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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Balance Mod v0.98 Available!

Captain Kwok's picture
Submitted by Captain Kwok on Mon, 2006-11-20 19:48. SE:V MODs

Greetings!

As promised, I've updated the Balance Mod to v0.98, so it's now compatible with SE:V v1.17! This fixes the Weapon Platform thing (both for players and the AI) and has the AI using Master Computers on large warships and bases - a bonus for you guys! Next up on the agenda is the AI diplomacy update - which I posted about a few messages ago.

I ran 25 turns in both the beta and retail versions and saw no problems with the update - but let me know if you see otherwise. Sticking out tongue

Balance Mod page:
http://www.captainkwok.net/balancemod.php

Version 0.98 (20 November 2006)
-------------------------------

1.  Fixed   - Error in Weapon Platform requirements prevented their design
2.  Fixed   - Error in crew requirement amounts for some ship types
3.  Changed - All "Weapons Platform" references should now be "Weapon Platform"
4.  Added   - Default Override_InvConfiguration_Slots.txt to mod
5.  Changed - Shield Regenerator component abilities in response to SE:V v1.17 fix
6.  Changed - Increased cost of Mechanoids racial trait to 500 points
7.  Fixed   - AI was not designing Weapon Platforms
8.  Added   - AI will now use Master Computers for larger designs if available
9.  Added   - AI fixes for Alliance politics from SE:V v1.17
10. Updated - AI Empire Scripts

‹ Modding weapon accuracy. Modding Basics ›
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Mod Designer

Thanks

Submitted by JTesla on Mon, 2006-11-20 23:32.

Thanks for the quick update!

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Good

Submitted by evilginger on Tue, 2006-11-21 08:28.

wanted to try the ballence Mod out for my next game

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Captin, I have a few

Submitted by Janster on Wed, 2006-11-22 10:18.

Captin, I have a few questions?

Is it possible to do a few things for the AI in this game.

I've just noticed that the teamplay vs AI is broken, combat between AI occurs, and they're not really doing anything against me, even in 1.17.

Here is a few questions, is it possible to disable diplomacy entirely?
Is it possible to disable the AI from using anything It can't understand (ie mines, sats, bases etc) and just build ships?

I think these things would make the game more feroscious.

Janster

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store

Submitted by damador on Wed, 2006-11-22 10:45.

i play store all vs me (medium diff for comp and 2/4 bonus for them) i could play until i encounter any empire after that they destroy me via sabotages/riots; in 99 % cases they add all of them intel vs mine ....

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Captain Kwok's picture
Mod Designer

General replies...

Submitted by Captain Kwok on Wed, 2006-11-22 11:38.

The AI understands how to use units and it will use them appropriately. The AI always uses BSYs and will build defense bases for planets and sometimes WPs as well.

Team Mode is broken in the sense that the AI is not proposing "team mode" treaties fast enough after meeting each other. It's on the to-do list.

Diplomacy is being re-written but won't be ready for a week or so. In the future their treaties will be logical and progressive.

You should always use high for computer difficulty - it allows them to use all their ministers - anything else gives them a lobotomy. The bonus amount is the true difficulty setting.

-----

Space Empires Depot | SE:V Balance Mod

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Hey. I am not sure he knows

Submitted by Janster on Wed, 2006-11-22 21:18.

Hey.

I am not sure he knows how to use the units tbh, bu my latest game I'm actually meeting some opposition.

As for diplomacy, it needs to be able to just turn off, its boring tbh, I like to fight.
People can still use it, but optional would be nice.

As for difficulty, always high, always low bonus, as medium or high has had a tendency to break my game halfway.

Janster

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