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  #421  
Old November 26th, 2006, 11:55 AM
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AAshbery76 AAshbery76 is offline
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Default Re: Balance Mod AI Treaties

Quote:
Captain Kwok said:
I'm not sure if I'll be able to get the AIs to make their own alliances - but they should be able to participate in one somewhat.
That's a shame.Having power blocks in the game would be great.Making multiple alliances is a exploit if the A.I empires can't form their own power blocks.
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  #422  
Old November 26th, 2006, 02:41 PM
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Captain Kwok Captain Kwok is offline
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Default Re: Balance Mod AI Treaties

I think one way of setting it up would be is to look at races it has good relations with (ie low anger) and if there are more than two good allies then to propose the Alliance agreement. I don't imagine they synchronize their actions together or anything, but at least they might declare war or something at the same time.
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  #423  
Old November 26th, 2006, 09:08 PM
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Captain Kwok Captain Kwok is offline
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Default Re: Balance Mod Update

Greetings!

Version 0.99 of the Balance Mod is available for download:
http://www.captainkwok.net/balancemod.php

There were a number of fixes and changes in this version, along with the addition of the new AI treaty proposal scheme. They should be making better treaties with more appropriate names and provisions now. Let me know how it goes.

Code:

Version 0.99 (26 November 2006)
-------------------------------

1. Changed - Adjusted the damage order for Armor and Shield types
2. Changed - Increased resource levels for finite games
3. Changed - Increased Combat Radius to 2500
4. Changed - Crew Boarding Strength to 0.5
5. Fixed - Maximum level for some vehicles was incorrect
6. Fixed - Engines Per Move value for Organic Large Freighter was incorrect
7. Changed - Genetic Recoding Lab no longer modifies reproduction rate
8. Changed - Increased shield point amounts slightly
9. Changed - Phased-Shield Generator is now a bit more expensive
10. Changed - Slightly increased shield regeneration rate for Shield Regenerators
11. Changed - Decreased Life Support and Crew Quarters to 3 levels
12. Changed - Decreased Vehicle Systems tech area to 5 levels
13. Changed - Adjusted tech level requirements for Self-Destruct Device and Auxiliary Control
14. Changed - Solar Sail now has 2 levels
15. Added - New design type Bombardment Ship
16. Changed - Increase damage and range for Planetary Napalm
17. Fixed - AI wasn't always adding max engines on large ships
18. Changed - AI Fleets will break formation immediately
19. Fixed - A few typos with maximum levels
20. Changed - Sound effects in combat range have a larger range to be heard
21. Changed - Increased the size of some combat effects
22. Changed - Increased AI's number of Intel Compounds
23. Changed - AI will use more fleets
24. Added - New Treaty Proposal scheme for AIs
25. Updated - Continued to refine AI research pathing
26. Updated - AI Empire Scripts

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  #424  
Old November 26th, 2006, 09:36 PM

Raapys Raapys is offline
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Default Re: Balance Mod Update

Looks like a very nice update, thanks.
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  #425  
Old November 27th, 2006, 03:01 AM

arthurtuxedo arthurtuxedo is offline
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Default Re: Balance Mod Update

By the way, I notice that the Balance Mod has combat zoomed farther out than stock. This is a very nice feature and one that I wish all mods included. Where is the setting for this?
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  #426  
Old November 27th, 2006, 03:50 AM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Balance Mod Update

Settings.txt:

Space Combat Maximum Zoom Out Distance := 90.0
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  #427  
Old November 27th, 2006, 08:29 AM

Dizzy Dizzy is offline
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Default Re: Balance Mod Update

OOOOoooohhhhhhh! TY Capt Kwok!
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  #428  
Old November 27th, 2006, 07:25 PM

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Default Re: Balance Mod Update

I am presently playing Balance mod 0.99 ,patch 1.17. I am playing under high difficulty settings. I have just taken out an alien main planet with my 5 frigates and a repair ship. They defended it with 1 colony ship and an unarmed space station. It is currently turn 2402.8. Is it possible to make the aliens defend their home planets a lot better ? The appearance of a few satelites and weapons stations would have made me feel that this wasnt such an easy victory.

Dodd
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  #429  
Old November 27th, 2006, 07:44 PM

javaslinger javaslinger is offline
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Default Re: Balance Mod Update

I'm gonna guess he's already working on that.....

Javaslinger
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  #430  
Old November 27th, 2006, 07:57 PM
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AAshbery76 AAshbery76 is offline
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Default Re: Balance Mod Update

It does seem from my early games in 99, that the A.I is not building defences.Unless they are building defences after facilities,which is wrong.
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