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  #1  
Old December 2nd, 2007, 02:41 AM
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Default Re: Balance mod 1.11 bug

Ok. That bug has been fixed for the next update.
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Old December 2nd, 2007, 03:01 AM

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Default 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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Old December 2nd, 2007, 03:13 AM
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Default 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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Old December 3rd, 2007, 01:06 PM
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Default 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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Old December 3rd, 2007, 05:00 PM

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Default 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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Old December 4th, 2007, 06:05 AM

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Default 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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Old December 4th, 2007, 08:10 AM
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Default Re: Balance mod 1.11 bug

Just a guess, but are you using organic components?
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