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May 20th, 2007, 01:59 AM
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Colonel
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Join Date: Jan 2001
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Re: Balance Mod v1.06
Sounds promising!
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May 20th, 2007, 04:37 AM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
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Re: Balance Mod v1.06
Do you know anything about a bug that stops ships moving? perhaps fixed in the next mod version?
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May 20th, 2007, 08:49 AM
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Corporal
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Join Date: Feb 2005
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Re: Balance Mod v1.06
Hey Kwok, a how about updating the empire data files so to reflect the stock government choices, so you don't hav virtually every empire using 'tyranny'?
__________________
"Why the blazes didn't we utilise the abandoned Martian War Machines to retain Empire? I demand immediate resignations."
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May 20th, 2007, 10:15 AM
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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 v1.06
I don't think it has to do with the modifiers so much as it does with the roleplay aspect of "tyranny".
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I haven't heard of any bug where ships are stopping. Can you elaborate?
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May 20th, 2007, 10:21 AM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
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Re: Balance Mod v1.06
I am in a Balance mod game where every few turns, sometimes for a number of turns, ships in select systems refuse to move. The next turn they have the orders players give them but they havn't followed any of them. It is endemic to every empire in the game. We had hoped the latest patches would fix it but first new turn and it happens again. Lots of us are sending bug reports to Aaron. It may be endemic to SEV.
Edit: another odd thing I just witnessed. I was testing a new race and I suddenly owned a ship from another race I hadn't met. I thought perhaps one of my ships had been catapulted across the galaxy, but no, I gained one of their ships.
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May 20th, 2007, 11:20 AM
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Second Lieutenant
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Join Date: Sep 2006
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Re: Balance Mod v1.06
Kwok, any luck moving some of the modifiers for ship creation out to the race files?
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May 20th, 2007, 11:47 AM
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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 v1.06
Simultaneous games are still quite buggy. I couldn't see what would interfere with movement other than something breaking in the turn mechanics.
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No external data files yet. Although the way I've re-configured the design routine, it will be easier to implement.
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May 20th, 2007, 12:58 PM
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Corporal
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Join Date: Feb 2005
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Re: Balance Mod v1.06
Quote:
Captain Kwok said:
I don't think it has to do with the modifiers so much as it does with the roleplay aspect of "tyranny".
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Yeah.
__________________
"Why the blazes didn't we utilise the abandoned Martian War Machines to retain Empire? I demand immediate resignations."
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May 23rd, 2007, 03:20 PM
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Private
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Join Date: Sep 2002
Location: North Wales
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Re: Balance Mod v1.06
Are we there yet??????
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May 23rd, 2007, 05:19 PM
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National Security Advisor
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Join Date: Oct 2001
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Re: Balance Mod
I was just about ready to post it last night when I caught a new error with the AI's fleeting of ships. I need to work out that first, but otherwise all the other changes seem to be working ok. I think the new AI designs will help out as there a bit more efficient in their use of space and make better choices for extra components.
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