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  #931  
Old May 20th, 2007, 01:59 AM
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Default Re: Balance Mod v1.06

Sounds promising!
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  #932  
Old May 20th, 2007, 04:37 AM
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Default Re: Balance Mod v1.06

Do you know anything about a bug that stops ships moving? perhaps fixed in the next mod version?
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  #933  
Old May 20th, 2007, 08:49 AM
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Default Re: Balance Mod v1.06

Hey Kwok, a how about updating the empire data files so to reflect the stock government choices, so you don't hav virtually every empire using 'tyranny'?
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  #934  
Old May 20th, 2007, 10:15 AM
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Default Re: Balance Mod v1.06

I don't think it has to do with the modifiers so much as it does with the roleplay aspect of "tyranny".

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I haven't heard of any bug where ships are stopping. Can you elaborate?
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  #935  
Old May 20th, 2007, 10:21 AM
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Default Re: Balance Mod v1.06

I am in a Balance mod game where every few turns, sometimes for a number of turns, ships in select systems refuse to move. The next turn they have the orders players give them but they havn't followed any of them. It is endemic to every empire in the game. We had hoped the latest patches would fix it but first new turn and it happens again. Lots of us are sending bug reports to Aaron. It may be endemic to SEV.

Edit: another odd thing I just witnessed. I was testing a new race and I suddenly owned a ship from another race I hadn't met. I thought perhaps one of my ships had been catapulted across the galaxy, but no, I gained one of their ships.
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  #936  
Old May 20th, 2007, 11:20 AM

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Default Re: Balance Mod v1.06

Kwok, any luck moving some of the modifiers for ship creation out to the race files?
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  #937  
Old May 20th, 2007, 11:47 AM
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Default Re: Balance Mod v1.06

Simultaneous games are still quite buggy. I couldn't see what would interfere with movement other than something breaking in the turn mechanics.

---

No external data files yet. Although the way I've re-configured the design routine, it will be easier to implement.
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  #938  
Old May 20th, 2007, 12:58 PM
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Default Re: Balance Mod v1.06

Quote:
Captain Kwok said:
I don't think it has to do with the modifiers so much as it does with the roleplay aspect of "tyranny".
Yeah.
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  #939  
Old May 23rd, 2007, 03:20 PM

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Default Re: Balance Mod v1.06

Are we there yet??????
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  #940  
Old May 23rd, 2007, 05:19 PM
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Default Re: Balance Mod

I was just about ready to post it last night when I caught a new error with the AI's fleeting of ships. I need to work out that first, but otherwise all the other changes seem to be working ok. I think the new AI designs will help out as there a bit more efficient in their use of space and make better choices for extra components.
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