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  #1291  
Old December 16th, 2007, 10:23 PM

aegisx aegisx is offline
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Default Re: Balance Mod

How goes the galaxy mod?
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  #1292  
Old December 17th, 2007, 11:29 AM
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Captain Kwok Captain Kwok is offline
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Default Re: Balance Mod

I've started working on the data files, but I wouldn't expect a beta to be put out before February.
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  #1293  
Old December 17th, 2007, 04:41 PM

MasterChiToes MasterChiToes is offline
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Default Re: Balance Mod

What purposed does the small flag mod have now, when the flags are resizable in the Empire Options?
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  #1294  
Old December 17th, 2007, 05:11 PM
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Default Re: Balance Mod

Flags have been resizable for a long time... the problem is that option scales the entire bitmap image, which means that you can't read the numbers for your ships/bases/units/etc.
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  #1295  
Old December 21st, 2007, 03:40 AM
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Default Re: Balance Mod

Greetings!

I've posted v1.12 of the Balance Mod. It features the usual bug fixes, some changes to how seeker attributes are determined, plus AI improvements in terms of Alliance diplomacy and fleet activities.

http://www.captainkwok.net/balancemod.php

I'll be away for the next couple of weeks, so I'm hoping that this version will be rather stable. Keep an eye out for hung turns when converting v1.10/v1.11 save games - you shouldn't encounter any, but I might have missed something.

The source files and updated tech chart will pop up eventually.

Version 1.12 (21 December 2007)
-------------------------------

1. Fixed - Error in target listings for Small Anti-Proton Beam and Small Anti-Matter Torpedo
2. Changed - Skip Armor now has 100% penetration versus armor
3. Fixed - Some seeking weapons had incorrect descriptions
4. Changed - Seeker defense bonus now based on defense systems tech area
5. Changed - Seeker damage resistance now based on armor tech area (or racial trait tech area for racial trait seekers)
6. Changed - Adjusted the scale of ships in combat (Thanks MrWho)
7. Changed - Increased the number of levels of the Mine Sweeper component
8. Fixed - Sometimes Cue Cappa fighters had no weapons
9. Fixed - The AI was sometimes not adding combat sensors or ECM on fighters and troops
10. Fixed - Error in sort routine for choosing attack locations and nearby enemies
11. Fixed - Error in AI Medical Ship design
12. Fixed - Sometimes the AI's resource ships were attempting to remotely mine in an occupied sector
13. Changed - Some AI players were building too many remote resource ships
14. Fixed - Sometimes Ministers would not use or retrofit a player's design type correctly
15. Added - The AI will designate systems to avoid for non-combat ships
16. Fixed - The AI was not spreading its supply ships between fleets effectively
17. Changed - AI will designate some fleets for attack, others for defense
18. Fixed - The AI in team mode would sometimes break its treaties with others AIs
19. Added - Support for AI Alliance diplomacy
20. Added - The AI will assign a priority value against their opponents
21. Changed - AI fleets can now attack multiple targets in a turn
22. Changed - AI Colony Ships will attempt to load a Weapon Platform if colonizing a planet in a defensive or nearby enemy location
23. Changed - AI will launch mines more frequently and in greater numbers in their defensive locations
24. Fixed - Ships that rebel due to events or intelligence will join a known race or the race responsible for the intel attack
25. Changed - Only vehicles that have movement will have their orders changed through events or intel attacks
26. Updated - AI Scripts
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  #1296  
Old December 21st, 2007, 04:24 AM
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Kamog Kamog is offline
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Default Re: Balance Mod

Thank you very much, Captain Kwok, I very much appreciate all your work on the Balance Mod.
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  #1297  
Old December 21st, 2007, 06:53 AM
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Default Re: Balance Mod

Thank you again Kwok for your excellent work.

Whatever you changed since the last version you sent me, it makes a big differences in the game I sent to you: the Phong attack now the enemy ships.

I hope "eventually" will be soon, as I learn very much from your AI scripts.
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  #1298  
Old December 21st, 2007, 11:20 AM
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Default Re: Balance Mod

I can post the scripts and updated tech chart when I get home later today.
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  #1299  
Old December 21st, 2007, 12:54 PM

aegisx aegisx is offline
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Default Re: Balance Mod

Balance proposal...

It seems to me fast plasma missile frigates are a bit out of balance. 2 Plasma Missiles and PD can be placed on a frigate, along with enough speed to keep it out of range. While this is a perfectly valid way of attacking, they can overwhelm capital ships while staying out of range. Perhaps only 1 Plasma Missile should fit on the frigates?
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  #1300  
Old December 21st, 2007, 04:30 PM
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Default Re: Balance Mod

The dual missile frigate has been discussed a lot before, the general consensus was that it was more of a strategy issue than anything else.
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