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-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Balance Mod Available for SE:V (http://forum.shrapnelgames.com/showthread.php?t=30863)

Spoo April 27th, 2007 02:00 AM

Re: Balance Mod v1.06 Available
 
Yay!

Captain Kwok April 27th, 2007 10:18 AM

Re: Balance Mod v1.06 Available
 
Oops - one item I forgot to mention is that the AI uses remote mining now as well.

Tnargversion2 April 27th, 2007 11:45 AM

Re: Balance Mod v1.06 Available
 
I am curious to know if I change the defualt amount of population that can be squeezed into a cargo space if that will change any of the new AI minisiters you have implemented for population control.

I beleive that the defualt is:
Pop for 1 pt of cargo = 40

For realism if I changed it to:
Pop for 1 pt of cargo = 120

I think I have that right. Basically I am trying to make it so that realistically only a few million people can be loaded onto a colonizer or pop transport rather than hundreds of millions.

Captain Kwok April 27th, 2007 12:33 PM

Re: Balance Mod v1.06 Available
 
It should be fine as it's % space filled calculation to determine whether or not a transport has enough cargo.

gregebowman April 27th, 2007 02:10 PM

Re: Balance Mod v1.06 Available
 
1.06?! Aargh! I'm halfway through a game in 1.05, and now another version comes out. Should I upgrade, or continue the game then upgrade when I'm done? Decisions, decisions. I'll probably upgrade and start a new game. I'm anxious to try out the new image package that came out.

Baron Munchausen April 27th, 2007 02:47 PM

Re: Balance Mod v1.06 Available
 
If you have split the ship and unit ministers, is there a way to control which of these are enabled or disabled? Could I have only the unit minister enabled and reserve ship-building for myself? Or are the minister options hard-coded into the game menus?

Captain Kwok April 27th, 2007 03:14 PM

Re: Balance Mod v1.06 Available
 
gregebowman:

You should finish your v1.05 game first as changes to the AI's list of ministers are not registered unless you start a new game.

Baron:

There are 3 ministers for construction now - facilities, ships, and units - each one operates independently. The list of ministers is moddable and was changed in v1.06, but like I mentioned above, the changes only register with new games.

se5a April 27th, 2007 04:13 PM

Re: Balance Mod v1.06 Available
 
well in that case, he can upgrade now, it's just that the changes will not happen till he starts a new game right?

Romulus68 April 27th, 2007 05:03 PM

Re: Balance Mod v1.06 Available
 
Does version 1.06 have any bearing on a PBW game with no AI's?

Should we or do we need to ugrade?

Captain Kwok April 27th, 2007 07:49 PM

Re: Balance Mod v1.06 Available
 
Quote:

se5a said:well in that case, he can upgrade now, it's just that the changes will not happen till he starts a new game right?

Not quite - there were also some name changes to the Ministers in the v1.06 scripts that will cause them not to do anything with a game started in v1.05...

PBW games can upgrade with no ill effects.


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