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March 8th, 2007, 11:51 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 v1.04 Available!
Did you alter the mod in anyway?
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March 9th, 2007, 01:34 AM
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First Lieutenant
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Join Date: Aug 2003
Location: New Zealand
Posts: 776
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Balance Mod v1.04 Available!
try reinstalling BM?
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[img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]
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March 10th, 2007, 03:12 PM
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Major
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Join Date: Oct 2003
Location: Union, SC
Posts: 1,166
Thanks: 1
Thanked 2 Times in 2 Posts
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Re: Balance Mod v1.04 Available!
No, I don't think I have. I can try reinstalling today.
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Caduceus
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March 10th, 2007, 03:15 PM
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Major
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Join Date: Oct 2003
Location: Union, SC
Posts: 1,166
Thanks: 1
Thanked 2 Times in 2 Posts
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Re: Balance Mod v1.04 Available!
I don't know. I reinstalled, but it is still doing it.
Hrm...
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Caduceus
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March 10th, 2007, 03:18 PM
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Major
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Join Date: Oct 2003
Location: Union, SC
Posts: 1,166
Thanks: 1
Thanked 2 Times in 2 Posts
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Re: Balance Mod v1.04 Available!
Okay, I completely deleted it and it seems to be working again. Problem solved.
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Caduceus
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March 24th, 2007, 10:48 AM
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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 v1.04 Available!
I apologize for the delay. I'm just fiddling around with a few changes in the scripts that I need to finish and test before I can post v1.05. Originally the patch was to be released on Monday so I undertook a few changes to research and construction that were going to take Fri/Sat to work out. The research part is done, but the construction script needs to be debugged.
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March 25th, 2007, 03:21 AM
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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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Balance Mod v1.05 Available!
Greetings!
I've finally posted v1.05 of the Balance Mod for download. There were a few items I needed to resolve with the AI scripts before I could post, which was the main source of the delay.
Note that this version is not save game compatible with previous versions. It will extract to a new folder labeled 'Balance Mod v105+', which will be the default location for future save game compatible versions.
You can grab the download here:
http://www.captainkwok.net/balancemod.php
Code:
Version 1.05 (25 March 2007)
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1. Changed - Increased cost for Chemistry tech area
2. Changed - Increased cost for Physics tech area
3. Changed - Increased cost for Industry tech area
4. Changed - Slight increase to Depleted Uranium Cannon damage amount
5. Changed - Added ordnance usage to Planetary Napalm
6. Fixed - Error in Planet Combat Defense Modifier
7. Fixed - Some levels of Biological Weapons did not give any results
8. Changed - Reduced number of tech levels for Biological Weapons
8. Changed - Increased cost for Plasma Missiles tech area
9. Fixed - Fighter combat speeds were not adjusted for new engine system
10. Fixed - Error in damage amount for Massive Weapon Platform Mount
11. Changed - Increased cost for Military Science tech area
12. Changed - Torpedo Weapons now requires Military Science level 3
13. Changed - Ship Capture now requires Military Science level 2
14. Changed - Reduced cost of Supply and Ordnance Storage components
15. Fixed - Error in Combat To Hit penalty for Space Stations
16. Changed - Increased maximum speed for all Carrier ships
17. Changed - Decreased and ground damage and range for Point-Defense Weapons
18. Fixed - Error in range for Point-Defense Blaster
19. Fixed - Massive Ship mount should require a ship of 1250kT or larger
20. Changed - Point-Defense and some small weapons can now target Mines in combat
21. Updated - Incorporated FQM Beta 8 components in the Balance Mod
22. Updated - Improved AI construction queue purchasing
23. Updated - Enhanced AI diplomacy with less static treaties and responses
24. Added - Introduced fear modifier in AI diplomacy
25. Fixed - A few errors in anger levels used to determine diplomatic responses
26. Updated - AI will prioritize tech area research during times of war
27. Added - Construction Yard colony type for the AI
28. Fixed - AI was not adding Ordnance Storage for Carriers
29. Fixed - AI was not scrapping ships
30. Updated - AI Scripts
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March 25th, 2007, 10:53 AM
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Second Lieutenant
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Join Date: Sep 2006
Posts: 482
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Balance Mod v1.05 Available!
Is there something in here that will prevent the AI from doing stuff during a missed PBW turn?
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March 25th, 2007, 11:28 AM
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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 v1.05 Available!
Under ministers, there is an option that is on by default for the AI to play in the player's absence.
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March 25th, 2007, 10:40 PM
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Lieutenant General
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Join Date: Nov 2002
Posts: 2,903
Thanks: 1
Thanked 0 Times in 0 Posts
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Re: Balance Mod v1.05 Available!
Thank you very much, Captain Kwok.
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