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  #1  
Old October 23rd, 2006, 10:36 PM

Devnullicus Devnullicus is offline
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Default Re: SEV 1.08, Balance Mod 0.91

So, I have a couple questions.

1) I noticed that the AI is building PD ships that have nothing but point-defense. Great idea! Unfortunately, as soon as they get in battle...they run away! Even with full supplies and ordnance. Is there a way to give them a different strategy or possibly have them take 1 normal weapon so they don't run away?

2) How do I upgrade my resupply depots in this mod?

3) How do I build remote miners so I can mine asteroid fields?

4) Are treaties broken? I haven't gotten an AI to accept one ... at all.
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  #2  
Old October 24th, 2006, 12:21 AM
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Captain Kwok Captain Kwok is offline
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Default Re: SEV 1.08, Balance Mod 0.91

1 - I've already adjusted that in v0.92 so that PD Ships have at least one offensive weapon.

2 - Resupply Depots are available at odd tech levels of the Resupply Tech Area (ie 1, 3, 5, 7, etc)

3 - Remote miners are available at level 3+ in each resource extraction tech area

4 - It might have something to do with the changes I made with the AI and their anger level... I'll look into that...

Also there is a tech chart available for the Balance Mod:
http://www.captainkwok.net/balancemod.php
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  #3  
Old October 24th, 2006, 12:41 AM

Devnullicus Devnullicus is offline
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Default Re: SEV 1.08, Balance Mod 0.91

Turn 2404.5
Researched: Rock Colonization 1, Crystalline Weapons 3, Contra-Terrene Engines 2, Crystalline Technology 2, Crystalline Technology 3

The Youbut Collective has become the butt of history's joke and have joined the Amon'krie in obscurity. That'll teach 'em to refuse my treaty offer.

I'm very surprised that the Sithrak or Xi'Chung have not come after me, honestly. Despite not having any treaties, they seem content to just stay in their systems. In fact, it does seem that the AI players have pretty much stopped growing.

For that reason and the fact that the game is no longer challenging, I'm going to declare it at an end. The next version of the mod sounds like it's going to improve a lot of these problems, so I'll wait for it.

In the meantime, I've gotten a lot of ideas for the mod I want to do, so I'll go work on it while waiting for Captain Kwok to finish 0.92.

Thanks Captain Kwok for all the hard work on this mod. It's far, far better than any game of SE5 I've played so far. I just find it depressing that it is taking so much effort to get the game to a point that it should have been in when it shipped. C'est la vie, I suppose.

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  #4  
Old November 5th, 2006, 10:59 PM

Yimboli Yimboli is offline
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Default Re: SEV 1.08, Balance Mod 0.91

Quote:
Devnullicus said:
I just find it depressing that it is taking so much effort to get the game to a point that it should have been in when it shipped.
Me too :'(

God save the modders!!
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Old December 15th, 2006, 12:31 PM

Mercury Mercury is offline
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Default Re: SEV 1.08, Balance Mod 0.91

its gonna be worthwhile
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