Balance Mod v1.03 Status |

The v1.03 update to the mod is a little tardy due to a few unusual quirks with the latest AI. I need to double check some of the changes before I can post the mod. Of course Mon-Tue-Wed are my least available days for doing this sort of stuff, but hopefully it'll be a few minor tweaks. I'm hoping tomorrow night - but if it isn't something that's a quick fix, then I'll release v1.03 with the updated data files and the v1.02 AIs before posting a v1.04 update shortly after.
You can use v1.02 of the mod with the new SE:V patch, just be sure to add the following line to the Balance Mod's Settings.txt (in the data folder) at line 416, below the space combat boarding strength value:
Space Combat Allow Retreat := TRUE

Re: Balance Mod v1.03 Status - Compatibility?
Kwok, Is BM 1.01 compatible with the new patch?
Thnaks!
Hum...
Yeah, not everything is better. For exemple i prefer your colony type algorithm and i prefer to keep most of my ship orders changes (though i added the riot and enemy near code). I believe the new ship purchasing will suit my mod more than your system, but yours have some merit, i might try to keep some of it. I noticed your weighting system increased ship production a lot, but it doesn't work so well with my large number of design types. I don't have any copies of the old script files so i have no idea how much they changed, and haven't played SEIV either so i don't know if things are better or worst than before.
I hope that i won't trash my mod in including the new code...
Re: Balance Mod v1.03 Status
I might as well report a bug here as anywhere else:
Population reproduction needs fixing. I took the racial trait -5% reproduction with the thought that I really don't care how fast my race reproduces, since population isn't that important anyway. Unfortunately, my population doesn't reproduce. At all! My homeworld's planetary conditions are "unpleasant", but a breathable world right next to it is "mild". I have a medical facility in the system that adds 4% to the reproduction rate, but my race still isn't reproducing. Thus far my only hope has been to conquer enemy planets and rely on their reproduction to keep my empire well in numbers, though I've been having problems with that, too, but that's another matter.
So, please fix the -5% reproduction rate trait. Or, if it's a bug with the game as a whole, refer it to the bugs section.
Re: Balance Mod v1.03 Status
Population reproduction needs fixing. I took the racial trait -5% reproduction with the thought that I really don't care how fast my race reproduces, since population isn't that important anyway. Unfortunately, my population doesn't reproduce. At all! My homeworld's planetary conditions are "unpleasant", but a breathable world right next to it is "mild". I have a medical facility in the system that adds 4% to the reproduction rate, but my race still isn't reproducing. Thus far my only hope has been to conquer enemy planets and rely on their reproduction to keep my empire well in numbers, though I've been having problems with that, too, but that's another matter.
So, please fix the -5% reproduction rate trait. Or, if it's a bug with the game as a whole, refer it to the bugs section.
get a climate enhancer on you homeplanet to get it to optimal in time, with "low reproductionrate" trait you nailed your foot to the floor:D
also, research some civil advancements for enviromentla and reproduction increases...
Your Homeplanet has a info, in that info or report is a tab called "Race" it lets you see the migration vs redoduction rate of the planet, if the migration is higher then more ppl leave the planet then are reborn, ergo lower pop on planet. But the overall population should increase not decrease...even if its slow

Re: Balance Mod v1.03 Status
Population reproduction needs fixing. I took the racial trait -5% reproduction with the thought that I really don't care how fast my race reproduces, since population isn't that important anyway. Unfortunately, my population doesn't reproduce. At all! My homeworld's planetary conditions are "unpleasant", but a breathable world right next to it is "mild". I have a medical facility in the system that adds 4% to the reproduction rate, but my race still isn't reproducing. Thus far my only hope has been to conquer enemy planets and rely on their reproduction to keep my empire well in numbers, though I've been having problems with that, too, but that's another matter.
So, please fix the -5% reproduction rate trait. Or, if it's a bug with the game as a whole, refer it to the bugs section.
Yeah I learnt that the hard way too. So I always pick +5% (or at least, never pick -5%) reproduction these days. Furthermore, I pick +Environment Resistance as this also affects reproduction.
Finally, I went to Settings.txt and increased the base reproduction rate from 5% to 10% so that less reproductive races can expand faster too. That extra 5% doesn't mean much for a super reproductive race (30->35%) but makes a world of difference for an unreproductive race that struggles to keep up with migration.
---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.
Re: Balance Mod v1.03 Status
Since the weighting system seems to have been changed.... probably an appropriate time to bring this up.
In my BM 1.02 game I've noticed the AI seems to fill it's planets cargo up with troops a lot (or in one or two circumstances, fighters/mines/drones that weren't launched). I'd like to see a lot more weighting given to weapons platforms to make planets far more dangerous to attack. Also planets need to be set to launch fighters/drones in combat, that will also help them a lot.
Re: Balance Mod v1.03 Status
Still on track for a release tonight? I need something to keep me from getting any sleep... 
Javaslinger

Re: Balance Mod v1.03 Status
Javaslinger
---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

Re: Balance Mod v1.03 Status
No problem - I'm having a bad enough week as it is so I wouldn't have time to enjoy the latest BM (or IRM) anytime soon. I may or may not have to put in some hours at the lab over the weekend to fix the problem we're having.
BTW Kwok? What timezone are you in?
---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

Re: Balance Mod v1.03 Status
i don´t want to stress you kwok, but get the new version done! 
i planned a nice SEV saturday and would like to use the new BM version 
Re: Balance Mod v1.03 Status
Anything i should watch for with the new diplomacy code? I haven't checked yet what was added or changed in the Politics file... Diplomacy is one of the weakest link of the AI, i hope the new code does something worthwhile.
Re: Balance Mod v1.03 Status
No pressure, but my next game will feature either Balance mod or IRC... whichever is released first.. 
j/k.. I can play both at the same time right???
Javaslinger

Re: Balance Mod v1.03 Status
how does the AI in the 1.03 handle holding grudges i'm playing in 1.02 and i attacked a race that is using the "default" AI and stole a few ships (i love ship capture) and now they hate me "Murderous" and they decleard war on me that i figured would happen but i have not raided there worlds since (20+ turns) and they have not attacked me, but they still will not sign a peace treaty same with a game the other day i was able to switch them to human and get peace but that would only last a few rounds
not sure if its BM or default game tats causeing it (both 1.20 and 1.25 sev's)

Re: Balance Mod v1.03 Status
i switched him to human and he seen half of my planets incuding my home world
i mean all i did was stole a couple ships and forced his citizens to work my mines (they had the correct atmosphere) I was 02 and he was CO2




Don't know if you looked at the new GlobalSettings...
But the weighting system is GONE! It's replaced with pct of fleet or based on number of planets. Also there was a lot of changes in the construction script. But converting our mods to the new system might take some time...
Edit : The more i dig into the scripts, the more new code i find. Seem converting my mod will take a while...