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  #251  
Old November 2nd, 2006, 06:42 AM
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Default Re: Balance Mod Available for SE:V

I conquered another colony with 995M population. According to your settings.txt this should have given 20 militia. But there were only 3 as it is defined in the standard settings.txt.
For a reason completely mysterious to me the game seems not to use your settings definitions.
Yes I am sure to play your mod and the components and all other things are working as expected.
PS: I checked the population cargo space is indeed 40kT/M as you expected from your modified settings.txt file. Therefore it is only a problem with the militia not the entire settings file.
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  #252  
Old November 2nd, 2006, 11:12 AM
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Default Re: Balance Mod Available for SE:V

Is militia based off of the total population, or the population of the owner's race?
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Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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  #253  
Old November 2nd, 2006, 11:21 AM
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Default Re: Balance Mod Available for SE:V

Migration might be an issue too. Might be that only natives are rising up as militia...
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  #254  
Old November 2nd, 2006, 04:54 PM

Shadowstar Shadowstar is offline
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Default Re: Balance Mod Available for SE:V

Either that or it looks like there might be a misplaced decimal in the code or something.

It also seems that ground combat does not occur in simultaneous games.
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  #255  
Old November 2nd, 2006, 05:00 PM
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Default Re: Balance Mod Discussion

I actually suspect the militia settings are hard-coded despite the values available in settings.txt...
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  #256  
Old November 2nd, 2006, 05:11 PM

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Default Re: Balance Mod Discussion

Quote:
Captain Kwok said:
I actually suspect the militia settings are hard-coded despite the values available in settings.txt...
Wouldn't surprise me. A good chunk of the values in that file seem to be SE4 leftovers.
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  #257  
Old November 2nd, 2006, 07:16 PM

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Default Re: Balance Mod Discussion

Captain Kwok,

I emailed you on this, but I thought I'd ask here too...

I've noticed an error in-game when using your Balanced mod:

"Access violation at address 00459F96 in module 'se5.exe'. Read of address 00000004"

This occurs consistantly when I attempt to save my empire file during a game. It only appears to occur with the mod itself and not on the game.

I'm using the latest version of SE5 (1.08) and the Balanced mod (0.93). I'm also using the Tampa Bay Sound effects mod as well.

If anyone else has noticed this and fixed it, let me know!

(great mod's otherwise, btw )
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  #258  
Old November 2nd, 2006, 07:18 PM
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Default Re: Balance Mod Discussion

I tried it outside of the balance mod, where I just changed the militia number in a small test mod but left everything else unchanged. No effect, it is still the militia number of the original setting.
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  #259  
Old November 3rd, 2006, 06:36 PM
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Default Re: Balance Mod Discussion

Two suggestions to your really great mod, which I enjoy a lot:
1.) IMO all point defense weapons should require the corresponding point defense tech level. Now it is only the point defense cannon.
2.) Standard armor IMO is very strong compared to special armor (emissive, stealth, scattering) and shields. Of course shields should be weaker per kT structure as they regenerate after combat while armor has to be repaired. But at present this difference is very big.

Thank you Kwok for your excellent work!
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  #260  
Old November 3rd, 2006, 11:58 PM
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Default Re: Balance Mod Discussion

I was originally going to "grid" the PD Beam and PD Blaster with both Energy Stream/Pulse Weapons and Point Defense, but because of the research display issues with multiple tech requirements I dropped the extra level reqs on the PD side. I think what I will do though is increase it to level 3 or so for the PD requirement instead of level 1.

The idea for armor was to provide the player with the viable alternative of using all armor if they wanted to in place of shields if they had the repair capacity and desire to do so.

If you figure in the regeneration rate for the Organic Armor and the damage reduction potential for the Crystalline Armor - it should work out about even with regular armor. Although I suppose you can argue that perhaps they should have a slight advantage being racial techs - but again they contribute to lower build times and the racial hulls have less maintenance so they might not need any more benefit.

The Stealth and Scattering armor has the special abilties as well, which is really why you're adding them and not for their protective ability. Emissive Armor is underpowered and I'll increase it's base structure. It'll range from 10-20 HP/kT, so it should be equivalent to armor in terms of protection when you figure in the emissive ability.
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