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December 1st, 2006, 04:06 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
Bump for The Gnome.
Also check the Balance Mod forums over here:
http://www.spaceempires.net/home/forum-73.html
---
A v1.00 update is coming later this weekend. A couple more bug fixes plus some additions to boost the AI's unit production and defense.
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December 1st, 2006, 05:54 PM
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Private
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Join Date: Mar 2003
Location: East Coast
Posts: 27
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Re: Balance Mod
Groovy, thanks Kwok, apparently I'm blind!
Just a quick question, have you/are you planning any mods to the minister AI?
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December 1st, 2006, 09:12 PM
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Private
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Join Date: Jun 2006
Posts: 33
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Re: Balance Mod
I have recently installed the Balance mod and started a new game. There is something I noticed about research points though. I have 2 planets with research facilities on them, according to the planet report screen one planet is generating 4125 research points and one planet is generating 1997 research points which totals 6122. But when I go to the research screen it only says I have 5456 research points available, what happened to the rest? My government type gives me +6% research but my society type decreases research by 5% so I should have a 1% bonus so it cant be that. Anyone know what the problem might be?
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December 1st, 2006, 09:22 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
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Re: Balance Mod
Did you just finish one of the research centers?
You generate the points last month, and spend them this month.
__________________
Things you want:
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December 1st, 2006, 10:16 PM
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Private
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Join Date: Jun 2006
Posts: 33
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Re: Balance Mod
Ahh I didnt even realize that, you are right I have 6122 points in the next turn.
Thanks!
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December 2nd, 2006, 12:24 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
Gnome, through improving the AI, you improve the ministers. So far the AI focus has been ship designs, construction, diplomacy, and a little bit of other things. Which particular ministers were you interested in using?
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December 2nd, 2006, 04:45 AM
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Sergeant
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Join Date: Feb 2001
Location: Richmond, VA
Posts: 274
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Re: Balance Mod
I think the population ministers are broken. I'm using your mod, but I think it's an issue with SEV not yoru mod. Can you get them working??
Thanks,
Javaslinger
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December 2nd, 2006, 06:49 PM
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Private
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Join Date: Apr 2006
Posts: 20
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Re: Balance Mod
I have noticed that when I try to upgrade my pre existing ship designs that items like better armor are not improved i.e the armor value remains the same. To improve a design I have to start from scratch. Is there a way to fix this?
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December 2nd, 2006, 07:11 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
Are you referring to the total armor on the design? If that's the case, then there's a SE:V issue with the stats not being updated until the save is re-loaded or perhaps until the next turn.
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December 2nd, 2006, 07:22 PM
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Private
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Join Date: Apr 2006
Posts: 20
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Re: Balance Mod
Yes. The the total armor value wouldnt change. I did not realize that the values would update next turn.
Thanks
Dodd
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