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January 22nd, 2007, 01:24 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 AI
Could it be a difference in research points? Try using the maximum amount of allowed starting tech points and see if that helps.
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January 22nd, 2007, 09:37 PM
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Corporal
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Join Date: Feb 2005
Posts: 152
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Re: Balance Mod AI
I had the same problem. Do .emp files save designs as well?
__________________
"Why the blazes didn't we utilise the abandoned Martian War Machines to retain Empire? I demand immediate resignations."
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January 23rd, 2007, 12:04 PM
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Sergeant
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Join Date: Oct 2006
Location: Kingston, Ontario
Posts: 289
Thanks: 1
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Re: Balance Mod AI
So anyone know's when the next patch comes out
not that i'm in a hurry
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January 23rd, 2007, 02:56 PM
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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
I believe the next SE:V patch will out next Monday-ish. The next BM update should be about the same time.
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January 23rd, 2007, 03:37 PM
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First Lieutenant
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Join Date: Jan 2005
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Re: Balance Mod
That'd be 2.24? So one more set of patch notes and fixes?
I was hoping for a fix to the PD problem with time compression, but alas it doesn't seem to affect stock game, only mods( including the Balance mod ), so I'm not sure how much Aaron is looking into it. I got a response to it earlier this week where he claimed it was fixed with 1.20, but that's what I've been using all the time. *shrug*
As far as I can tell, it's related to either firing rate or the attack modifier of the PD weapons, possibly both. Could have something to do with time compression and the attack modifier going into a negative number, which rarely happens in stock, but happens always in BM because PD attack modifier start at 0.
Not so cool if we have to wait another month for a fix to this.
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January 23rd, 2007, 06:08 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
Well as long as it is fixed we can wait and work around it
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January 23rd, 2007, 06:16 PM
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First Lieutenant
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Join Date: Jan 2005
Posts: 689
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Re: Balance Mod
Actually, my point was that it hasn't been fixed, just that Aaron thinks it has. So unless someone can convince him that it still isn't fixed, then there wont be a fix for it in the upcoming patch, which would be a shame.
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January 28th, 2007, 01:53 AM
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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
The PD problem is probably due to the increased firing rates of PD in the mod, which are generally 500 ms. I wouldn't be surprised if the time compression fix was "snapped" to 1 second intervals or something like that.
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January 28th, 2007, 11:58 AM
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First Lieutenant
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Join Date: Jan 2005
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Re: Balance Mod
I don't think that's the case, Kwok. I tried taking stock PD firing rates down, but that didn't produce the problem. Just as taking the Balance Mod's PD firing rates up again to 2000 didn't solve the problem. That's why I'm thinking it's actually connected to the 'to-hit' modifier, which starts at +50 in stock, but is at 0 by default in the Balance Mod.
However, the newest patch might have fixed this with this part: "29. Note - All weapons have a 1% chance to hit, and a 1% chance to miss, no matter what the bonuses are."
( I do hope he meant 'minimum 1%', though )
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January 28th, 2007, 12:20 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
I'm just not sure on how the to-hit modifier would be connected to time compression though...
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