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

Balance Mod v0.99 Available!

Captain Kwok's picture
Submitted by Captain Kwok on Sun, 2006-11-26 19:15. SE:V MODs

Greetings!

Version 0.99 of the Balance Mod is available for download:
http://www.captainkwok.net/balancemod.php

There were a number of fixes and changes in this version, along with the addition of the new AI treaty proposal scheme. They should be making better treaties with more appropriate names and provisions now. Let me know how it goes.

Version 0.99 (26 November 2006)
-------------------------------

1.  Changed  - Adjusted the damage order for Armor and Shield types
2.  Changed  - Increased resource levels for finite games
3.  Changed  - Increased Combat Radius to 2500
4.  Changed  - Crew Boarding Strength to 0.5
5.  Fixed    - Maximum level for some vehicles was incorrect
6.  Fixed    - Engines Per Move value for Organic Large Freighter was incorrect
7.  Changed  - Genetic Recoding Lab no longer modifies reproduction rate
8.  Changed  - Increased shield point amounts slightly
9.  Changed  - Phased-Shield Generator is now a bit more expensive
10. Changed  - Slightly increased shield regeneration rate for Shield Regenerators
11. Changed  - Decreased Life Support and Crew Quarters to 3 levels
12. Changed  - Decreased Vehicle Systems tech area to 5 levels
13. Changed  - Adjusted tech level requirements for Self-Destruct Device and Auxiliary Control
14. Changed  - Solar Sail now has 2 levels
15. Added    - New design type Bombardment Ship
16. Changed  - Increase damage and range for Planetary Napalm
17. Fixed    - AI wasn't always adding max engines on large ships
18. Changed  - AI Fleets will break formation immediately
19. Fixed    - A few typos with maximum levels
20. Changed  - Sound effects in combat range have a larger range to be heard
21. Changed  - Increased the size of some combat effects
22. Changed  - Increased AI's number of Intel Compounds
23. Changed  - AI will use more fleets
24. Added    - New Treaty Proposal scheme for AIs
25. Updated  - Continued to refine AI research pathing
26. Updated  - AI Empire Scripts

‹ ScriptParser not compiling my AI File (probably a very basic error) Modding ship engine upgrade pathway ›
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Nice

Submitted by Janster on Sun, 2006-11-26 22:10.

This looks VERY nice, good effort and a valuable and a required part of the SE V experience.

Thank you.

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Londo Molari's picture

Great

Submitted by Londo Molari on Mon, 2006-11-27 02:15.

Many thx Captain Laughing out loud

"Can you expect the unexpected? No, you cannot. You can only expect to be surprised."

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Prankowski's picture

Captain Kwok, Sir, is it

Submitted by Prankowski on Mon, 2006-11-27 12:37.

Captain Kwok, Sir,

is it possible that you made some more changes that are not in the changelog?
meson blasters don´t seem to have point defense versions anymore.
i think same was with anti-proton blasters.

would it be possible that your pal Tampa Gamer makes an aktual tech-tree map?
or do you have it in a simple form that maybe one of the community here can make one?

keep up the great work Smiling

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Captain Kwok's picture
Mod Designer

Changed in v0.98

Submitted by Captain Kwok on Mon, 2006-11-27 13:24.

Those changes were made in v0.98. The PD Beam and PD Blaster only require level 1 in Energy Stream/Pulse weapons now, but require Point-Defense Weapons level 6. The change was made because previously there was no real reason to invest in PD after level 1 since you could gain all the PD Beam/Blaster levels with other weapon research.

The tech tree will be updated for v1.00!

-----

Space Empires Depot | SE:V Balance Mod

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Prankowski's picture

ahh i see....yeah that makes

Submitted by Prankowski on Mon, 2006-11-27 17:26.

ahh i see....yeah that makes some sense captain, nice change.

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registering an interest

Submitted by evilginger on Tue, 2006-11-28 10:23.

Just registering an interest will have to have a go at the balance mod

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Tech tree excluded

Submitted by Comit on Wed, 2006-11-29 03:20.

Hey,

First just wanna say I love balance mod. Fixes up a lotta things especially the AI.
Just one thing I miss - the stock tech tree. I know the balanced version is probably enjoyed by most of you but I dunno I just like stock more *shrug*. Is there any quick adjustments I could make to use the stock tree, or would that be too involved? *looks over files in data folder*

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col.kurtz's picture

Balance Mod + stock tech tree

Submitted by col.kurtz on Wed, 2006-11-29 04:59.

Good suggestion I also prefer the stock version’s tech tree (although Captain’ one is a lot more logical and...balanced Eye-wink ), I don’t mind refitting my ships often. I don't know if it would be possible to "mod the mod" to have the choice between the stock tree version and Captain's one.

-------------
Feel lucky earthling ?

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Myrath's picture

torn

Submitted by Myrath on Wed, 2006-11-29 05:22.

I'm torn too.... I love the balance mod because of the far better AI that I encounter; But I like the stock tech tree more. I just like research a lot of tech levels. (More and quick... instead of less and slow).

* Although I must say that I do prefer to be able to build space based construction yards from the start...

~Myrath

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Putting more thought into it

Submitted by Comit on Wed, 2006-11-29 18:47.

Putting more thought into it I think it would be a rather involved mod of a mod because of the changes made to the components themself. Like Myrath I like having lots of smaller tech levels, vs fewer more significant tech levels like BM uses. Maybe its cause it feels like more happens each turn, which I like. The notes say the tech levels were adjusted like that so you don't have to retrofit as often...but IMO retrofitting/updating isn't mandatory, it's just an option. E.G. I usually research 2 or 3 times before upgrading my facilities (2-3%), but BM mod forces 5% increments Shocked

Also I dunno if its a bug or not but a few techs have no expected results, yet you can still research it. Dunno if I should or not, what's up with that ?_?

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.

Submitted by damador on Wed, 2006-11-29 18:58.

Comit wrote:

Also I dunno if its a bug or not but a few techs have no expected results, yet you can still research it. Dunno if I should or not, what's up with that ?_?

at least one is bugged - posted http://www.spaceempires.net/home/ftopict-2076.html by me

expected results window show only the tech aviable at next level - not all following

some tech have " holes" - so it upgrades something betwen lvls eg 1-5 and new ones 10-20 so at lvls 6-9 you wont see anything

the same goes for multi tech research - yu have discover one tech to show the expected new tech on other tree

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Holes are evil

Submitted by Comit on Wed, 2006-11-29 19:03.

Awww...hmm I never noticed any holes in stock, maybe just outa coicidence of how I played that time around. Were there any? I dun like em >,<

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Captain Kwok's picture
Mod Designer

No tech holes

Submitted by Captain Kwok on Wed, 2006-11-29 20:07.

The Balance Mod doesn't have any tech holes. All levels of tech provide at least 1 item or more. Occassionally there a couple of items that have two tech requirements, which don't always show up in expected tech results.

-----

Space Empires Depot | SE:V Balance Mod

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