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June 12th, 2007, 12:22 AM
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Corporal
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Join Date: Sep 2006
Posts: 164
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Re: Balance Mod
I am 25 years into my first Balance Mod game. I have already completed all the Research, and was a little annoyed that I couldn't find a "scrap facility type" option in se5. I would favor certain cost increases for higher level techs, especially the way too cheap civic achievements and the progressive upgrades of the final techs of each branch (eg atmosphere converters levels 2+).
The one se5 change I'm most wanting has nothing to do with the Balance Mod... I would like a way to sort component lists and facility lists other than the first built order... maybe with a configurable order via a text file or from the empire screen.
The Balance Mod is a must!
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June 12th, 2007, 12:21 PM
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Sergeant
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Join Date: Nov 2006
Posts: 220
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Re: Balance Mod
Quote:
MasterChiToes said:
I am 25 years into my first Balance Mod game. I have already completed all the Research, and was a little annoyed that I couldn't find a "scrap facility type" option in se5.
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BTW, I think we all asked this question. Scrap Facilty = CTRL K (momentary brain loss.....is that correct?? lol)
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June 12th, 2007, 05:12 PM
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Corporal
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Join Date: Sep 2006
Posts: 164
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Re: Balance Mod
Quote:
Romulus68 said:
Quote:
MasterChiToes said:
I am 25 years into my first Balance Mod game. I have already completed all the Research, and was a little annoyed that I couldn't find a "scrap facility type" option in se5.
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BTW, I think we all asked this question. Scrap Facilty = CTRL K (momentary brain loss.....is that correct?? lol)
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Heh, I wanted to be able to scrap all my research facilities on all my colonies at once... like you could do in SEIV.
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June 12th, 2007, 11:25 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Re: Balance Mod
So why hasn't Aaron incorporated your Balance Mod into Stock SE V? Lets face it, no one plays stock SE V any more. Your mod is the only thing that really makes the game playable for any duration.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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June 13th, 2007, 03:28 AM
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Sergeant
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Join Date: Oct 2006
Location: Kingston, Ontario
Posts: 289
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Re: Balance Mod
I bet it will come out after ver 1.49 just as ya see the [img]/threads/images/Graemlins/icon05.gif[/img]GOLD [img]/threads/images/Graemlins/icon05.gif[/img] ver comes out LOL
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June 13th, 2007, 01:03 PM
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Corporal
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Join Date: Feb 2005
Posts: 152
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Re: Balance Mod
Quote:
Atrocities said:
So why hasn't Aaron incorporated your Balance Mod into Stock SE V? Lets face it, no one plays stock SE V any more. Your mod is the only thing that really makes the game playable for any duration.
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+
Legal issues, probably.
__________________
"Why the blazes didn't we utilise the abandoned Martian War Machines to retain Empire? I demand immediate resignations."
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June 13th, 2007, 07:19 PM
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Colonel
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Join Date: Jun 2002
Location: tampa, fl
Posts: 1,511
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Re: Balance Mod
Will any of these improvements correct whatever problem there is in creating a sphere or ring world? I really, really want to create one, but in my 1.06 game, I never could find out the correct procedure to make one.
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June 14th, 2007, 12:03 AM
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Sergeant
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Join Date: Mar 2005
Location: Indianapolis
Posts: 233
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Re: Balance Mod
I haven't had the teck levels for a number of versions to create one, but you have to make sure there are enough of the right components, only one star in the system, and make sure there are no non component ships or colonies(and maybe even units)within 6 spaces of the sun.
:Edit:
I forgot to post this, and I don't know if it has been addressed, but in 1.07 I kept running into a problem with ground combat. If during the space combat, while troops are being deployed, a planet launched fighters, and at least one fighter was damaged to a point where it had no movement, but was undestroyed, during ground combat I would be unable to conquer the planet. It seems the fighter would be stored back on the planet after the space combat, but for whatever reason would not be there during ground combat, and if it has no movement it will not launch in subsequent space battles. The only solution I've found is to have ships bombard the planet, at the cost of my own troops, till the lone fighter is destroyed, in which case the planet immediately falls under my control without any further ground combat.
__________________
Guess what color my Orange is!
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June 14th, 2007, 08:32 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
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Re: Balance Mod
Find updated scripts here to fix AI Fighter Bomber designs with no weapons:
http://www.captainkwok.net/files/v108ScriptFix.zip
Note that it will take a bit of time for the race to replace their old fighter bombers.
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June 14th, 2007, 10:20 AM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
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Re: Balance Mod
Kwok I observed a strange problem in BM 1.07 with AI team mod:
Until stardate around 2012.0 the team mod seems to function as expected with no combats occuring (according to the red bars during turn processing) between AI empires. Every AI empire is at war with me. Now something changed as I observe several combats between AI's and if I control the treaties between them, they change almost every turn between "no treaty" and some kind of treaty. No war declaration between AI's but no treaty is of course enough to trigger combats. I am still at war with every AI empire.
Do you know how the AI team mod is suppose to work?
Is this something for MM to fix or something in BM?
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