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Re: Balance Mod v1.04 Available!
Did you alter the mod in anyway?
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Re: Balance Mod v1.04 Available!
try reinstalling BM?
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Re: Balance Mod v1.04 Available!
No, I don't think I have. I can try reinstalling today.
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Re: Balance Mod v1.04 Available!
I don't know. I reinstalled, but it is still doing it.
Hrm... |
Re: Balance Mod v1.04 Available!
Okay, I completely deleted it and it seems to be working again. Problem solved.
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Re: Balance Mod v1.04 Available!
I apologize for the delay. I'm just fiddling around with a few changes in the scripts that I need to finish and test before I can post v1.05. Originally the patch was to be released on Monday so I undertook a few changes to research and construction that were going to take Fri/Sat to work out. The research part is done, but the construction script needs to be debugged. http://forum.shrapnelgames.com/image...ies/tongue.gif
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Balance Mod v1.05 Available!
Greetings!
I've finally posted v1.05 of the Balance Mod for download. There were a few items I needed to resolve with the AI scripts before I could post, which was the main source of the delay. Note that this version is not save game compatible with previous versions. It will extract to a new folder labeled 'Balance Mod v105+', which will be the default location for future save game compatible versions. You can grab the download here: http://www.captainkwok.net/balancemod.php <font class="small">Code:</font><hr /><pre> Version 1.05 (25 March 2007) ---------------------------- 1. Changed - Increased cost for Chemistry tech area 2. Changed - Increased cost for Physics tech area 3. Changed - Increased cost for Industry tech area 4. Changed - Slight increase to Depleted Uranium Cannon damage amount 5. Changed - Added ordnance usage to Planetary Napalm 6. Fixed - Error in Planet Combat Defense Modifier 7. Fixed - Some levels of Biological Weapons did not give any results 8. Changed - Reduced number of tech levels for Biological Weapons 8. Changed - Increased cost for Plasma Missiles tech area 9. Fixed - Fighter combat speeds were not adjusted for new engine system 10. Fixed - Error in damage amount for Massive Weapon Platform Mount 11. Changed - Increased cost for Military Science tech area 12. Changed - Torpedo Weapons now requires Military Science level 3 13. Changed - Ship Capture now requires Military Science level 2 14. Changed - Reduced cost of Supply and Ordnance Storage components 15. Fixed - Error in Combat To Hit penalty for Space Stations 16. Changed - Increased maximum speed for all Carrier ships 17. Changed - Decreased and ground damage and range for Point-Defense Weapons 18. Fixed - Error in range for Point-Defense Blaster 19. Fixed - Massive Ship mount should require a ship of 1250kT or larger 20. Changed - Point-Defense and some small weapons can now target Mines in combat 21. Updated - Incorporated FQM Beta 8 components in the Balance Mod 22. Updated - Improved AI construction queue purchasing 23. Updated - Enhanced AI diplomacy with less static treaties and responses 24. Added - Introduced fear modifier in AI diplomacy 25. Fixed - A few errors in anger levels used to determine diplomatic responses 26. Updated - AI will prioritize tech area research during times of war 27. Added - Construction Yard colony type for the AI 28. Fixed - AI was not adding Ordnance Storage for Carriers 29. Fixed - AI was not scrapping ships 30. Updated - AI Scripts </pre><hr /> |
Re: Balance Mod v1.05 Available!
Is there something in here that will prevent the AI from doing stuff during a missed PBW turn?
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Re: Balance Mod v1.05 Available!
Under ministers, there is an option that is on by default for the AI to play in the player's absence.
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Re: Balance Mod v1.05 Available!
Thank you very much, Captain Kwok. http://forum.shrapnelgames.com/images/smilies/happy.gif
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