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  #601  
Old January 9th, 2007, 08:19 PM

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

When creating a new empire, there's the possibility to choose between three overall minster styles; defensive, aggresive and moderate, or some such. Do you happen to know what exactly they do, and if they're available for the pre-made AIs or only for player-created AIs? Can't remember having seen that setting in any of the AI files.
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  #602  
Old January 9th, 2007, 10:07 PM
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Default Re: Balance Mod Available for SE:V

If there was any difference between them (which there is not at this time) they would make your minister's behave differently.
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  #603  
Old January 10th, 2007, 12:25 PM

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Default Re: Balance Mod Available for SE:V

Top job with the mod!

I would explain the difference by imagining a game of tennis. Playing with Stock SEV is like playing the people on the local 4pm bus using ping-pong bats, cricket bats and tennis rackets. Playing with the Balance mod is like playing the local C-grade team using good tennis rackets - quite a lot more fun.
I guess you could also say the court will be one of the best in the world once the bugs under it which keep making holes are exterminated...

I sent some problems (below) I noticed playing the Balance Mod 1.01 with SEV 1.20 & sent to se5@malfador.com (att), but some may be caused by the mod - haven't heard back yet.

- Loading hides system objects (png & save att) Loading a game showing the same system hides all system objects. Moving the view to another system then back fixes this, but if you have only explored one system you need to restart the app.

- Load Game - Game Info - Mod text not moved with window (png att) Saw this making a screen shot for the one above.

- Combat icons in main view after new or load game from combat (png att) Requires app restart to fix.

- Empire names wrong in treaties. It shows mostly blank and sometimes another empire where it should show mine. I was setting (trying to) treaties to get other races to migrate to my planets, but they never did. See Liniha counter treaty - migration options screwed.gam or Empire name not displayed in treaty with some empires 1& 2.PNG

- Treaty migration not working - probably caused by the empire names thing.

- Col. status icon - pop bar showing past limit (save & png att) Here, a planet has 8000 out of 2000 population, and the pop bar icon goes over the top. This game I wanted to check out alliances but gave up after so many strange things like this made dealing with the other players pointless.

- Can not accept a countered alliance like you can with a treaty. Saw this in the same game as the Col. status icon problem above.

- Ships move very slowly when showing long movement lines. I noticed this with a ship with repeat orders picking up troops which took 5+ turns. With very fast icon movement settings, there is an extra delay of 1+ second between moving a single sector when showing movement lines.

- Can't upgrade, retrofit, mothball etc. ships in a fleet.

- Can't upgrade, retrofit yada yada with multiple ships selected.
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File Type: rar 486021-Problems.rar (13.00 MB, 185 views)
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  #604  
Old January 10th, 2007, 05:32 PM
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Default Re: Balance Mod Available for SE:V

This are primarily SE:V issues, but some of them I can address (most of the treaty items) via the scripts. The counter-proposing treaty or amend treaty options I believe are two diplomatic actions where the proposing Empire's name is invalid and therefore appears as blank. I had meant to fix that for v1.02 but forgot about it.

I haven't touched Alliances so they are just as screwed up as in stock. Eventually this part of the game will be addressed by the mod.

The load a game from a game image error was actually fixed previously but somewhere around 1.1x it got borked again. Running the turn though will restore the images.

No retrofitting/mothballing in fleets is intentional - although you can retrofit a fleet of the exact same ships. I also believe you can select multiple ships of the exact same type to retrofit as well. Anyhow the lack of a retrofit window like in SE:IV certainly makes retrofitting more tedious in general.
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  #605  
Old January 11th, 2007, 01:00 AM
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Default Re: Balance Mod Available for SE:V

I like the new protectorate treaties the AI is sending.
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  #606  
Old January 11th, 2007, 02:00 AM
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Default Re: Balance Mod

Quote:
Tim_Ward said:
I like the new protectorate treaties the AI is sending.
I'm surprised you're lagging that far behind.

Actually they're not new though - it was a problem with a score calculation and the fact that the AI never proposed another treaty if one existed.
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  #607  
Old January 11th, 2007, 02:16 AM
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Default Re: Balance Mod

In fact, the Xi'chung proposed it on first contact.

I'll have you know my empire is ranked first and shows every sign for staying there for the rest of the game.
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  #608  
Old January 12th, 2007, 03:42 AM
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Default Re: Balance Mod

Any other AI observations from v1.02?
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  #609  
Old January 12th, 2007, 07:01 AM
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Default Re: Balance Mod

They are upgrading treaties, in logical steps.

From a Non-Agression, to a Trade, or Trade and research, to adding other items in.

However, I've a question. In my current single player game, I'm playing with 8 computer controlled empires. I've met all 8 and have treaties with all but one, whom I'm at war with. In the last few turns, I've taken over first place in points, after doing so, many of the races attitudes towards me droped, I'm maybe 250,000 points above the 2nd place player. So why did they suddenly just all drop?
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  #610  
Old January 12th, 2007, 11:15 AM

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Default Re: Balance Mod

Hmm, evil empire? Not sure how much of a lead is required to trigger it though.
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