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  #881  
Old April 28th, 2007, 02:41 AM
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Default 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.
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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  #882  
Old April 28th, 2007, 09:36 AM
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Default 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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  #883  
Old April 28th, 2007, 03:47 PM

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Default Re: Balance Mod v1.06 Available

does the ~recalc cheat not work for this?
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  #884  
Old April 29th, 2007, 04:52 AM
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Default 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?

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 ?
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  #885  
Old May 1st, 2007, 12:30 AM
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Default Re: Balance Mod

Boromeo:
Has Intelligence Services I been researched.

---

Comments about the AI? Are they being too friendly in general?
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  #886  
Old May 1st, 2007, 04:03 AM
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Default 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)
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  #887  
Old May 1st, 2007, 10:25 AM
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Default 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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  #888  
Old May 1st, 2007, 11:06 AM
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Default 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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  #889  
Old May 1st, 2007, 11:48 PM

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Default 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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  #890  
Old May 2nd, 2007, 12:00 AM
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Default Re: Balance Mod Available for SE:V

New patches wouldn't affect Balance Mod PBW games.
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