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  #551  
Old December 28th, 2006, 04:27 PM

Romulus68 Romulus68 is offline
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Default Re: Balance Mod Improvements

Quote:
Captain Kwok said:
There's no cheating by the AI.
well, it needs to cheat! lol
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  #552  
Old December 28th, 2006, 05:05 PM
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Tim_Ward Tim_Ward is offline
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Default Re: Balance Mod Improvements

I'm starting to think the fog of war might've been more trouble than it was worth.
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  #553  
Old December 28th, 2006, 05:22 PM

Phoenix-D Phoenix-D is offline
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Default Re: Balance Mod Improvements

Then turn it off in your games..there's an option in game setup to make it work just like SEV. Or turn it off entirely.
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  #554  
Old December 28th, 2006, 05:38 PM
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AAshbery76 AAshbery76 is offline
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Default Re: Balance Mod Improvements

It should work like it does in many other games.When a planet is out of sensor coverage it should stay marked as the last known owner and become a A.I target.This needs MM to programme it.This is how GC2 works.
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  #555  
Old December 28th, 2006, 08:32 PM

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

In version 1.02, I would like to see large and heavy ship mounts having a greater range. This would make them more effective against the faster and more agile frigates which I tend to build in large numbers. I dont build any thing larger than a destroyer (with the exception of carriers) as large ships are too expensive and vulnerable.
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  #556  
Old December 29th, 2006, 02:11 AM

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Default Re: Balance Mod Available for SE:V

Admittedly I have not tested this(and haven't noticed in combat), but the way Shield Regenerators are written it looks like they can only regenerate "Normal Shields." How about added some phased shield regen?
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  #557  
Old December 29th, 2006, 12:05 PM

Romulus68 Romulus68 is offline
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Default Re: Balance Mod Available for SE:V

Quote:
Dodd said:
In version 1.02, I would like to see large and heavy ship mounts having a greater range. This would make them more effective against the faster and more agile frigates which I tend to build in large numbers. I dont build any thing larger than a destroyer (with the exception of carriers) as large ships are too expensive and vulnerable.
I tend to agree. The larger ships have a lot of trouble defeating a much smaller frigate with max engines.

I also, can see both sides of the argument. That smaller ships should be faster and harder to hit.

Tough call.
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  #558  
Old December 29th, 2006, 03:47 PM

se5a se5a is offline
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Default Re: Balance Mod Available for SE:V

Quote:
shinigami said:
Admittedly I have not tested this(and haven't noticed in combat), but the way Shield Regenerators are written it looks like they can only regenerate "Normal Shields." How about added some phased shield regen?
you might want to test this.
se4 looked the same, but it did regenerate phased as well.
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  #559  
Old December 29th, 2006, 04:15 PM

Romulus68 Romulus68 is offline
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Default Re: Balance Mod Available for SE:V

How hard is it to write the AI scripts?

I would love to build a strategy for a few races, but unsure if my programming/coding skills match my desires.
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  #560  
Old December 29th, 2006, 04:41 PM

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Default Re: Balance Mod Available for SE:V

Can you please add a new colony type to ColonyTypes.txt? I use small low value planets for storage, and would like to name them "Storage Compound" or something like that. "Resource Colony" doesn't fit, I am using it for planets that have the 3 resource values over 100%.

I've tried adding it myself, but either I have to start a new game for the change to take effect or we are limited to 13 colony types.
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