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Re: Balance Mod
Man Kwok, what do we pay you for?
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Re: Balance Mod
Yeah! I want my money back.
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Re: Balance Mod
Kwok will you now make the AI use stellar manipulation after MM seems to have enabled these orders?
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Re: Balance Mod
I will at least implement warp point opening for v1.08 (to be released with the next SE:V patch). I think it will take quite a bit of time to set up scripts for the AI to use other stellar manips in a useful manner.
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Re: Balance Mod
Any news about the release of 1.07?
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Re: Balance Mod
I'll be posting it tonight for certain. It's been perpetually 95% done for the last week and a half, but there is this 5% of bugs/problems from the "release AI test game" to solve every time I want to post it. http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: Balance Mod
Its that last few % thats always a *****, lol
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Re: Balance Mod v1.07 Available!
As promised, v1.07 of the mod has been posted. It's mostly an AI update that focuses on adding new design types along with changes to the AI's design routine. There's also the addition of leaky intel and the usual fixes.
Download here: http://www.captainkwok.net/balancemod.php Version 1.07 (31 May 2007) -------------------------- 1. Fixed - Error in requirements for Small Telekinetic Projector 2. Added - More default design types 3. Changed - Reduced the costs for most intel projects 4. Added - New design types 5. Changed - Small amount of organics returned for scrapping population 6. Changed - Increased starting shield strength for Shield Generators 7. Fixed - If AI players had Natural Merchants trait, they would self-destruct their empire 8. Error - Crystalline Torpedoes could be placed on the Inner Hull 9. Changed - All races start with level 1 in Smaller Weapons 10. Changed - Increased range and damage for Tachyon Projection Cannon 11. Changed - Increased range for Weapon Disrupter 12. Changed - Decreased damage for Ionic Dispersers 13. Changed - Empires now start with level 1 in Small Weapons 14. Changed - Reduced size and damage for Kamikaze Warhead 15. Fixed - Mines could not be fired at in tactical combat 16. Changed - Drones no longer seek to ram automatically 17. Fixed - Planetary Napalm did not store any ordnance 18. Changed - Increased starting damage resistance for Quantum Torpedoes 19. Changed - Increased speed and modified damage for Gamma Pulse Torpedoes 20. Changed - Small tweaks to population happiness modifiers 21. Added - New images for Small Supply Storage and Small Ordnance Storage 22. Added - Implemented Aggressive, Defensive, and Moderate scripts for default AI 23. Changed - Improved AI ship design and utilization of components 24. Changed - Improved AI fleet use, composition and supply 25. Changed - Updated weapon selections for each default race 26. Added - New AI design types 27. Updated - AI Scripts |
Re: Balance Mod v1.07 Available!
leaky intel?
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Re: Balance Mod v1.07 Available!
Is this a savegame breaker? Does it require a restart for all features?
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