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  #571  
Old December 31st, 2006, 07:58 PM
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Default Re: Balance Mod Available for SE:V

They are treaties for military alliances (but they do require the AI generally to be at war) and partnerships. You probably don't see the AI offering because they don't propose treaties if they already have one and/or their mood is not that great towards you. It's something I've kind of change for v1.02...
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  #572  
Old December 31st, 2006, 10:57 PM
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Default Re: Balance Mod Available for SE:V

Quote:
Captain Kwok said:
Is it doing this at 3 minutes? I forgot to extend combat back to 5 minutes after the fleet split fix was made.
I'm still getting the fleets split in the mod! Is this fixed in vanilla?

A few thing I've noticed by the A.I.The A.I seems to build fleets of the same size attack ships,does it not use mixed fleets of smaller and bigger attack ships?

I have seen the A.I use defence ships for surveying systems,should it not use exploration ships?
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  #573  
Old January 1st, 2007, 02:19 AM
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Default Re: Balance Mod Available for SE:V

I was referring to the crash that could occur with the split fleets - not the absence of.

There is the possibility of creating dedicated Explorers as I have the design types in place - but not sure how much it would help.

Mixed ship sizes is on the to-do list. I'm currently working on some scrapping functions and trying to get rid of a few script bugs that have popped up elsewhere. Maybe for v1.03?
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  #574  
Old January 1st, 2007, 04:53 AM
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Default Re: Balance Mod Available for SE:V

I noticed that if you placed some new races in the empire folder of the main game (not of the game types folders), they are not only avalaible for a balance mod game as human controled race, but are also chosen as random created AI empire.
As they lack the modified AI scripts they will however almost completely be inactive.
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  #575  
Old January 1st, 2007, 09:30 AM
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Default Re: Balance Mod Available for SE:V

I've noticed this too, Q.

I've also noticed that, becuase the Balance mod folder does not have it's own folder for created races, the races I've made for balanced are available for vanilla, and visa versa, which can be confusing if you've a lot of created races.(they're not compatible)

I went ahead and just made a folder for them in the Balanced mod folder, but you might want to put one in the next version.
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  #576  
Old January 2nd, 2007, 05:48 PM

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Default Re: Balance Mod Available for SE:V

Kwok

Hi, thanks for this fantastic mod, however on the latest version 1.01 if I change the default max number of planets in the large sectors from 100 to 255, the game freezes any ideas???

Thanks
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  #577  
Old January 2nd, 2007, 05:54 PM
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Default Re: Balance Mod

Try changing it for both "Maximum Number of Systems" and the for the "Maximum Number Of Systems Large Quadrant" in Settings.txt...
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  #578  
Old January 3rd, 2007, 07:29 AM

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Default Re: Balance Mod

kWOK

IM A DUFFUS!!!

Must have been having to many beers over the christmas period..... im so ashamed i missed that.... IDIOT!!!!

Thanks

Drew
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  #579  
Old January 4th, 2007, 09:55 AM
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Default Re: Balance Mod

The temporal weapons, especially the time distortion burst and the small time distortion burst, are IMO extremely weak if you compare them to standard weapons like the meson blaster.
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  #580  
Old January 4th, 2007, 06:23 PM
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Default Re: Balance Mod

I get an error when trying to load the latest version of the mod CK. It tells me that there are some files missing.

I have attached a screen cap.
Attached Images
File Type: png 484518-bmerror.PNG (1.20 MB, 174 views)
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