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Re: Balance Mod
Bah, hoped it would just leave a 'mark' or something about where the fleet was and how big it was. Aaron definitely needs to look into that.
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Balance Mod Update
Greetings!
I've posted v1.00 of the Balance Mod for download at my site: http://www.captainkwok.net/balancemod.php Note that this version is not compatible with any v0.9X games - so you'll need to start a new game. Some big changes in this version included extensions to the ship and engine tech tree, along with a change in the propulsion system. Essentially each engine now provides a varying amount of movement points instead of a standard amount with movement bonuses for higher tech engines. On the AI front there was a big fix with starting techs (the AI hasn't been picking their starting techs for some time now - maybe since v95!?) so that should certainly help AI performance. <font class="small">Code:</font><hr /><pre> 1. Fixed - AI players were not selecting starting technology 2. Added - Small Crystalline Armor 3. Added - Small Organic Armor 4. Fixed - Error in tech requirement for Environmental Studies cultural achievement 5. Fixed - Error in tech requirement for Temporal Space Yard 6. Changed - Plague Bombs are now only a single entry 7. Fixed - Range was incorrect for Plague Bomb 8. Fixed - The Massive Base Mount had an incorrect amount for its accuracy bonus 9. Changed - Tweaked hull costs for some vehicle types 10. Changed - Increased damage amount for Alloy Burner Missile 11. Changed - Quantum Reactors now provide more supplies per level and their cost reduced slightly 12. Changed - Revised entire engine system 13. Changed - Increased number of tech levels for larger ships (Cruiser > Baseship) 14. Changed - Reduced the regeneration rate for Organic Armor 15. Changed - Increased Ripper Beam to 11 levels 16. Changed - Increased Plasma Missile to 11 levels 17. Changed - Slightly increased seeker speeds 18. Added - Defense Modifiers to seeker weapons descriptions 19. Fixed - Error in Boarding Combat defense modifier 20. Changed - Reduced the maximum time it takes for Atmospheric Modification Plant to change the atmosphere 21. Changed - Increased amount of damage required to kill 1M population 22. Changed - Increased values for starting tech points 23. Fixed - AI wasn't adding Basic Sensors to their satellites 24. Changed - Racial trait sensors (Temporal, Psychic) reduced in cost 25. Fixed - A number of typos 26. Updated - Updated AI research pathing 27. Updated - AI Scripts </pre><hr /> |
Re: Balance Mod Update
Starting new game http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Balance Mod Update
Mr Kwok , tried to install v1.00 , got message " bad CRCbd99ac16 { should be db90a6bcb } " odviously did not take , what should I do ?
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Re: Balance Mod Update
That sounds yucky. You can try to re-download since it might have been corrupted... and also check to make sure you installed it in the right directory etc.
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Re: Balance Mod Update
Captain Kwok , tried downloading again same message came up - with further digging - problem came up between , eee-main-script-csf and eee-setup-script-cfs , also a warning message " size of extracted file { 776572} does not match the uncompressed size { 776556 } recorded in the zip. file " maybe this helps finding the cause ?
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Re: Balance Mod Update
thats an AI file...
if it lets you unzip it compleatly without those files then you should be ok, I'll download it later and see if I get the same problem. |
Re: Balance Mod Update
Working fine here.
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Re: Balance Mod Update
It installed fine for me, but I no longer have the reduced flag size.
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Re: Balance Mod Update
There's a few Alliance Flags that haven't been changed in size. Did you happen to choose one of those?
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