Balance Mod v0.99 Available! |

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

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

Captain Kwok, Sir, is it
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 

ahh i see....yeah that makes
ahh i see....yeah that makes some sense captain, nice change.
registering an interest
Just registering an interest will have to have a go at the balance mod
Tech tree excluded
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*

Balance Mod + stock tech tree
Good suggestion I also prefer the stock version’s tech tree (although Captain’ one is a lot more logical and...balanced
), 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.
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Feel lucky earthling ?

torn
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
Putting more thought into it
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 
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 ?_?
.
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
Holes are evil
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 >,<




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