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  #671  
Old January 30th, 2007, 02:51 AM
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Default Re: Balance Mod

Look at the last date the file was saved, that will usually indicated that something was changed if they are different. You can also run a comparison (using a notepad type program like Textpad) that will show changes in the files.
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  #672  
Old January 30th, 2007, 04:08 AM
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Default Re: Balance Mod update soon...

It turns out there was some unusual behaviour with the AI in the mod that I need to look into some more so that is what the current delay is. On the other hand, the new colony type modifiers seem to working out good. Unfortunately I won't be able to include a little routine I wrote for replacing facilities with better ones - ie Monoliths or adding Robotoid Factories etc - since a few built-in functions need to be added by Aaron.

---

I've noticed in the test game and it has been reported at SE.net that ships going for retrofit trigger "Can't be retrofit no SY present" message, but retrofit anyways. I'm thinking this might be an SE:V error because it didn't crop up in v1.02 of the mod until SE:V v1.25 rolled out.

---

The new RUNTURNS cheat is a godsend! Just type in ~RUNTURNS 50~ and watch tv for 30min and SE:V just computes away.

---

I've also made a poll over at the SE.net Balance Mod forums asking if I should make retreat disabled by default in the mod. Find the poll here: http://www.spaceempires.net/home/ftopict-2278.html
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  #673  
Old January 30th, 2007, 02:44 PM

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Default Re: Balance Mod update soon...

Can we get some Leaky shields and armor in the Balance mod?
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  #674  
Old January 30th, 2007, 03:39 PM
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Default Re: Balance Mod Leakiness?

Unfortunately the premise of the mod doesn't lend itself to the use of leakiness...

My next project certainly will take advantage of the enhanced damage types in SE:V.
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  #675  
Old January 30th, 2007, 04:02 PM
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Default Re: Balance Mod Leakiness?

Is the Balance mod compatible with v1.25?
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  #676  
Old January 30th, 2007, 04:55 PM
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Default Re: Balance Mod Leakiness?

Quote:
My next project certainly will take advantage of the enhanced damage types in SE:V.
Did I miss reading it somewhere? Did they add leaking damage to stock SEV?
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  #677  
Old January 30th, 2007, 05:02 PM

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Default Re: Balance Mod Leakiness?

Not stock. Its moddable though.
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  #678  
Old January 31st, 2007, 02:20 AM
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Default Re: Balance Mod Update...

I'm going to have to finish off the update tomorrow night. Just a few more items to cover off...
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  #679  
Old February 1st, 2007, 11:18 AM
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Default Re: Balance Mod Update...

So last night I tried a couple of AI test games before my intended release when I noticed a few problems than prevented me from posting v1.03. First problem was that the AI wasn't adding enough ships to fleets, which was due to attack ships being given too many other orders. So I got that fixed.

I also noticed the AI's treaties didn't have any stipulations! Turns out when I disentangled some of new treaty functions in the scripts, I borked the routine for adding treaty elements, so all the treaties had new elements to them! I didn't have the time to fix it last night, so I'll work on it today. It's likely a minor oversight, ie not calling some function in the right order.

There's also a few crashes or end of processing hangups. Not sure if those are mod related until I can do some script log debugging. *sigh*

On the good news front, improvements to the AI's colony type selection and facility construction are working well.
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  #680  
Old February 1st, 2007, 11:59 AM
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Default Re: Balance Mod Update...

CK, in v1.02 one of the organic weapons, I think it was the Hyper-Plasma Bolt, though it may have been the upgraded Acid Globul, at max level, 6, only has a range of 20 ls. which also messes up the damage.
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