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  #1121  
Old August 28th, 2007, 10:29 AM

Dan_ Dan_ is offline
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Default Re: Balance Mod

Thanks man

[Edit] Do you think solar collectors should be made to create a small amount of supplies per second in combat? Would be useful against supply draining weapons etc.
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  #1122  
Old August 28th, 2007, 08:38 PM

javaslinger javaslinger is offline
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Default Re: Balance Mod

Are warp points now not all the same?

Correct me if I'm wrong but I believe that the ability to have different types of warp points (size, damage, duration, etc) was not functioning? Or maybe it was just the size?

I think it would be awesome if the size part worked. So certain back doors into areas would only be able to be transited by smaller ships and larger ships would be able to be intercepted at choke points.....

It would add a lot to the possibility of 'designing' maps or scenarios....

Javaslinger
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  #1123  
Old August 28th, 2007, 10:51 PM
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Default Re: Balance Mod

There's no way to generate supplies in combat.

---

Warp Points in the mod can have different abilities, such as obscuration or combat sensor disruption. The sizes don't have any effect though.
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  #1124  
Old August 29th, 2007, 08:04 AM

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Default Re: Balance Mod

Another thing, would you please allow the long range scanners to be used on drones?

[Edit] Something else I noticed with the drones is the organic large drone is quite different than the normal large drone in combat. The organic one displays much smaller, and seems to get 2X movement when the normal ones don't. I didn't check the crystal ones or other sizes.
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  #1125  
Old August 31st, 2007, 02:08 PM
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Default Re: Balance Mod

I'll be away for the long weekend - likely without access to the interweb. It's likely that the next patch for SE:V will be out before v1.10 of the Balance Mod... if so, to make v1.09 compatible - add the new lines from settings.txt into the Balance Mod's settings.txt file.
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  #1126  
Old August 31st, 2007, 05:12 PM

Romulus68 Romulus68 is offline
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Default Re: Balance Mod

Quote:
Captain Kwok said:
I'll be away for the long weekend - likely without access to the interweb. It's likely that the next patch for SE:V will be out before v1.10 of the Balance Mod... if so, to make v1.09 compatible - add the new lines from settings.txt into the Balance Mod's settings.txt file.
Can you upload a Temp version with the lines already in it?
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  #1127  
Old September 1st, 2007, 10:22 AM
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Default Re: Balance Mod

It looks like I'll be back home before anything is released, so it's a none issue.
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  #1128  
Old September 2nd, 2007, 03:20 AM
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Default Re: Balance Mod

Kwok I realized a small problem with fighter attacks on planets in BM:
You have a damage for killing population of
Population Amount Killed Per Damage Point := 0.04
which makes any damage less than 25 ineffective. Therefore some fighter weapons especially in earlier games will not kill population at all. Curiously the structure points of the planet decrease to a certain amount then it stops completely even if there is no real damage at all. In one occasion this caused even the game to crash.
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  #1129  
Old September 7th, 2007, 01:07 AM

Spectarofdeath Spectarofdeath is offline
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Default Re: Balance Mod

Quick question. I installed BM 1.09 (or latest) plus FQM 5.0 beta 11, followed your installation instructions. Now when I go to start a game for some reason I get Standard game, BM, and a FQM, when I go on the FQM it says something about unable to load a logo, pretty sure I'm not supposed to even have that as a choice, but just want to be sure, (since they both seem to work) but I which one do I need to play BM w/ FQM?
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  #1130  
Old September 7th, 2007, 01:55 AM
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Default Re: Balance Mod

That depends on how exactly you combined them. Copy/move the files from the FQM folder into the BM folder? If thats the case, you'd want to play the BM mod entry.
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