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Old May 27th, 2008, 02:31 AM
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Captain Kwok Captain Kwok is offline
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Default Re: Balance Mod

Here's the current v1.15 changelog...

Code:

Version 1.15 (xx June 2008)
---------------------------

xx. Changed - Slight revision to Small Shield Generator tech area requirements
xx. Changed - Decreased Organic Armor and Crystalline Armor to 10kT
xx. Changed - Reduced Organic Armor and Crystalline Armor to 16 tech levels
xx. Changed - Decreased Small Organic Armor and Small Crystalline Armor to 1kT
xx. Changed - Reduced Small Organic Armor and Small Crystalline Armor to 6 tech levels
xx. Changed - Reduced Energy Refractor to 5 tech levels
xx. Changed - Energy Refractor can only be placed in armor slots
xx. Changed - Adjusted tech level requirements for Ordnance Vat and Small Ordnance Vat components
xx. Changed - Adjusted tech level requirements for Genetic Recoding Lab facility
xx. Changed - Increased Wormhole Beam effect
xx. Removed - Anti-Ship Neutrino, Anti-Ship Ionic, and Anti-Ship Tachyon Warheads
xx. Changed - Only Shield Generators damage type skips armor and shields
xx. Changed - Adjusted damage amount of Shield Disrupter
xx. Changed - Increased the rate that population loyalty is gained and lost
xx. Changed - Adjusted happiness modifiers to make it a bit more challenging to obtain jubliant populations
xx. Changed - Modified engine requirements for Carrier and Dreadnought vehicle types
xx. Changed - Increased the size of Dreadnought hulls
xx. Changed - Small decrease to the size of Satellites
xx. Changed - Increased the bonus/penalty amounts for the Organics and Radioactives racial traits
xx. Changed - Increased the bonus/penalty amounts for boarding parties in the Brave and Cowardly racial traits
xx. Changed - Increased the cost of the Ancient Race Trait to 1500 points
xx. Added - The Advanced Storage Techniques racial trait will now provide 20% more facility space
xx. Changed - Increased the cost of Advanced Storage Techniques racial trait to 2000 points
xx. Changed - Players will now start with level 1 in their racial tech areas
xx. Changed - Organic and Crystalline races with only have access to their racial trait hulls
xx. Changed - Revised Crystalline weapons
xx. Changed - Revised Organic weapons
xx. Changed - Revised Psychic weapons
xx. Changed - Revised Temporal weapons
xx. Fixed - Error in displayed ranges for warhead components
xx. Changed - Clarified the bonuses from racial traits, government types, and society types
xx. Changed - Clarified the bonuses from the cultural tech areas
xx. Changed - Clarified the description for items that cured plagues
xx. Changed - Small increase to ship experience bonuses to attack and defense
xx. Changed - Reduced score calculation by a factor of 10
xx. Fixed - A number of errors in maximum tech levels

xx. Added - AI will consider a player's government and society type as a factor in relations
xx. Changed - Enhanced the AI's anger system
xx. Changed - The AI will examine treaty elements for their relevance
xx. Changed - The AI will be more aggressive in addressing a low resource condition
xx. Fixed - There will still instances where a player's design type wouldn't match the internal AI design type
xx. Added - AI will consider ordnance levels as part of its resupply criteria
xx. Added - The AI will evaluate each of its ship's orders to see if they are still valid
xx. Added - AI will use stellar manipulation technologies (In progress)
xx. Added - New minister, Ships (All) - Naming, to update ship names after retrofitting
xx. Fixed - The AI was sometimes choosing negative racial traits when it wasn't intended
xx. Fixed - The AI was spending starting tech points on tech area levels that are provided by default

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