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				June 3rd, 2007, 08:15 PM
			
			
			
		  
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				Re: Balance Mod To-Do List
			 
             
			
		
		
		
		Kwok, your mod is the only reason this game is playable. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				June 4th, 2007, 01:06 AM
			
			
			
		  
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				Re: Balance Mod
			 
             
			
		
		
		
		For players with long games or pbw games, what many experience points are your ships accumulating? 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				June 4th, 2007, 09:44 AM
			
			
			
		  
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				Re: Balance Mod
			 
             
			
		
		
		
		I think psycic may be a little high, I'll have to take a look. 
		
	
		
		
		
		
		
		
			
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				June 4th, 2007, 11:59 AM
			
			
			
		  
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				Re: Balance Mod Available for SE:V
			 
             
			
		
		
		
		Kwok,  can you post the 1.07 AI scripts? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				June 4th, 2007, 12:08 PM
			
			
			
		  
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				Re: Balance Mod Available for SE:V
			 
             
			
		
		
		
		
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				aegisx said: 
Kwok,  can you post the 1.07 AI scripts?  
			
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 Yes, Kwok please    
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				June 4th, 2007, 04:47 PM
			
			
			
		  
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				Re: Balance Mod Available for SE:V
			 
             
			
		
		
		
		it also seems like AI players do not research nearly enough.  Maybe mining/farming/radio colonies should also build some research facilities? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				June 4th, 2007, 05:30 PM
			
			
			
		  
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				Re: Balance Mod Available for SE:V
			 
             
			
		
		
		
		The issue I'm having is that the turn processing is taking FOREVER once I click the next turn button. 
 
I'm playing with a large galaxy, lots of computers, and a huge bonus. And processing a turn is taking at least 10 minutes once I click go. 
 
Is that an issue in the basic game (more then likely) or something you're doing in the mod scripts? 
 
Thanks for the mod, it ROCKS! 
		
	
		
		
		
		
		
		
			
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				June 4th, 2007, 05:34 PM
			
			
			
		  
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				Re: Balance Mod Available for SE:V
			 
             
			
		
		
		
		It's due to the AI's movement and combat phases - especially with the large number of ships you'd expect with a high AI bonus.  The scripts are executed relatively quickly and don't contribute much to turn processing times. 
 
Fewer AI opponents in a medium to large galaxy allows them to develop more and provide a greater challenge, while saving a bit on turn processing times. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				June 4th, 2007, 10:03 PM
			
			
			
		  
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				Re: Balance Mod Available for SE:V
			 
             
			
		
		
		
		Kwok, a question. Do you know the effects of tweaking the "Combat Iterations Per Frame" setting( in settings.txt )? There's no mention of it anywhere that I can find, so I'm having trouble understanding exactly what it does. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				June 4th, 2007, 11:48 PM
			
			
			
		  
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				Re: Balance Mod Available for SE:V
			 
             
			
		
		
		
		I would imagine it controls the ratio between the "frame rate" and the "logic rate" of combat - if you set it to a higher number, the game would (assuming it's actually implemented) compute the combat results in more detail with better accuracy. I suppose lowering it could reduce the size of the combat logs, at the expense of detail though... might be worth a shot... 
 
edit: odd, you're right, there is no mention of it in the modding doc... maybe it was added more recently? 
 
edit 2: but nothing in history.txt either... this is strange :? 
		
	
		
		
		
		
		
		
			
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