Greetings.
I've posted v1.19 of the Balance Mod. Version 1.19 makes some significant improvements to the AI's starting technology selection, improves its handling of warp point defenses, plus the usual assortment of fixes and tweaks.
It's savegame compatible with any Balance Mod v1.15+ games.
You can download it here:
http://www.captainkwok.net/balancemod.php
Code:
Version 1.19 (14 April 2009)
----------------------------
1. Changed - Increased damage amount for Alloy Burner Missile
2. Changed - Increased regeneration rate for Shield Regenerators
3. Changed - Decreased movement (damage) amount for Tractor Beam and Repulser Beam
4. Changed - Increased firing rate for Tractor Beam and Repulser Beam
5. Fixed - Error in cost for Psychic Technology tech area
6. Fixed - Energy Refractors were not working when used on armor slots, must now be placed on outer hull slots
7. Fixed - Sometimes when an AI surrendered it caused a turn to hang
8. Fixed - Corrected and revised racial trait and starting technology selections for AI
9. Added - Some AI functionality to escort ships
10. Changed - Adjusted the conditions for the AI to remain in its Explore & Expand state
11. Changed - Made improvements to the AI's ability to use the Ancient Race trait
12. Changed - The AI's Warp Point Openers would sometimes be vulnerable to attack after opening a new warp point
13. Fixed - Possible turn hang when an AI made a gift request
14. Fixed - The AI tended to clump warp point defenses in less useful locations
15. Fixed - Sometimes the AI would drop units in the wrong warp point location
16. Fixed - The AI was sometimes not adding a Shield Generator to a design when it should have been
17. Changed - AI players will respond more actively to add resource storage for surplus resources
18. Updated - AI Scripts