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October 19th, 2006, 04:10 PM
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Private
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Join Date: Sep 2006
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Re: Balance Mod Available for SE:V
Ive patched to 1.08 and im using hardy industrialists.
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October 19th, 2006, 04:16 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Balance Mod Available for SE:V
Hmm. Are you continuing a game that was started under 1.00?
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October 19th, 2006, 04:17 PM
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Re: Balance Mod Available for SE:V
Nope, new game.
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October 19th, 2006, 04:36 PM
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Corporal
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Re: Balance Mod Available for SE:V
Kowk, would it be possible to have a look at the copy of Script_AI_ColonyType you used for this?
__________________
"Why the blazes didn't we utilise the abandoned Martian War Machines to retain Empire? I demand immediate resignations."
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October 19th, 2006, 04:43 PM
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Re: Balance Mod Available for SE:V
in the components.txt if I change the amount to just [%level%] it gives me a rate of 28 when it should be 5. What could cause that?
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October 19th, 2006, 04:46 PM
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Corporal
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Re: Balance Mod Available for SE:V
Elves.
__________________
"Why the blazes didn't we utilise the abandoned Martian War Machines to retain Empire? I demand immediate resignations."
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October 19th, 2006, 04:56 PM
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Private
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Re: Balance Mod Available for SE:V
Those damn dirty elves. I'll 'ave um.
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October 19th, 2006, 08:55 PM
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National Security Advisor
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Join Date: Oct 2001
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Re: Balance Mod Available for SE:V
Ack, confirmed. There was a bug that applied the HI trait twice on BSYs that was fixed but looks like it's crept back in. *sigh*
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October 20th, 2006, 09:12 AM
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Re: Balance Mod Available for SE:V
Strange thing is I get this in stock SE aswell, Ship based space yards are producing too much.
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October 20th, 2006, 09:14 AM
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National Security Advisor
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Join Date: Oct 2001
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Re: Balance Mod Available for SE:V
Yes, that is because it is a SE:V bug not a mod bug. It was fixed in 1.06, but it seems it got broken again. Not sure why though.
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On a side note, I've had Fyron create a forum for the Balance Mod at Spaceempires.net:
http://www.spaceempires.net/home/forum-73.html
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