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November 7th, 2006, 08:23 PM
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Second Lieutenant
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Join Date: Sep 2006
Posts: 482
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Balance Mod Update
Kwok, did you fix up the ship design function that checks if a new design is needed? (As per the email I sent you).
Thanks
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November 8th, 2006, 02:35 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Balance Mod Update
Greetings.
Version 0.95 of the Balance Mod is available. It will only work with v1.13 of SE:V and note that it is save-game compatible, but you'll need to re-design some of your ships to take advantage of same changes to armor size and ship requirements.
I tried out a couple of game for 10-15 turns in both beta 1.13 and retail 1.13 with no AI problems. Let me know if you encountered any weird AI behaviour!
http://www.captainkwok.net/balancemod.php
Code:
Version 0.95 (08 November 2006)
-------------------------------
1. Changed - Decreased the engines per move value for Destroyers and Light Cruisers
2. Changed - Decreased the max number of engines allowed for Destroyers and Light Cruisers
3. Changed - Reduced Organic and Crystalline Armor to 10kT
4. Changed - Reduced Stealth and Scattering Armor to 20kT
5. Changed - Carriers now only require 30% of their hull devoted to fighter bays
6. Changed - Brave and Cowardly traits now provide small Combat To Hit bonus/penalty
7. Removed - Ordnance generation from Ordnance Storage containers
8. Changed - Supply/Ordnance Storage components can be placed on Weapon Platforms
9. Added - Supply storage for Weapons Platform Computer Core
10. Changed - Re-worked main Empires weapon selection
11. Added - AI fixes/improvements from SE:V v1.08 to v1.13
12. Updated - AI Scripts
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November 8th, 2006, 02:56 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Balance Mod Update
You can also find the AI Scripts here in the resources section:
http://www.captainkwok.net/balancemod.php
Note they will only work with SE:V v1.13 and not v1.08!
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November 8th, 2006, 03:01 AM
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Corporal
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Join Date: Mar 2005
Posts: 163
Thanks: 0
Thanked 3 Times in 3 Posts
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Re: Balance Mod Update
Thanks for the update!
I still have yet to really get 'into' SE5 yet, but your work looks excellent from what I've seen so far.
Thanks again!
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November 8th, 2006, 04:17 AM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Balance Mod Update
Thank you Kwok for your excellent and huge work!
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November 8th, 2006, 06:40 AM
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Second Lieutenant
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Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
Thanks: 0
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MainStrings.txt
I can't start this version, I get a pop-up box that says can't find stuff in main record in mainstrings.txt. Do I need a newer version of mainstrings.txt?
Edit: Problem solved -- I deleted the old BalanceMod folder, then re-installed, and now it works.
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November 8th, 2006, 07:31 AM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: MainStrings.txt
Small bug in version 0.95: the defense modifiers of stealth and scattering armor don't stack as the description suggests.
I don't know if this is a problem of the game itself or the mod: the savegames keep the original version the game was started (in my case 0.92) in the description of the game type even after saving it under the new version. Not a big problem but might be a little confusing.
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November 8th, 2006, 09:37 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: MainStrings.txt
I've accidently assigned the same identifier to Stealth/Scattering Armor so they are not stacking when combined. Thanks for the catch!
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November 8th, 2006, 07:30 PM
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Corporal
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Join Date: Dec 2000
Location: England
Posts: 155
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: MainStrings.txt
The mod is stopping me from using the emp files for the stock empires, it says too many research points used.
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November 8th, 2006, 07:36 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: MainStrings.txt
Quote:
AAshbery76 said:
The mod is stopping me from using the emp files for the stock empires, it says too many research points used.
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You won't be able to use stock empire files for a number of reasons, including different tech costs, tech tree, and racial costs to name a few. However I will be including some 2000 pt default empires for each of the main empires in the next version.
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