Greetings!
Version 1.11 of the Balance Mod is now available. It fixes a number of v1.10 bugs and makes a number of AI improvements. Perhaps the most important is the AI's consideration of other player's relations with their allies and enemies. It's save game compatible with v1.10.
Next up on the agenda is implementing the AI's alliance diplomacy scheme!
Download:
http://www.captainkwok.net/balancemod.php
History:
Version 1.11 (28 October 2007)
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1. Fixed - Error in Miltia amounts
2. Fixed - Error in restrictions for "Only One Per" components
3. Fixed - The Units-Fighter minister was not being used
4. Fixed - Medium and Large Freighters were not advancing their hull sizes properly
5. Changed - Returned maximum trade amounts to default values
6. Changed - Trade will increased at a rate of 0.5% per turn
7. Fixed - Error in tech area requirements for Mine Layer component
8. Fixed - Sometimes ship weapons with low damage would not damage a planet
9. Changed - Increased the combat movement bonus for Afterburners
10. Changed - Removed fighters and troops from target types for Small Rocket Pods and Small Anti-Matter Torpedoes
11. Fixed - Some Stellar Ability Types were not being applied
12. Changed - Boarding attacker strength adjusted to 4:1 versus normal crew members
13. Changed - Reduced effect of research points on score
14. Changed - Tweaked population happiness effects and levels for anger states
15. Fixed - The Defensive minister style was not working correctly
16. Fixed - Sometimes the AI would design Small Drones without weapons
17. Changed - A weaker AI will seek peace
18. Added - The AI will consider other player's relations with their allies/enemies for anger
19. Changed - The AI won't try and build so many units when they are poor in resources
20. Fixed - Error that increased the Refining Colony value threshold when low on radioactives
21. Changed - Increased AI's overall demand for ships
22. Fixed - Error prevented AI from making changes to their treaties with other players
23. Fixed - The AI was sometimes breaking treaties when one didn't exist
24. Changed - The minister for population transports is now functioning much better
25. Changed - Improved the AI's distribution of remote unit defenses
26. Fixed - The AI was not colonizing when the game starting at maximum tech
27. Fixed - The AI was surrending more often then they should
28. Updated - AI Scripts