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April 28th, 2007, 02:41 AM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
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Re: Balance Mod v1.06 Available
Quote:
Captain Kwok said:
You should finish your v1.05 game first as changes to the AI's list of ministers are not registered unless you start a new game.
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Kwok don't you think that MM should try to change this?
If you have to start a new game everytime you change the AI it might get very tedious.
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April 28th, 2007, 09:36 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 v1.06 Available
I was kind of surprised that the ministers were treated like the design types, that is the ministers are saved with the game and never loaded again from the minister data file. So it would be better like you suggest to have MM to change that...
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April 28th, 2007, 03:47 PM
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First Lieutenant
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Join Date: Aug 2003
Location: New Zealand
Posts: 776
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Re: Balance Mod v1.06 Available
does the ~recalc cheat not work for this?
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April 29th, 2007, 04:52 AM
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Private
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Join Date: Dec 2003
Location: Sorel-Tracy,Quebec,Canada
Posts: 25
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Re: Balance Mod Available for SE:V
Quote:
Captain Kwok said:
I haven't experience any problems with intel points not showing up. Silly question, but the planet has population etc?
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Kwok , after 58 turns , the ai won't build intelligence facilities on my intelligence planets (so it's showing as 0 int points), but is it possible that the ai won't build intelligence facilities because i don't have any intelligence research done yet ?
__________________
Happiness is a warm gun (The Beatles White Album)
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May 1st, 2007, 12:30 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
Boromeo:
Has Intelligence Services I been researched.
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Comments about the AI? Are they being too friendly in general?
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May 1st, 2007, 04:03 AM
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Private
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Join Date: Dec 2003
Location: Sorel-Tracy,Quebec,Canada
Posts: 25
Thanks: 0
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Re: Balance Mod
Hmmm no, must be the reason why no intelligence facilities have been constructed, research are under ai control but after 74 turns now since intelligence points are very important , i wonder why the ai did not do intelligence research yet (after 74 turns)
__________________
Happiness is a warm gun (The Beatles White Album)
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May 1st, 2007, 10:25 AM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
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Re: Balance Mod Available for SE:V
Kwok I noticed that some AI build remote mining ships in BM 1.05 (I did not start a new game with 1.06 yet), but these ships sit just over a colony and are therefore useless as far as I can see.
As my game is quite advanced now (over 2420.0), I see AI mining warp points, which is very good!
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May 1st, 2007, 11:06 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 Available for SE:V
Remote mining orders were added in v1.06, but I guess you'll have to wait a bit to see that.
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May 1st, 2007, 11:48 PM
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Corporal
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Join Date: Aug 2001
Posts: 103
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Re: Balance Mod Available for SE:V
I've just been informed that the Steam version of SE V auto-updates even if you tell it not to, and that backup copies will also be auto-updated. Horrible news for a PBW game, of course. Do new patches tend to break Balance Mod savegames, or is it usually possible to patch, update to the new patch-compatible Balance Mod, and continue playing? If not, we might be forced to play stock (ugh).
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May 2nd, 2007, 12:00 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 Available for SE:V
New patches wouldn't affect Balance Mod PBW games.
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