Greetings!
The next version of the Balance Mod is finally available. There's been a ton of fixes/revisions to both the data files and AI. Note that v1.10 is not save game compatible with previous Balance Mod versions and it requires the latest version of SE:V to run.
Download it here:
http://www.captainkwok.net/balancemod.php
Version 1.10 (14 October 2007)
--------------------------------
01. Fixed - Error in ShipExperience.txt was preventing experience bonuses from being applied
02. Fixed - Error in fleet experience points required for elite status
03. Changed - Increased starting maintenance for ships to 25%
04. Changed - Reduced Shield Regenerators to 6 levels
05. Changed - Decreased ability amount for Shield Regenerators
06. Note - Shield Regenerators are stackable
07. Changed - Split Armor into 5kT and 10kT Light and Heavy versions
08. Added - Pictures for Heavy Armor
09. Changed - Increased Emissive Armor to 16 levels
10. Changed - Decreased Small Emissive Armor to 3 levels
11. Changed - Life Support and Crew Quarters reduced to 5kT and increased to 6 levels
12. Changed - Increased Vehicle Systems to 6 levels
13. Changed - Seeker weapons can now be placed on Outer or Inner hull slots
14. Added - Pictures for 5kT Supply Storage and 5kT Ordnance Storage components
15. Changed - Reduced Intel defense modifier in settings.txt
16. Changed - Increased Supply and Ordnance storage for planets
17. Changed - Reduced the ordnance supplied by Emergency Reordnance Pods
18. Changed - Drone Launchers now count towards Carrier requirements
19. Changed - Small Rocket Pods can now be placed on troops
20. Added - Randomized the amounts for a stellar object's abilities
21. Changed - Removed Green Stars
22. Changed - Reduced size of fighters and decreased their required engine amounts
23. Changed - Increased maximum size of Medium Freighter hulls to 800kT
24. Changed - Increased maximum size of Large Freighter hulls to 1200kT
25. Changed - Increased costs for Computer Core components
26. Changed - Increased size of Drone Computer Core to 20kT
27. Added - Small Ripper Beam
28. Added - Pictures for Small Ripper Beam
29. Changed - Reduced Small Incinerator Beam to 3 levels
30. Changed - Reduced Time Distortion Burst to 20kT and Small Time Distortion Burst to 2kT
31. Changed - Space Yard component reduced to 300kT size
32. Changed - Increased storage amounts for resource storage facilities
33. Changed - Reduced Storage tech area to 11 levels and increased its cost
34. Changed - Reduced Medical Treatment tech area to 5 levels and increased its cost
35. Changed - Reduced Medical Lab facility to 5 levels
36. Changed - Lots of minor changes to facility costs and structure amounts
37. Changed - Genetic Recoding Labs now has a ground combat modifier ability for the system
38. Changed - Reduced Temporal Vacation Service facility to 5 levels
39. Changed - Reduced Urban Pacification Center facility to 5 levels
40. Changed - Reduced Psychic Scanner to 11 levels
41. Changed - Reduced Fate Shrine to 5 levels
42. Changed - Reduced Nature Shrine to 5 levels
43. Changed - Reduced Time Shrine to 5 levels
44. Changed - Re-organized Religious Technology facility availability
45. Changed - Interspersed Climate Control Facility and Value Improvement Plant levels in Planet Utilization tech area
46. Changed - "Skip Armor" damage type now has 95% penetration versus armor
47. Changed - "Only" damage types now have 100% penetration versus armor
48. Changed - Most damage types do only 50% of their normal damage amount to facilities
49. Changed - Reduced Bombardment Weapons to 11 levels
50. Changed - Increased damage amount for Planetary Napalm
51. Changed - Reduced the positive effect of troops on population happiness
52. Changed - Reduced the happiness effect from the Naturally Happy and Naturally Depressed traits
53. Fixed - A number of errors in defense penalties for ships and space stations
54. Fixed - Error in tech requirements for Organic and Crystalline Carriers
55. Changed - Increased the map area for ground combat
56. Added - Added additional buildings for ground combat
57. Added - AI Minister for Survey Ships
58. Added - AI Minister for Patrol Ships
59. Added - AI Minister for Cloaking
60. Added - New AI design types
61. Fixed - Combat designs for some races would be created without weapons
62. Fixed - AIs were not longer immediately hostile to human players in AI team mode
63. Fixed - AI ships and fleets were not resupplying as often as required*
64. Fixed - Error in Medical Ship orders
65. Fixed - Ships were not always sent to join the most appropriate fleet
66. Fixed - Error in AI selection of systems to attack
67. Fixed - The AI was never giving up, never surrending*
68. Added - AI will use Space Yard Ships to construct remote defense bases
69. Added - AI will break their treaties with the Mega Evil player
70. Changed - AI will now use Carriers for Drone Carrier design type
71. Changed - AI will use cloaking devices
72. Changed - AI's facility selection is now more responsive to its needs
73. Changed - Improved the AI's vehicle purchasing routine
74. Changed - Improved the AI's handling of resources
75. Fixed - AI wasn't using Fighter or Drone Groups for attacks
76. Added - AI will drop troops on rioting colonies
77. Added - AI will send their fleets for training
78. Fixed - Error in AI scrapping routine for ships
79. Fixed - AI Minister for Population Transports was not working correctly
80. Changed - Improved AI's use of scout ships for exploration and surveying
81. Changed - AI will now use Patrol Ships for patrol missions only
82. Changed - AI players will focus on sabotage operations only
83. Fixed - Error in Intelligence script that allowed projects to succeed more than they should*
84. Fixed - Error in destroy resources intel project that allowed negative values
85. Changed - Increased emphasis on defense point contribution to leaky intel success rate calculation
86. Fixed - Sometimes the AI would get stuck trying to research a tech area level that did not exist
87. Changed - Made improvements to the AI's research pathing
88. Changed - Improved the AI's starting tech selection
89. Changed - Revised each AI Empire's weapon and design type usage
90. Added - General improvements to AI diplomacy
91. Changed - A weaker AI at war will consider making peace
92. Pending - AI design improvements
93. Pending - Improvements to AI setup scripts
94. Added - Fixes for stellar events
95. Updated - AI Scripts