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  #561  
Old December 30th, 2006, 02:23 AM
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AAshbery76 AAshbery76 is offline
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Default Re: Balance Mod Available for SE:V

Does the A.I actually build a recon satellite on their planets?
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  #562  
Old December 30th, 2006, 07:13 AM

DrewBlack DrewBlack is offline
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Default Re: Balance Mod Available for SE:V

Hi

Kwok whats the eta on the 1.02 version?

thanks

Drew
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  #563  
Old December 30th, 2006, 10:48 AM
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Captain Kwok Captain Kwok is offline
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Default Re: Balance Mod Available for SE:V

Quote:
AAshbery76 said:
Does the A.I actually build a recon satellite on their planets?
All of their combat satellites have basic sensors, so in essence they have at least basic coverage. Tachyon sensors on sats - not yet but soon.

It should be a few more days for v1.02 - lots of revising in the scripts which takes to test etc.
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  #564  
Old December 30th, 2006, 12:13 PM

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Default Re: Balance Mod Available for SE:V

Don't put the tachyon sensors on the combat satellites, though. It takes up way too much space.
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  #565  
Old December 31st, 2006, 11:48 AM

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Default Re: Balance Mod Available for SE:V

I have found a Massive Shield Depleter in some ruins. According to the description, it's a "Massive gamma radiation beam that saps all of a target's shields but does no other damage".

As I understand it one hit is enough to kill all of a ship's shields. Yet they come in many levels, each making more damage than the previous one, and being more costly too.

Why do these weapons have a damage rating at all? If the description is correct they shouldn't have one, and the next level should just be cheaper to produce and maintain that the previous one. And there shouldn't be any reason to put one in a mount.

Or is the description misleading and it works just like a regular weapon, with just a lot more damage (to shields only) for its cost in research?
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  #566  
Old December 31st, 2006, 01:52 PM

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Default Re: Balance Mod Available for SE:V

Looks to me as if the weapon itself is misconfigured, because at level 1 the regular Shield Depleter weapon is about as good as the Massive one because of 1/5 the recharge time. So something's obviously broken there. Keep the 10 second recharge time but up the damage of the MSD to 10k or something, I'd say.
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  #567  
Old December 31st, 2006, 03:51 PM
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AAshbery76 AAshbery76 is offline
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Default Re: Balance Mod Available for SE:V

I don't know if this is happening just in the your mod or also in vanilla.I'm finding the combat ends just before the A.I ships retreat to another hex.So you have another combat round straight after when all that happens is the A.I retreats a few seconds into the round to another hex.You then have to fight again in the next hex.It causes a lot of wasted time.Why is the combat ending just before the retreat?
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  #568  
Old December 31st, 2006, 05:50 PM
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Default Re: Balance Mod Available for SE:V

Is it doing this at 3 minutes? I forgot to extend combat back to 5 minutes after the fleet split fix was made. I think with the 3 minute limit and 2500 distance the ships just about approach the retreat barrier. If that is so, just adjust the value in settings.txt back to 300 seconds from 180.
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  #569  
Old December 31st, 2006, 06:30 PM
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Default Re: Balance Mod Available for SE:V

Yes it was doing 180.

The plague bomb level 1 component report is also borked.It says
"Plague bombs create a Level[%LEVEL%]Plague"
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  #570  
Old December 31st, 2006, 07:34 PM
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Default Re: Balance Mod Available for SE:V

Another thing I have noticed with the balance mod is treaty's between the A.I's never go above trade agreements.My relations with the A.I's never go above indifferent.The relations settings need tweaking.I would like to see military agreements,alliances,etc and such in the game.
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