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  #871  
Old April 27th, 2007, 02:00 AM
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Default Re: Balance Mod v1.06 Available

Yay!
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Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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  #872  
Old April 27th, 2007, 10:18 AM
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Default Re: Balance Mod v1.06 Available

Oops - one item I forgot to mention is that the AI uses remote mining now as well.
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  #873  
Old April 27th, 2007, 11:45 AM

Tnargversion2 Tnargversion2 is offline
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Default Re: Balance Mod v1.06 Available

I am curious to know if I change the defualt amount of population that can be squeezed into a cargo space if that will change any of the new AI minisiters you have implemented for population control.

I beleive that the defualt is:
Pop for 1 pt of cargo = 40

For realism if I changed it to:
Pop for 1 pt of cargo = 120

I think I have that right. Basically I am trying to make it so that realistically only a few million people can be loaded onto a colonizer or pop transport rather than hundreds of millions.
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  #874  
Old April 27th, 2007, 12:33 PM
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Default Re: Balance Mod v1.06 Available

It should be fine as it's % space filled calculation to determine whether or not a transport has enough cargo.
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  #875  
Old April 27th, 2007, 02:10 PM
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Default Re: Balance Mod v1.06 Available

1.06?! Aargh! I'm halfway through a game in 1.05, and now another version comes out. Should I upgrade, or continue the game then upgrade when I'm done? Decisions, decisions. I'll probably upgrade and start a new game. I'm anxious to try out the new image package that came out.
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  #876  
Old April 27th, 2007, 02:47 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Balance Mod v1.06 Available

If you have split the ship and unit ministers, is there a way to control which of these are enabled or disabled? Could I have only the unit minister enabled and reserve ship-building for myself? Or are the minister options hard-coded into the game menus?
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  #877  
Old April 27th, 2007, 03:14 PM
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Default Re: Balance Mod v1.06 Available

gregebowman:

You should finish your v1.05 game first as changes to the AI's list of ministers are not registered unless you start a new game.

Baron:

There are 3 ministers for construction now - facilities, ships, and units - each one operates independently. The list of ministers is moddable and was changed in v1.06, but like I mentioned above, the changes only register with new games.
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  #878  
Old April 27th, 2007, 04:13 PM

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Default Re: Balance Mod v1.06 Available

well in that case, he can upgrade now, it's just that the changes will not happen till he starts a new game right?
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  #879  
Old April 27th, 2007, 05:03 PM

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Default Re: Balance Mod v1.06 Available

Does version 1.06 have any bearing on a PBW game with no AI's?

Should we or do we need to ugrade?
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  #880  
Old April 27th, 2007, 07:49 PM
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Default Re: Balance Mod v1.06 Available

Quote:
se5a said:well in that case, he can upgrade now, it's just that the changes will not happen till he starts a new game right?
Not quite - there were also some name changes to the Ministers in the v1.06 scripts that will cause them not to do anything with a game started in v1.05...

PBW games can upgrade with no ill effects.
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