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August 28th, 2007, 10:29 AM
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Private
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Join Date: Jan 2007
Posts: 46
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Re: Balance Mod
Thanks man
[Edit] Do you think solar collectors should be made to create a small amount of supplies per second in combat? Would be useful against supply draining weapons etc.
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August 28th, 2007, 08:38 PM
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Sergeant
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Join Date: Feb 2001
Location: Richmond, VA
Posts: 274
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Re: Balance Mod
Are warp points now not all the same?
Correct me if I'm wrong but I believe that the ability to have different types of warp points (size, damage, duration, etc) was not functioning? Or maybe it was just the size?
I think it would be awesome if the size part worked. So certain back doors into areas would only be able to be transited by smaller ships and larger ships would be able to be intercepted at choke points.....
It would add a lot to the possibility of 'designing' maps or scenarios....
Javaslinger
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August 28th, 2007, 10:51 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: Balance Mod
There's no way to generate supplies in combat.
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Warp Points in the mod can have different abilities, such as obscuration or combat sensor disruption. The sizes don't have any effect though.
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August 29th, 2007, 08:04 AM
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Private
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Join Date: Jan 2007
Posts: 46
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Re: Balance Mod
Another thing, would you please allow the long range scanners to be used on drones?
[Edit] Something else I noticed with the drones is the organic large drone is quite different than the normal large drone in combat. The organic one displays much smaller, and seems to get 2X movement when the normal ones don't. I didn't check the crystal ones or other sizes.
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August 31st, 2007, 02:08 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: Balance Mod
I'll be away for the long weekend - likely without access to the interweb. It's likely that the next patch for SE:V will be out before v1.10 of the Balance Mod... if so, to make v1.09 compatible - add the new lines from settings.txt into the Balance Mod's settings.txt file.
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August 31st, 2007, 05:12 PM
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Sergeant
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Join Date: Nov 2006
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Re: Balance Mod
Quote:
Captain Kwok said:
I'll be away for the long weekend - likely without access to the interweb. It's likely that the next patch for SE:V will be out before v1.10 of the Balance Mod... if so, to make v1.09 compatible - add the new lines from settings.txt into the Balance Mod's settings.txt file.
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Can you upload a Temp version with the lines already in it?
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September 1st, 2007, 10:22 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: Balance Mod
It looks like I'll be back home before anything is released, so it's a none issue.
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September 2nd, 2007, 03:20 AM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
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Re: Balance Mod
Kwok I realized a small problem with fighter attacks on planets in BM:
You have a damage for killing population of
Population Amount Killed Per Damage Point := 0.04
which makes any damage less than 25 ineffective. Therefore some fighter weapons especially in earlier games will not kill population at all. Curiously the structure points of the planet decrease to a certain amount then it stops completely even if there is no real damage at all. In one occasion this caused even the game to crash.
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September 7th, 2007, 01:07 AM
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Sergeant
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Join Date: Jun 2004
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Re: Balance Mod
Quick question. I installed BM 1.09 (or latest) plus FQM 5.0 beta 11, followed your installation instructions. Now when I go to start a game for some reason I get Standard game, BM, and a FQM, when I go on the FQM it says something about unable to load a logo, pretty sure I'm not supposed to even have that as a choice, but just want to be sure, (since they both seem to work) but I which one do I need to play BM w/ FQM?
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September 7th, 2007, 01:55 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Balance Mod
That depends on how exactly you combined them. Copy/move the files from the FQM folder into the BM folder? If thats the case, you'd want to play the BM mod entry.
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