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May 31st, 2007, 11:55 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 v1.07 Available!
It's saved game compatible, but probably best to start a new solo game if you want to use the added design types etc.
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May 31st, 2007, 11:57 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 v1.07 Available!
Quote:
aegisx said:
leaky intel?
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Yes, the success of an intel project will be based on a combination of the attack points, defense points, and project cost.
The basic success rate:
success = attack points / (attack points + 2*defense points + project cost)
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June 1st, 2007, 04:12 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
Thanks: 0
Thanked 7 Times in 1 Post
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Re: Balance Mod v1.07 Available!
...Er, attack points on both sides of the equation?
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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June 1st, 2007, 02:07 PM
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Private
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Join Date: Sep 2002
Location: North Wales
Posts: 28
Thanks: 0
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Re: Balance Mod v1.07 Available!
Hi
What versionj of game does 1.07 work with??
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June 1st, 2007, 02:44 PM
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Corporal
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Join Date: Apr 2007
Posts: 135
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Thanked 2 Times in 1 Post
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Re: Balance Mod v1.07 Available!
1.35 works fine
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June 1st, 2007, 02:52 PM
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Second Lieutenant
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Join Date: Sep 2006
Posts: 482
Thanks: 0
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Re: Balance Mod v1.07 Available!
Quote:
Captain Kwok said:
Quote:
aegisx said:
leaky intel?
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Yes, the success of an intel project will be based on a combination of the attack points, defense points, and project cost.
The basic success rate:
success = attack points / (attack points + 2*defense points + project cost)
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So, the more you spend on a project the less likely it is to succeed?
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June 1st, 2007, 03:51 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 v1.07 Available!
No. The only two items that reduce the success of the project are the defense points and the cost of the project. It's typically easier to get through several small projects that a large project etc. The more you spend, the better chance you have to succeed because the ratio of attack points to the pooled points denominator will increase.
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June 1st, 2007, 04:26 PM
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Colonel
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Join Date: Jun 2002
Location: tampa, fl
Posts: 1,511
Thanks: 3
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Re: Balance Mod v1.07 Available!
I'm using v1.06 and patch 1.35, and I'm still playing my original game I started using v.105 and patch 1.33. If I do update to v1.07, will I have to start over?
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June 1st, 2007, 04:58 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 v1.07 Available!
It's technically ok for the data files, but a game started in v1.05 and carried over into v1.06/1.07 will have a partially non-functional AI. New ministers were added for the AI in v1.06 and are only registered in games that were started with v1.06/1.07.
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June 2nd, 2007, 01:33 AM
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Lieutenant General
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Join Date: Nov 2002
Posts: 2,903
Thanks: 1
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Re: Balance Mod v1.07 Available!
Thank you for the new Balance Mod version, Captain Kwok. I have started a new game today, and SEV is very good now, with the recent patch and the Balance Mod, and I'm having fun!
Big improvements in the last few months.
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