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Re: Balance Mod Update...
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Re: Balance Mod Update...
DebugSettings.txt lets you generate logs for everything from a line-by-line script execution log for each player each turn or log the graphics engine etc.
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Re: Balance Mod Update...
RCCCL - The attentuation rate for the Hyper - Plasma Bolt was incorrect. It was decreasing at 5 damage points per 1 range, instead of 0.5 damage per 1 range. I'll fix it up for v1.03! http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: Balance Mod Update...
I see, but the range is only supposed to be 20 ls?
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Re: Balance Mod Update...
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Re: Balance Mod Update...
Do you think you'll have 1.03 up tonight? Its almost time for monthly stab at SE5 again and I figured with the new patch I can disable retreats and hopefully head off the long turn loading.
I'd like to wait for the newest Balance Mod before trying SE5 again if its going to be up tonight or tomorrow. Thanks! |
Re: Balance Mod Update...
I'm running hopefully the final test game right now. The treaty problem has been fixed and everything else seems ok for most part. http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: Balance Mod Update...
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That's a pretty detailed description of your typical code crunch right there. The Balance Mod is the only thing making me stick with semi-stock SE V. Other than that I would abandon it. |
Re: Balance Mod Update...
I am looking forward to the next version as well. It is very difficult to play stock SE V after using the Balance Mod. It is like going from taking warm water showers to sitting in a cold stream.
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Re: Balance Mod Update...
Well, v1.03 of the Balance Mod has finally been posted. Keep an eye for any weirdness. http://forum.shrapnelgames.com/image...ies/tongue.gif
Download here: http://www.captainkwok.net/balancemod.php Here are the details: <font class="small">Code:</font><hr /><pre> Version 1.03 (01 February 2007) ------------------------------- 1. Fixed - Error in maximum level for Organic and Crystalline Baseships 2. Fixed - Some ships had the incorrect number of maximum engines 3. Fixed - Error in ability amount for Mineral Scanner facilities 4. Added - Updated generic slot layouts (Thanks to Fyron) 5. Changed - Slight increase in supply usage for seeker weapons 6. Changed - Slight reduction in defense structure for Crystalline Torpedoes 7. Changed - Small increase in bolt speed for bolt weapons 8. Changed - Increased damage amount required to kill population 9. Changed - Slightly adjusted base reproduction rate 10. Fixed - Error in attenuation for Hyper-Plasma Bolts 11. Changed - Improved AI's facility selection for its colony types 12. Changed - AI will no longer add ordnance storage on ships/units that don't use ordnance 13. Added - AI will scrap obsolete Weapon Platforms 14 Changed - AIs will take score into consideration for accepting treaties 15. Changed - Reduced anger ranges for some of the AI's proposed treaty types 16. Updated - AI research spending tweaked 17. Updated - AI Scripts </pre><hr /> |
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