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January 17th, 2007, 06:06 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
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Re: Balance Mod Available for SE:V
There is no "Hearty Merchants" trait - there is "Natural Merchants" (which is the one you want) and also "Hearty Industrialists" (which increases planetary spaceyard construction rate)...
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The Ed draws near! What dost thou deaux?
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January 17th, 2007, 06:58 PM
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Corporal
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Join Date: Nov 2003
Location: New Jersey
Posts: 144
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Re: Balance Mod Available for SE:V
" Natural Merchants " was the one I meant
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January 18th, 2007, 06:10 PM
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Corporal
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Join Date: Dec 2005
Posts: 140
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Re: Balance Mod Available for SE:V
"hardy" industrialsists, surely...
I WANT to be a Hearty Merchant. Right now I'm just a merchant. The money's good but I could be heartier.
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January 20th, 2007, 01:38 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: Balance Mod Available for SE:V
Just a little bump to say I'm back from my trip and work on the mod is resuming. The most recent beta patch added had lots of AI updates so I'll be spending most of the week adding those in.
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January 21st, 2007, 02:09 PM
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Corporal
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Join Date: Dec 2005
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Re: Balance Mod Available for SE:V
Something I noticed when I played my last game - an AI empire surrendered to me and I paid more attention than usual checking out their ships. I'd already noticed the AI would send a few ships to attack my planet then after getting blasted by my WPs a new combat would start this time with a freighter that immediately ran for the border. I took a look at some captured troop transports and the orders on them showed Optimal Firing Range rather than Capture Planet. Or maybe this just happens when the ship gets captured and it's orders default to Optimal.
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January 22nd, 2007, 05:01 AM
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Private
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Join Date: Nov 2003
Location: Poland
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Re: Balance Mod Available for SE:V
In version 1.02 i can't create a new empire with a shipset that is not included in original se5 game. It was working fine with 0.9X but not anymore.
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-He was a Cardasian that's reason enough!!!
-No! lt's not.
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January 22nd, 2007, 11:08 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Balance Mod
Quote:
Kiedryn said:In version 1.02 i can't create a new empire with a shipset that is not included in original se5 game. It was working fine with 0.9X but not anymore.
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There are instructions in the read-me file for adding custom races to the mod. A change was made to eliminate the double flag/portrait bug in the mod.
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January 22nd, 2007, 11:08 AM
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Private
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Join Date: Jan 2007
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Re: Balance Mod AI
It would seem that all treaties are completly ignored during combat, as empires with 'col eachother systems' treaties turn on eachother as if they were at war. By themselves, these empires do not start combat entering the same sector, only when a 3rd party does. For empires to fight together they need to be part of an alliance. But there are as many bugs in the alliance part as the rest of the game making it almost un-usable as well, so up to you if you use it with the AI.
When a fleet from AI_B is re-supplying at a plannet from AI_A (treaty), attacking with anything (1 small drone) will cause them to fight and either the planet, fleet or both will be destroyed.
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January 22nd, 2007, 11:25 AM
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Corporal
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Join Date: Feb 2005
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Re: Balance Mod AI
This will be fixed in the next patch.
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"Why the blazes didn't we utilise the abandoned Martian War Machines to retain Empire? I demand immediate resignations."
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January 22nd, 2007, 01:14 PM
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Sergeant
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Join Date: Oct 2006
Location: Kingston, Ontario
Posts: 289
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Re: Balance Mod AI
I can't create a new empire with 0 points.. (start game) save it... and try to load it up when I start a new game
It tell me I have too many points!!!! I know I know next patch it MIGHT be fixed
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