Balance Mod v1.08 Available! |

Greetings!
Another update is available for the Balance Mod. Version 1.08 focused on improving weapon and racial trait balance, along with some more AI improvements and the usual fix or two.
I also changed the AI's demand for vehicle types to be based on the number of facility slots in the Empire, rather than just colonies. Keep an eye out for weird imbalances of certain design types in their fleets etc.
Note you might need to fiddle around with your saved empire files as the Organic and Crystalline traits were increased to 2000 cost.
Grab the update here:
http://www.captainkwok.net/balancemod.php
Version 1.08 (09 June 2007) --------------------------- 1. Changed - All weapons now have intervals for damage amounts 2. Changed - Made lots of overall damage/range/cost changes to weapons 3. Changed - Gamma Pulse Torpedoes damage type to Skips All Shields 4. Fixed - Seeker description for Power Lamprey was not being displayed 5. Fixed - Error in Plague Bomb description 6. Changed - Increased cost of Crystalline and Organic racial traits to 2000 points 7. Changed - Increased tech area cost for racial trait technologies 8. Changed - Decreased Neural Combat Net to 10kT 9. Changed - Increased cloak level of Stealth Totems 10. Changed - Reduced Holy War Totem to 5 levels and reduced size to 10kT 11. Changed - Reduced size of Vengeance Totem to 20kT 12. Changed - Increased tech area cost for Religious Technology 13. Changed - Decreased cost of Psychic Scanner and added regular scanning ability to it 14. Changed - Updated Homeworld starting facilities for a max tech start 15. Fixed - Alloy Burner Missile was not using ordnance 16. Changed - Reduced experience points required to achieve experience levels and receive attack and defense bonuses 17. Added - New images for Small Supply Storage, Small Ordnance Storage, and Small Ordnance Vat 18. Changed - Slight increase to ruins tech area costs 19. Changed - Reduced experience rates for Psychic Fleet Training and Psychic Ship Training facilities 20. Changed - AI fleets when waiting for ships to join will occupy warp points to enemy space if they have enough ships to be active 21. Changed - AI will favor facility construction when maintenance costs are high 22. Changed - AI Carriers will leave fleets to re-load Fighters if they have none 23. Changed - Narrowed AI's choice of warp points to drop mines and satellites 24. Fixed - AI would not always build a Spaceport right away if required 25. Updated - AI Scripts

Re: Balance Mod v1.08 Available!
i had an unusual phenomenom happen in a recent game (i believe i restarted so no save available for testing); some of the races started with insufficient resources to build even colony ships, they had a resource score of something like 600. the settings were mostly generic, nothing to affect them, and the normal empire files too. once i made treatys giving them extra resources they finally started expanding... then got demolished 

Re: Balance Mod v1.08 Available!
Maybe they scrapped all their facilities right from the start? 200 200 200 is the minimum ressources your empire will receive per turn, even if it doesn't have colonies.

Re: Balance Mod v1.08 Available!
Version 1.07 (31 May 2007)
--------------------------
7. Fixed - If AI players had Natural Merchants trait, they would self-destruct their empire
an unoriginal signature

Re: Balance Mod v1.08 Available!
ahh thanks, i think i might have upgraded soon after starting the game and just completely missed it, would explain a lot 
cheers
Re: Balance Mod v1.08 Available!
I have a 1.07 game where suddenly a 15th empire popped up (playing with the max empires without neutrals == 14).
The empire had no planets and no ships...
A few turns later the empire just vanished again. 
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Re: Balance Mod v1.08 Available!
Sotho Tal Ker,
It could be that a planet revolted and became a new empire. This can happen with intelligence projects. It probably was destroyed or conquered a couple turns later.
-unnamed

Re: Balance Mod v1.08 Available!
Hello, Kwok!
I'm having some difficulty with 1.08. When I try to start a new game with the updated Mod, I get an error message that reads: "Assertion Failure (D:\myvb\spaceempires5\se5\pgms\Common\Sound_DSWaveFiles.pas, line 213)" -- apparently, it's trying to load something from my D: drive. But, the game is installed on my C: drive. Putting the CD in, since D: is my CD drive, doesn't help. I also get the error when loading a previously 1.07 multiplayer game (from PBW), but that was no surprise, what with the posted warning. But, someone else in that game is having the same problem as me.
I'm running stock version 1.35.
Thanks once again!
~ Kingside_Bishop
[/communication]

Re: Balance Mod v1.08 Available!
It works perfectly now. Thanks again!
~ Kingside_Bishop
[/communication]
Re: Balance Mod v1.08 Available!
Hi, great mod, but...
is no one missing the expected results of "smaller weapons" technology? I mean you get nothing when you develop it.
Greets
Adrastos

Re: Balance Mod v1.08 Available!
Small ordinanace and supply still appear not to be getting used... unless their ment to look more or less the same >_

Re: Balance Mod v1.08 Available!
yeah my bad i was playing with my kid brother last night and noticed them when helping him with research >_

Re: Balance Mod v1.08 Available!
Hi,
I don't understand why or how I'm unable to build small DUC right from the start. The mod give you the fighter tech and level 1 in military science and projectile. The tech chart stipulates you should have level 1 in Smaller Weapon (WT22) but nowhere I see this category.
TIA

Re: Balance Mod v1.08 Available!
Unfortunaly the Smaller Weapon tech is no where to be seen. As a proof, if I build a fighter, I have no weapons available for him. This is for a fresh start with 1.35/bm1.08

Re: Balance Mod v1.08 Available!
Several months ago I had started a game of IRM and was confused as to why I had no weapons. It seems that one of the base technologies had been deleted from that specific game. Try starting another game and see if the technology is there again.
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Re: Balance Mod v1.08 Available!
If I start a quick setup, choosing the Human, I have smaller weapon and small DUC. If I create a new race (I choose Psychic in the trait list but I don't think it can disable smaller weapons?), then I don't have the tech in my list and I can't add small weapons on any unit.
Can someone test that? I'm in 1.35 with BM 1.08

Re: Balance Mod v1.08 Available!
After some trials and errors I found the cause of the problem: I was using a galaxy setup which was created before the last version, and this screwed somehow the techs in game. Rather strange that it can do that when you think about the parameters stored by the setup, but this was the cause. I least the explaination was found.
Now, The Citizen Federation is ready to struggle for his very life!

Re: Balance Mod v1.08 Available!
yes only a game setup which did that.
Re: Balance Mod v1.08 Available!
When i colonize planets in the balance mod have of them can't build facilities because it says the population is zero, so i bring a pop transport full of 450 thousand people and then it says there are 18 - 20 million people on the planet. What causes this and how can I fix it?
Thanks

Re: Balance Mod v1.08 Available!
The tech description could benefit from more useful sentences. For example for Education, which says 'the method to educate the population', adding: Increase research efficiency by 10% would be good.

Re: Balance Mod v1.08 Available!
I'm getting A.I general settings data file error when using the the new patch.




Re: Balance Mod v1.08 Available!
thanks!
Is it safe to use with a 1.07 save?
EDIT
scratch that - just noticed the warning in the downloads page