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December 1st, 2007, 12:38 AM
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Corporal
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Join Date: Jul 2007
Posts: 115
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Thanked 1 Time in 1 Post
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Balance mod 1.11 bug
Some of the computer(neutral, maybe) a.i.s build fighters and troops with no weapons. This is really annoying due to the local militia constantly respawning them on home planets and the 3 minute time limit, and the larger ground map. The troops just constantly run away and no matter how many I kill, the local militia simply respawn to run away again. This is a worse quagmire then Iraq, and it costs almost as much. I just gave up and glassed the planet.
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December 1st, 2007, 12:53 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: Balance mod 1.11 bug
What is the name of the empire? Is it a custom ship set?
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December 2nd, 2007, 01:24 AM
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Corporal
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Join Date: Jul 2007
Posts: 115
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Re: Balance mod 1.11 bug
Cue kappa Commonwealth, it's part of the original AI, I believe. I'm not using any mods other than the balance mod and the silence mod.(The one that disables the annoying sounds)
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December 2nd, 2007, 02:41 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: Balance mod 1.11 bug
Ok. That bug has been fixed for the next update.
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December 2nd, 2007, 03:01 AM
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Corporal
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Join Date: Jul 2007
Posts: 115
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Re: Balance mod 1.11 bug
Care to give an ETA?
I managed to get around it by landing troops and then just bombarding the planet until they surrendered. I'm sure my troops didn't appreciate it, but I got a sense of closure out of it.
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December 2nd, 2007, 03:13 AM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
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Re: Balance mod 1.11 bug
A better temporary fix would be to increase the ground combat time and to decrease the ground combat map size (both in the settings.txt).
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December 3rd, 2007, 01:06 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: Balance mod 1.11 bug
Even with the script fix, the existing units would not be fixed so you'd be out of luck anyway. You could add some fighters on your troop transports, which could hunt down the fleeing troops.
You could also adjust the maximum ground combat time to 300s, as this is already being done for the update.
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December 3rd, 2007, 05:00 PM
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Corporal
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Join Date: Jul 2007
Posts: 115
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Re: Balance mod 1.11 bug
I have a question regarding capturing planets. Sometimes, I send troops down and they surrender right away, without the ensuing militia vs troop battle at the end of turn. I managed to trigger it a few times by bombarding the planet while MY troops are still on the planet. However, I have gotten them to surrender the planet without a fight. Care to explain the rules regarding this?
Does it involve reducing the population? Or is there a "fear" factor? I do enjoy getting planets, and not waiting a turn is quite helpful.
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December 4th, 2007, 06:05 AM
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Corporal
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Join Date: Jul 2007
Posts: 115
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Re: Balance mod 1.11 bug
Another bug, organic technology doesn't seem to give any benefits. My ships don't autorepair every second like it says.
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December 4th, 2007, 08:10 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
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Re: Balance mod 1.11 bug
Just a guess, but are you using organic components?
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