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Old January 13th, 2009, 01:54 AM
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Smile Re: Balance Mod Available for SE:V

Greetings!

You can now get v1.17 here:
http://www.captainkwok.net/balancemod.php

It's compatible with v1.15/v1.16 games and both SE5 v1.74/v1.77. It also works fine for simultaneous games and SE5 v1.77.

It contains the usual mix of fixes, tweaks, and AI improvements. See the history blurb below for more details.

I also updated the tech chart to have an index.

Code:
Version 1.17 (13 January 2009)
------------------------------

1.  Fixed   - Some Fighters were not moving in ground combat
2.  Changed - Cooperative Intel split into Attack and Defense versions
3.  Fixed   - Sometimes cargo bombs would detonate on ships without cargo
4.  Fixed   - Disrupt comm messages intel project would sometimes report false successes
5.  Fixed   - Value Improvement Plants were not stacking correctly
6.  Changed - You must have enough life support for a ship's crew in a design
7.  Changed - Reduced population modifiers for populations less than 50M
8.  Changed - Increased structure per level for some components
9.  Changed - Small Rocket Pods can now target troops
10.  Fixed   - Could not start or continue a simultaneous game in SE5 v1.77
11. Fixed   - EEE were incorrectly designing low tech fighters
12. Fixed   - Xiati were not adding weapons to their Drones or Weapon Platforms
13. Fixed   - The Xi'Chung weren't using all their available ship sizes
14. Fixed   - Sometimes the AI wasn't using its intended fleet strategies
15. Fixed   - The AI would sometimes add a Shield Regenerator without a design having a Shield Generator
16. Fixed   - Crystalline races were often neglecting to add Shield Generators for their smaller ships
17. Changed - AI will check for when it last sent a treaty or change treaty request to avoid sending a request before a response is made
18. Changed - Improved relevance of AI warning and request messages
19. Changed - AI races will utilize more hull sizes in their designs
20. Added   - Individualized race anger responses for log events and diplomacy
21. Changed - AI will now cross-retrofit combat ships to alternate design types if no design is available with its current design type
22. Fixed   - Sometimes the AI wasn't able to scrap a facility it wanted to scrap
23. Fixed   - The AI was countering treaties when it was sometimes not desired
24. Changed - Made some improvements to the AI's understanding of trade/gift value
25. Changed - AI Mine/Satellite Layers will sometimes stack pickup and launch orders to maximize movement points
26. Changed - Improved the AI's fleet selection process for ships set to fleet usage
27. Changed - AI will make course corrections for its ships sent to join fleets
28. Updated - AI Scripts
29. Updated - AI Events/Intel Scripts
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