe your own ships are using up the system's supply capacity and there's nothing left for your allies?
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Re: Balance Mod
Allied ships are very low on the distribution list for supplies, so it's likely any remote resources are being used up the generating empire's ships/units.
Ships will resupply at allied worlds assuming their in orbit during end turn processing. |
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