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February 4th, 2009, 01:08 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Balance Mod Available for SE:V
Greetings.
I've posted an update for BM Small Systems here:
http://www.captainkwok.net/balancemod-extras.php
It speeds up ships in combat and adds in the v1.18 data file changes.
To upgrade a v1.17 game, apply the BM v1.18 patch and then the small systems update.
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February 4th, 2009, 02:17 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
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Re: Balance Mod Available for SE:V
I like the 'extras' but I really like the promised AIs. Can you do some others besides 'Trek' races? How about some Babylon 5 races? Even better would be if someone would do shipsets from some other games, like Star Control or Master of Orion, and we could then get AIs for those.
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February 4th, 2009, 03:31 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Balance Mod Available for SE:V
I'll probably do the Empire and Rebel Alliance next, then perhaps some of the nicer looking custom sets. I don't know much at all about Babylon 5 races though.
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February 14th, 2009, 12:06 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Balance Mod Available for SE:V
Greetings.
I've posted an updated for the Pollution and Random Research event scripts.
http://www.captainkwok.net/balancemod-extras.php
There was a bug that resulted in an incorrect amount of research points being applied/subtracted from a project with the Random Research Script.
I added a small happiness penalty for pollution in the v1.01 of the Pollution Events script.
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February 14th, 2009, 03:08 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
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Re: Balance Mod Available for SE:V
This bug in the random research script, was it present in the original scripts that SJ and I wrote, or is it something specific to your version of it? If the former, SJ and I might want to fix it too
__________________
The Ed draws near! What dost thou deaux?
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February 14th, 2009, 04:28 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Balance Mod Available for SE:V
The error was restricted to this one.
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February 15th, 2009, 01:27 PM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
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Thanked 7 Times in 1 Post
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Re: Balance Mod Available for SE:V
'Balance mod' seems to be slowly becoming an actual mod.
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February 17th, 2009, 07:46 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Balance Mod Available for SE:V
There was a bug with the AI sometimes surrendering to other races when it wasn't intended. It's been fixed with the v1.18 patch available at the website. You can go and re-download it if you want to avoid the bug. :P
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March 15th, 2009, 03:02 AM
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Corporal
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Join Date: Jun 2002
Location: Atlanta, Ga.
Posts: 164
Thanks: 4
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Re: Balance Mod Available for SE:V
I can't seem to get to point defense weapons in 1.18, they don't come up after military science is researched?
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March 15th, 2009, 06:19 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Balance Mod Available for SE:V
You've likely started a game using a saved game setup that was made with a pre-v1.15 version of the mod.
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