Greetings!
The v1.19c patch has been posted. It has some more refinements to the AI's resource and facility management routines along with a few fixes for other things. I also added some flags you can use in ship names to give the ship naming minister more functionality for human players.
Next up is the big v1.20 update. I've already done most of the data file work already, but there's a lot of AI details to work on.
Find the v1.19c patch here:
http://www.captainkwok.net/balancemod.php
Here's the list of changes:
Code:
1. Changed - Restricted Emissive Armor to 1 per Satellite (Temporary Restriction)
2. Fixed - Sometimes the Construction - Facilities minister would skip facility construction in favor of units/ships when those ministers weren't activated
3. Changed - AI players will update their resource status each time they make a decision involving resources
4. Fixed - The AI wasn't always identifying when it was in a disconnected state
5. Fixed - AI players were sometimes added Intel facilities in place of research facilities when intel is disabled
6. Changed - Further improvements to the AI's facility management functions
7. Fixed - The AI wasn't checking for sector limits when launching units from planets
8. Changed - Made improvements to the AI's scrapping and mothballing functions
9. Fixed - AI players were breaking their treaties in unison versus the mega evil player
10. Changed - The AI wasn't taking into account Shield Depleter usage in its enemy design analysis
11. Changed - Tweaked some of the AI's design type demand modifiers
12. Changed - Added new rules for the Ship (All) - Naming minister:
- If the ship name contains *, the ship will not be renamed at all
- If the ship name contains ^, the ship will retain any text before the ^ (ie Endor V ^ Yard I 0001 -> Endor V ^ Yard II 0001)
- Note: Names should follow SE:V format "Ship Name ####"
13. Updated - AI Scripts