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  #1311  
Old December 30th, 2007, 08:15 AM
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Default Re: Balance Mod

I've altered settings.txt to have a minimum of 6 computer players at the medium setting to a maximum of 10. I've started new games with as few as 5, and as many as 14 computer players with the medium setting. Any ideas?
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  #1312  
Old December 30th, 2007, 07:43 PM
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Default Re: Balance Mod

There's been reports of weird numbers of AI generated opponents - no real idea on what might be causing this...
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  #1313  
Old December 30th, 2007, 09:35 PM
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Default Re: Balance Mod

OK, Thanks Kwok. 'Preciate the work you do on the mod!

Guess this is just another bug that needs stomping.
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  #1314  
Old January 23rd, 2008, 06:53 AM

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Default Re: Balance Mod

I tried to transfer 5 groups of fighters(10-20) each from space into a planet and it crashed on me. It happens between the 3rd and 4th try. Buffer overrun, or something stupid like that?
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  #1315  
Old January 23rd, 2008, 11:31 AM
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Default Re: Balance Mod

Are you using the launch/recover order or the cargo transfer order? I don't think the transfer order is really intended to transfer units in space to a planet's cargo.

If it's repeatable, then you should let MM know. It doesn't have anything to do with the mod itself.
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  #1316  
Old January 23rd, 2008, 05:36 PM

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Default Re: Balance Mod

I did a few tests. It only happens when you have 5 separate groups of fighters and if you used the transfer to planet command.

After a few more tests, I don't think it has anything to do with the speed of the transfer, but I haven't figured anything out besides the fact that transferring fighters from space makes you lose their supplies while recovering fighters does not.

I guess I'll have to use the launch recover command more.
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  #1317  
Old January 23rd, 2008, 05:46 PM
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Default Re: Balance Mod

Like I mentioned previously, the transfer order probably shouldn't allow the player to retrieve launched units. I'd assume the fact it does allow you do this is not intentional, but something missed by MM. Either way, it's worthwhile to pass on.
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  #1318  
Old January 24th, 2008, 01:44 AM

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Default Re: Balance Mod

I wasn't planning to, but alright, how do I contact him?

P.S. Why do ships go around stars? Roleplaying? Hidden damage I'm not noticing?
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  #1319  
Old January 24th, 2008, 01:52 AM
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Default Re: Balance Mod

Because they are not supposed to be able to occupy sectors marked in red. There's a bug right now where they can though.

E-mail MM... se5 at malfador dot com.
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  #1320  
Old January 29th, 2008, 10:04 PM
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Default Re: Balance Mod

Greetings!

The next version of the Balance Mod, v1.13, is available for download. It has a few data file fixes along with more AI improvements.

http://www.captainkwok.net/balancemod.php

Note there are two versions you can download. You should download the v1.13 data only archive if you already have v1.11 or v1.12 installed, otherwise download the full version.

I hope to have a v1.14 update shortly, which will focus on making major AI design improvements.

The change log...

Version 1.13 (29 January 2008)
------------------------------

1. Changed - Tweaked the number of movement points required to move 1 hex for Small and Medium Freighters
2. Added - Organic fighters and troops now have a small hull bonus for Organic Armor regeneration
3. Fixed - Time Distrotion Burst was 30kT instead of 20kT
4. Changed - Increased combat launch rates for fighters, drones, and satellites
5. Changed - Clarified the log text associated with some intelligence projects
6. Changed - Increased unit maintenance to 10%
7. Fixed - It was still possible to add multiple Space Yards to the queue
8. Fixed - Organic and Crystalline Mines did not have 50% maintenance reduction
9. Changed - Matched space combat and ground combat damage for point-defense weapons
10. Changed - Removed Random Personality Group values from Settings.txt
11. Fixed - Error in nearby enemy target selection for fleets
12. Changed - Small improvements to AI wanted design types
13. Changed - AI will build and scrap planet improvement facilities when appropriate
14. Changed - Improved the AI's criteria for scrapping obsolete units
15. Added - Planets will sometimes recover launched units to remove obsolete ones
16. Changed - Customized unit group sizes for each empire
17. Changed - Improvements to the AI's Population Transport minister
18. Added - Additional descriptive text to some AI requests
19. Fixed - Sometimes the AI thought it was in a disconnected state when it wasn't
20. Added - AI will sometimes follow up its demands for enemies to remove their ships or colonies
21. Added - Extra checks for the AI to determine if there is an enemy presence on the other side of warp points
22. Changed - Improved the filtering on the AI's colonizable planet's list
23. Added - Updated AI Scripts
24. Added - Updated Event and Intelligence scripts
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