I've posted the v1.14a patch for the Balance Mod to be used with the new SE5 v1.71 patch released today.
It's savegame compatible with v1.10+ games. You need to have v1.14 installed before applying the v1.14a patch.
You can find the patch here:
http://www.captainkwok.net/balancemod.php
Besides a couple of small script compatibility issues, I threw in a couple of items from the pending Balance Mod v1.15 as a bonus.
Here's the details:
Code:
Version 1.14a on 26-March-2008:
1. Fixed - Damage types Only Engines, Only Weapons, and Only Shield Generators were not set to skip armor properly
2. Changed - Increased shield points for Small Shield Generator
3. Changed - Damage amount for Shield Disrupter
4. Changed - Damage amounts for most warhead weapons and reduced their cost
5. Fixed - Error in the amount of crew Boarding Parties could overcome
6. Fixed - Some engine details were described incorrectly for Carriers
7. Changed - Reduced the number of engines on Carrier hulls to 15
8. Changed - Updated the maximum allowed unit settings in VehicleUnitTypes.txt
9. Changed - Reduced seeker supply usage
10. Changed - Increased seeker defense bonus from Defense Systems tech area
11. Changed - Increased range and effect amounts for Tractor, Repulser, and Wormhole Beams
12. Changed - Increased cost for Anti-Proton Beams
13. Changed - Removed to hit penalty form High-Energy Magnifier
14. Changed - Energy Refractor can only be placed in armor slots
15. Fixed - AI was unable to add Energy Refractor to their ship designs
16. Fixed - Some AIs were not adding weapons to Fighter Bomber design types
17. Fixed - Sometimes a player's design type did not have the correct internal design type and ministers wouldn't work properly
18. Changed - Updated event and intel scripts for planet conditions event/intel project