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

Balance Mod v1.08 Available!

Image de Captain Kwok
Soumis par Captain Kwok le Lun, 2007-06-11 11:07 SE:V MODs

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

‹ Best mod for current version? Ground Combat Mod 2.10 ›
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Image de Telumehtar

Re: Balance Mod v1.08 Available!

Soumis par Telumehtar le Lun, 2007-06-11 15:38

thanks!

Is it safe to use with a 1.07 save?

EDIT
scratch that - just noticed the warning in the downloads page

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Image de exelsiar

Re: Balance Mod v1.08 Available!

Soumis par exelsiar le Lun, 2007-06-11 16:00

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 Eye-wink

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Image de BlueTemplar

Re: Balance Mod v1.08 Available!

Soumis par BlueTemplar le Lun, 2007-06-11 17:58

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.

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Image de an_unoriginal_username

Re: Balance Mod v1.08 Available!

Soumis par an_unoriginal_u... le Lun, 2007-06-11 20:41

exelsiar wrote:
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 ;)
This was the bug in BM 1.06 where the empires with Natural Merchants would scrap all their facilities. It was supposed to have been fixed in 1.07.


Version 1.07 (31 May 2007)
--------------------------
7. Fixed - If AI players had Natural Merchants trait, they would self-destruct their empire



an unoriginal signature
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Image de exelsiar

Re: Balance Mod v1.08 Available!

Soumis par exelsiar le Mar, 2007-06-12 05:19

ahh thanks, i think i might have upgraded soon after starting the game and just completely missed it, would explain a lot Sticking out tongue
cheers

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Re: Balance Mod v1.08 Available!

Soumis par Sotho Tal Ker le Mar, 2007-06-12 14:54

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. Smiling
~~~~
http://wiki.spaceempires.net - Visit the SpaceEmpires Wiki and help improve it. Smiling

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Mod Designer

Re: Balance Mod v1.08 Available!

Soumis par unnamed le Mar, 2007-06-12 15:29

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

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Image de Kingside_Bishop

Re: Balance Mod v1.08 Available!

Soumis par Kingside_Bishop le Mar, 2007-06-12 18:04

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]

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Image de Captain Kwok
Mod Designer

Re: Balance Mod v1.08 Available!

Soumis par Captain Kwok le Mar, 2007-06-12 18:25

Oops. Delete the SoundEffects.txt file from the mod's data folder. It's the one for Tampa_Gamer's sound mod - I must have accidentally re-posted the .rar file with it last night. Ugh. Sticking out tongue

-----

Space Empires Depot | SE:V Balance Mod

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Image de Kingside_Bishop

Re: Balance Mod v1.08 Available!

Soumis par Kingside_Bishop le Mar, 2007-06-12 20:51

It works perfectly now. Thanks again!

~ Kingside_Bishop

[/communication]

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Re: Balance Mod v1.08 Available!

Soumis par Adrastos le Mer, 2007-06-13 11:57

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

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Image de Captain Kwok
Mod Designer

Re: Balance Mod v1.08 Available!

Soumis par Captain Kwok le Mer, 2007-06-13 13:39

It's actually a display issue. When a tech has multiple requirements (like all small weapons) the projected results don't always show up. I believe if you bring up the results window though it does appear.

-----

Space Empires Depot | SE:V Balance Mod

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Image de Captain Kwok
Mod Designer

Re: Balance Mod v1.08 Available!

Soumis par Captain Kwok le Jeu, 2007-06-14 08:45

Find updated scripts here to fix AI Fighter Bomber designs with no weapons:
http://www.captainkwok.net/files/v108ScriptFix.zip

Note that it will take a bit of time for the race to replace their old fighter bombers.

Just extract to your BM folder.

-----

Space Empires Depot | SE:V Balance Mod

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Image de exelsiar

Re: Balance Mod v1.08 Available!

Soumis par exelsiar le Jeu, 2007-06-14 09:26

Small ordinanace and supply still appear not to be getting used... unless their ment to look more or less the same >_

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Image de Captain Kwok
Mod Designer

Re: Balance Mod v1.08 Available!

Soumis par Captain Kwok le Jeu, 2007-06-14 09:52

There are images that were added in v1.08 for Small Supply Storage and Small Ordnance Components.

-----

Space Empires Depot | SE:V Balance Mod

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Image de exelsiar

Re: Balance Mod v1.08 Available!

Soumis par exelsiar le Ven, 2007-06-15 02:19

yeah my bad i was playing with my kid brother last night and noticed them when helping him with research >_

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Image de Pocus

Re: Balance Mod v1.08 Available!

Soumis par Pocus le Dim, 2007-06-24 08:29

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

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Image de Captain Kwok
Mod Designer

Re: Balance Mod v1.08 Available!

Soumis par Captain Kwok le Dim, 2007-06-24 09:29

You should be starting with level 1 in Smaller Weapons, assuming you have v1.07 or v1.08...

-----

Space Empires Depot | SE:V Balance Mod

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Image de Pocus

Re: Balance Mod v1.08 Available!

Soumis par Pocus le Dim, 2007-06-24 10:32

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

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Image de Thy Reaper
Mod Designer

Re: Balance Mod v1.08 Available!

Soumis par Thy Reaper le Dim, 2007-06-24 11:52

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.

-----
Space for rent - please contact owner

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Image de Pocus

Re: Balance Mod v1.08 Available!

Soumis par Pocus le Dim, 2007-06-24 14:12

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

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Image de Pocus

Re: Balance Mod v1.08 Available!

Soumis par Pocus le Lun, 2007-06-25 14:37

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!

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Image de Captain Kwok
Mod Designer

Re: Balance Mod v1.08 Available!

Soumis par Captain Kwok le Lun, 2007-06-25 15:47

Interesting. Did you mean it was a game setup as opposed to a saved map?

-----

Space Empires Depot | SE:V Balance Mod

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Image de Pocus

Re: Balance Mod v1.08 Available!

Soumis par Pocus le Mar, 2007-06-26 02:44

yes only a game setup which did that.

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Re: Balance Mod v1.08 Available!

Soumis par killinEZ le Ven, 2007-06-29 13:17

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

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Image de Captain Kwok
Mod Designer

Re: Balance Mod v1.08 Available!

Soumis par Captain Kwok le Ven, 2007-06-29 13:28

There is no automatic colonization population from the colony ship's crew as there is in stock. This means you need to issue the Colonization order from a location that has population for the Colony Ship to pick up automatically or to manually load population if you want to use your colony ship to explore first.

You can adjust this setting in settings.txt in the mod's data folder by changing the value for "Automatic Colonization Population" to something other than 0.

In this case, it looks like it was a breathable colony and so you had population migrate to the planet on their own.

-----

Space Empires Depot | SE:V Balance Mod

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Image de Pocus

Re: Balance Mod v1.08 Available!

Soumis par Pocus le Ven, 2007-06-29 14:18

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.

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Image de Ashbery76
Mod Designer

Re: Balance Mod v1.08 Available!

Soumis par Ashbery76 le Lun, 2007-07-23 09:11

I'm getting A.I general settings data file error when using the the new patch.

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