Captain Kwok's Space Empires Depot
Captain Kwok's Balance Mod

The complete history file for the Balance Mod since its debut on 16-Oct-2006.

Space Empires VBalance Mod History

Version 1.14b on 11-June-2008:

    1.  Fixed   - Error in the AI's starting tech selection
    2.  Changed - Improvements to the AI's retrofit and scrapping routine
    3.  Changed - Improve the AI's definition of low and high resource states
    4.  Added   - The AI will evaluate each of its ship's orders to see if they are still valid
    5.  Changed - The AI will check if a colonization destination is valid based on its treaty status
    6.  Changed - AI will check ordnance levels as part of its resupply routine
    7.  Added   - AI will use its resource converters
    8.  Fixed   - Errors in the AI's scrap routine for replacing facilities with needed ones
    9.  Fixed   - There will still instances where a player's design type wouldn't match the internal AI design type
    10. Updated - AI Scripts
   

Version 1.14a on 26-March-2008:

    1.  Fixed   - Damage types Only Engines, Only Weapons, and Only Shield Generators were not set to skip armor properly
    2.  Changed - Increased shield points for Small Shield Generator
    3.  Changed - Damage amount for Shield Disrupter
    4.  Changed - Damage amounts for most warhead weapons and reduced their cost
    5.  Fixed   - Error in the amount of crew Boarding Parties could overcome
    6.  Fixed   - Some engine details were described incorrectly for Carriers
    7.  Changed - Reduced the number of engines on Carrier hulls to 15
    8.  Changed - Updated the maximum allowed unit settings in VehicleUnitTypes.txt
    9.  Changed - Reduced seeker supply usage
    10. Changed - Increased seeker defense bonus from Defense Systems tech area
    11. Changed - Increased range and effect amounts for Tractor, Repulser, and Wormhole Beams
    12. Changed - Increased cost for Anti-Proton Beams
    13. Changed - Removed to hit penalty form High-Energy Magnifier
    14. Changed - Energy Refractor can only be placed in armor slots
    15. Fixed   - AI was unable to add Energy Refractor to their ship designs
    16. Fixed   - Some AIs were not adding weapons to Fighter Bomber design types
    17. Fixed   - Sometimes a player's design type did not have the correct internal design type and ministers wouldn't work properly
    18. Changed - Updated event and intel scripts for planet conditions event/intel project
    19. Updated - AI Scripts
    

Version 1.14 released on 20-February-2008:

    1.  Fixed   - Error in description for Starbase's life support and crew quarter requirements
    2.  Changed - Minor change to tech level requirements for Small Organic Armor and Small Crystalline Armor
    3.  Changed - Increased structure for Small Organic Armor and Small Crystalline Armors
    4.  Changed - Small increase to supply depletion amount of Power Lampreys and Power Leech Beams
    5.  Fixed   - Error in damage amount for Heavy Ship Mount
    6.  Added   - Extra design types with size suffixes to match new AI design types
    7.  Changed - Increased the structure amounts for some seeker weapons
    8.  Changed - Small tweaks to cost and storage amounts of Ordnance Vat and Small Ordnance Vat
    9.  Fixed   - Error in cost increase for Large Ship Mount
    10. Changed - Individualized each AI's distribution of ship sizes in their empires
    11. Changed - Revised AI purchase system for wanted design types
    12. Changed - The AI's weapon choices are now individualized to specific vehicle types
    13. Fixed   - Error in Default Aggressive AI that caused them to build multiple Spaceports in a system
    14. Added   - The AI will perform a rudimentary analysis on known enemy designs
    15. Added   - AIs will make small adjustments based on what components their enemies might be using
    16. Fixed   - AI fleets were sometimes stacking attack orders in locations too far apart to manage effectively
    17. Changed - Re-activated Minister - Cargo Transports to ferry Weapon Platforms to defense systems with Cargo Transports
    18. Added   - The AI will sometimes scrap non-resource facilities to build resource facilities if urgently needed
    19. Fixed   - Error that sometimes prevented the AI from building Weapon Platforms when they cost more than the queue's usage rate
    20. Changed - Lots of little tweaks and improvements to the AI's designs
    21. Fixed   - Ships in fleets were not being added to the desired task force
    22. Changed - Small improvements to the AI's distribution of minor colony types
    23. Changed - Made some enhancements to how the AI determines its maximum maintenance amount
    24. Fixed   - AI was not always despersing Life Support and Crew Quarters between inner and outer slots
    25. Fixed   - Sometimes the AI would send treaty requests with no elements
    26. Added   - Updated AI Scripts
    

Version 1.13 released on 29-January-2008:

    1.  Changed - Tweaked the number of movement points required to move 1 hex for Small and Medium Freighters
    2.  Added   - Organic fighters and troops now have a small hull bonus for Organic Armor regeneration
    3.  Fixed   - Time Distrotion Burst was 30kT instead of 20kT
    4.  Changed - Increased combat launch rates for fighters, drones, and satellites
    5.  Changed - Clarified the log text associated with some intelligence projects
    6.  Changed - Increased unit maintenance to 10%
    7.  Fixed   - It was still possible to add multiple Space Yards to the queue
    8.  Fixed   - Organic and Crystalline Mines did not have 50% maintenance reduction
    9.  Changed - Matched space combat and ground combat damage for point-defense weapons
    10. Changed - Removed Random Personality Group values from Settings.txt
    11. Fixed   - Error in nearby enemy target selection for fleets
    12. Changed - Small improvements to AI wanted design types
    13. Changed - AI will build and scrap planet improvement facilities when appropriate
    14. Changed - Improved the AI's criteria for scrapping obsolete units
    15. Added   - Planets will sometimes recover launched units to remove obsolete ones
    16. Changed - Customized unit group sizes for each empire
    17. Changed - Improvements to the AI's Population Transport minister
    18. Added   - Additional descriptive text to some AI requests
    19. Fixed   - Sometimes the AI thought it was in a disconnected state when it wasn't
    20. Added   - AI will sometimes follow up its demands for enemies to remove their ships or colonies
    21. Added   - Extra checks for the AI to determine if there is an enemy presence on the other side of warp points
    22. Changed - Improved the filtering on the AI's colonizable planet's list
    23. Added   - Updated AI Scripts
    24. Added   - Updated Event and Intelligence scripts
    

Version 1.12 released on 20-December-2007:

    1.  Fixed   - Error in target listings for Small Anti-Proton Beam and Small Anti-Matter Torpedo
    2.  Changed - Skip Armor now has 100% penetration versus armor
    3.  Fixed   - Some seeking weapons had incorrect descriptions
    4.  Changed - Seeker defense bonus now based on defense systems tech area
    5.  Changed - Seeker damage resistance now based on armor tech area (or racial trait tech area for racial trait seekers)
    6.  Changed - Adjusted the scale of ships in combat (Thanks MrWho)
    7.  Changed - Increased the number of levels of the Mine Sweeper component
    8.  Changed - Increased the supply and ordnance capacity of planets
    9.  Changed - Increased the supply and ordnance production for Resupply Depots
    10. Fixed   - Sometimes Cue Cappa fighters had no weapons
    11. Fixed   - The AI was sometimes not adding combat sensors or ECM on fighters and troops
    12. Fixed   - Error in sort routine for choosing attack locations and nearby enemies
    13. Fixed   - Error in AI Medical Ship design
    14. Fixed   - Sometimes the AI's resource ships were attempting to remotely mine in an occupied sector
    15. Changed - Some AI players were building too many remote resource ships
    16. Fixed   - Sometimes Ministers would not use or retrofit a player's design type correctly
    17. Added   - The AI will designate systems to avoid for non-combat ships
    18. Fixed   - The AI was not spreading its supply ships between fleets effectively
    19. Changed - AI will designate some fleets for attack, others for defense
    20. Fixed   - The AI in team mode would sometimes break its treaties with others AIs
    21. Added   - Support for AI Alliance diplomacy
    22. Added   - The AI will assign a priority value against their opponents
    23. Changed - AI fleets can now attack multiple targets in a turn
    24. Changed - AI Colony Ships will attempt to load a Weapon Platform if colonizing a planet in a defensive or nearby enemy location
    25. Changed - AI will launch mines more frequently and in greater numbers in their defensive locations
    26. Fixed   - Ships that rebel due to events or intelligence will join a known race or the race responsible for the intel attack
    27. Changed - Only vehicles that have movement will have their orders changed through events or intel attacks
    28. Updated - AI Scripts
    

Version 1.11 released on 28-October-2007:

    1.  Fixed   - Error in Miltia amounts
    2.  Fixed   - Error in restrictions for "Only One Per" components
    3.  Fixed   - The Units-Fighter minister was not being used
    4.  Fixed   - Medium and Large Freighters were not advancing their hull sizes properly
    5.  Changed - Returned maximum trade amounts to default values
    6.  Changed - Trade will increased at a rate of 0.5% per turn
    7.  Fixed   - Error in tech area requirements for Mine Layer component
    8.  Fixed   - Sometimes ship weapons with low damage would not damage a planet
    9.  Changed - Increased the combat movement bonus for Afterburners
    10. Changed - Removed fighters and troops from target types for Small Rocket Pods and Small Anti-Matter Torpedoes
    11. Fixed   - Some Stellar Ability Types were not being applied
    12. Changed - Boarding attacker strength adjusted to 4:1 versus normal crew members
    13. Changed - Reduced effect of research points on score
    14. Changed - Tweaked population happiness effects and levels for anger states
    15. Fixed   - The Defensive minister style was not working correctly
    16. Fixed   - Sometimes the AI would design Small Drones without weapons
    17. Changed - A weaker AI will seek peace
    18. Added   - The AI will consider other player's relations with their allies/enemies for anger
    19. Changed - The AI won't try and build so many units when they are poor in resources
    20. Fixed   - Error that increased the Refining Colony value threshold when low on radioactives
    21. Changed - Increased AI's overall demand for ships
    22. Fixed   - Error prevented AI from making changes to their treaties with other players
    23. Fixed   - The AI was sometimes breaking treaties when one didn't exist
    24. Changed - The minister for population transports is now functioning much better
    25. Changed - Improved the AI's distribution of remote unit defenses
    26. Fixed   - The AI was not colonizing when the game starting at maximum tech
    27. Fixed   - The AI was surrending more often then they should
    28. Updated - AI Scripts
    

Version 1.10 released on 14-October-2007:

    1.  Fixed   - Error in ShipExperience.txt was preventing experience bonuses from being applied
    2.  Fixed   - Error in fleet experience points required for elite status
    3.  Changed - Increased starting maintenance for ships to 25%
    4.  Changed - Reduced Shield Regenerators to 6 levels
    5.  Changed - Decreased ability amount for Shield Regenerators
    6.  Note    - Shield Regenerators are stackable
    7.  Changed - Split Armor into 5kT and 10kT Light and Heavy versions
    8.  Added   - Pictures for Heavy Armor
    9.  Changed - Increased Emissive Armor to 16 levels
    10. Changed - Decreased Small Emissive Armor to 3 levels
    11. Changed - Life Support and Crew Quarters reduced to 5kT and increased to 6 levels
    12. Changed - Increased Vehicle Systems to 6 levels
    13. Changed - Seeker weapons can now be placed on Outer or Inner hull slots
    14. Added   - Pictures for 5kT Supply Storage and 5kT Ordnance Storage components
    15. Changed - Reduced Intel defense modifier in settings.txt
    16. Changed - Increased Supply and Ordnance storage for planets
    17. Changed - Reduced the ordnance supplied by Emergency Reordnance Pods
    18. Changed - Drone Launchers now count towards Carrier requirements
    19. Changed - Small Rocket Pods can now be placed on troops
    20. Added   - Randomized the amounts for a stellar object's abilities
    21. Changed - Removed Green Stars
    22. Changed - Reduced size of fighters and decreased their required engine amounts
    23. Changed - Increased maximum size of Medium Freighter hulls to 800kT
    24. Changed - Increased maximum size of Large Freighter hulls to 1200kT
    25. Changed - Increased costs for Computer Core components
    26. Changed - Increased size of Drone Computer Core to 20kT
    27. Added   - Small Ripper Beam
    28. Added   - Pictures for Small Ripper Beam
    29. Changed - Reduced Small Incinerator Beam to 3 levels
    30. Changed - Reduced Time Distortion Burst to 20kT and Small Time Distortion Burst to 2kT
    31. Changed - Space Yard component reduced to 300kT size
    32. Changed - Increased storage amounts for resource storage facilities
    33. Changed - Reduced Storage tech area to 11 levels and increased its cost
    34. Changed - Reduced Medical Treatment tech area to 5 levels and increased its cost
    35. Changed - Reduced Medical Lab facility to 5 levels
    36. Changed - Lots of minor changes to facility costs and structure amounts
    37. Changed - Genetic Recoding Labs now has a ground combat modifier ability for the system
    38. Changed - Reduced Temporal Vacation Service facility to 5 levels
    39. Changed - Reduced Urban Pacification Center facility to 5 levels
    40. Changed - Reduced Psychic Scanner to 11 levels
    41. Changed - Reduced Fate Shrine to 5 levels
    42. Changed - Reduced Nature Shrine to 5 levels
    43. Changed - Reduced Time Shrine to 5 levels
    44. Changed - Re-organized Religious Technology facility availability
    45. Changed - Interspersed Climate Control Facility and Value Improvement Plant levels in Planet Utilization tech area
    46. Changed - "Skip Armor" damage type now has 95% penetration versus armor
    47. Changed - "Only" damage types now have 100% penetration versus armor
    48. Changed - Most damage types do only 50% of their normal damage amount to facilities
    49. Changed - Reduced Bombardment Weapons to 11 levels
    50. Changed - Increased damage amount for Planetary Napalm
    51. Changed - Reduced the positive effect of troops on population happiness
    52. Changed - Reduced the happiness effect from the Naturally Happy and Naturally Depressed traits
    53. Fixed   - A number of errors in defense penalties for ships and space stations
    54. Fixed   - Error in tech requirements for Organic and Crystalline Carriers
    55. Changed - Increased the map area for ground combat
    56. Added   - Added additional buildings for ground combat
    57. Added   - AI Minister for Survey Ships
    58. Added   - AI Minister for Patrol Ships
    59. Added   - AI Minister for Cloaking
    60. Added   - New AI design types
    61. Fixed   - Combat designs for some races would be created without weapons
    62. Fixed   - AIs were not longer immediately hostile to human players in AI team mode
    63. Fixed   - AI ships and fleets were not resupplying as often as required*
    64. Fixed   - Error in Medical Ship orders
    65. Fixed   - Ships were not always sent to join the most appropriate fleet
    66. Fixed   - Error in AI selection of systems to attack
    67. Fixed   - The AI was never giving up, never surrending*
    68. Added   - AI will use Space Yard Ships to construct remote defense bases
    69. Added   - AI will break their treaties with the Mega Evil player
    70. Changed - AI will now use Carriers for Drone Carrier design type
    71. Changed - AI will use cloaking devices
    72. Changed - AI's facility selection is now more responsive to its needs
    73. Changed - Improved the AI's vehicle purchasing routine
    74. Changed - Improved the AI's handling of resources
    75. Fixed   - AI wasn't using Fighter or Drone Groups for attacks
    76. Added   - AI will drop troops on rioting colonies
    77. Added   - AI will send their fleets for training
    78. Fixed   - Error in AI scrapping routine for ships
    79. Fixed   - AI Minister for Population Transports was not working correctly
    80. Changed - Improved AI's use of scout ships for exploration and surveying
    81. Changed - AI will now use Patrol Ships for patrol missions only
    82. Changed - AI players will focus on sabotage operations only
    83. Fixed   - Error in Intelligence script that allowed projects to succeed more than they should*
    84. Fixed   - Error in destroy resources intel project that allowed negative values
    85. Changed - Increased emphasis on defense point contribution to leaky intel success rate calculation
    86. Fixed   - Sometimes the AI would get stuck trying to research a tech area level that did not exist
    87. Changed - Made improvements to the AI's research pathing
    88. Changed - Improved the AI's starting tech selection
    89. Changed - Revised each AI Empire's weapon and design type usage
    90. Added   - General improvements to AI diplomacy
    91. Changed - A weaker AI at war will consider making peace
    92. Added   - AI design improvements
    93. Added   - Improvements to AI setup scripts
    94. Added   - Fixes for stellar events
    95. Updated - AI Scripts
    

Version 1.09 released on 27-July-2007:

    1.  Fixed   - Error in ability amount for small ECM
    2.  Changed - Increased cost of Colony Module components
    3.  Changed - Increased shield points for Small Shield Generator
    4.  Changed - Increased structure for Small Emissive Armor
    5.  Changed - Fixed error in Militia amounts in settings.txt
    6.  Changed - Fixed error with some unique ruin technologies never being available
    7.  Changed - AI will no longer devevelop intel operations when intelligence is not allowed by the 
                  game setup
    8.  Fixed   - Error in Change Crew Experience intel project
    9.  Changed - The intel project for a planet to rebel will no longer spawn a new empire, but join the 
                  source Empire
    10. Changed - In order for a planet to rebel due to intelligence, the population must be very unhappy
    11. Changed - The amount of disruption to another Empire's research or intel due to an intel project is
                  more variable
    12. Changed - Adjusted the costs to conduct some intel projects
    13. Fixed   - Error with Drushocka weapon selection
    14. Fixed   - Some races did not have a Small Secondary Weapon designation
    15. Fixed   - Sometimes AI Fighter Bomber design had no weapons
    16. Fixed   - Error in Sithrak fighter weapon selection
    17. Fixed   - AIs in team mode sometimes broke treaties they had with each other
    18. Changed - AI will research more efficiently by spending only the points require to reach the next level
    19. Added   - New locations for AI to hold their fleets while they wait for ships to join
    20. Changed - Slightly increased AI use of Weapon Platforms
    21. Changed - Tweaked AI's anger values towards other empires with respect to war, treaty, or known
                  status types
    22. Changed - Modified the AI's anger calculation to be more dynamic
    23. Fixed   - Sometimes specific Empire AI values for political settings were being overridden by 
                  default values
    24. Fixed   - Error that resulted in the AI building too many Resuppy Depots on some colonies
    25. Updated - AI Scripts
    

Version 1.08 released on 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. Chaged  - 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 inrease 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 enemy  if they have enough ships to 
                  be active
    21. Changed - AI will favor facility construction when maintainence 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
    

Version 1.07 released on 31-May-2007

    1.  Fixed   - Error in requirements for Small Telekinetic Projector
    2.  Added   - More default design types
    3.  Changed - Reduced the costs for most intel projects
    4.  Added   - New design types
    5.  Changed - Small amount of organics returned for scrapping population
    6.  Changed - Increased starting shield strength for Shield Generators
    7.  Fixed   - If AI players had Natural Merchants trait, they would self-destruct their empire
    8.  Error   - Crystalline Torpedoes could be placed on the Inner Hull
    9.  Changed - All races start with level 1 in Smaller Weapons
    10. Changed - Increased range and damage for Tachyon Projection Cannon
    11. Changed - Increased range for Weapon Disrupter
    12. Changed - Decreased damage for Ionic Dispersers
    13. Changed - Empires now start with level 1 in Small Weapons
    14. Changed - Reduced size and damage for Kamikaze Warhead
    15. Fixed   - Mines could not be fired at in tactical combat
    16. Changed - Drones no longer seek to ram automatically
    17. Fixed   - Planetary Napalm did not store any ordnance
    18. Changed - Increased starting damage resistance for Quantum Torpedoes
    19. Changed - Increased speed and modified damage for Gamma Pulse Torpedoes
    20. Changed - Small tweaks to population happiness modifiers
    22. Added   - Implemented Aggressive, Defensive, and Moderate scripts for default AI
    23. Changed - Improved AI ship design and utilization of components
    24. Changed - Improved AI fleet use, composition and supply
    25. Changed - Updated weapon selections for each default race
    26. Added   - New AI design types
    27. Updated - AI Scripts
    

Version 1.06 released on 27-April-2007

    1.  Fixed   - Error in cost for Supply Storage components
    2.  Fixed   - Error in amount for Advanced Storage Techniques racial trait
    3.  Changed - Reduced Hardy Industrialists trait to 20% bonus
    4.  Changed - Increased effect amounts for most Cultural Achievements
    5.  Changed - Small Graviton Beam can now be used with Troops
    6.  Changed - Reduced the effect of troops on happiness
    7.  Fixed   - Error in requirements for Organic Heavy Carrier
    8.  Changed - Reduced Remote Mining component tech level requirements slightly
    9.  Fixed   - Error in tech level requirements for Alloy Burner Missile
    10. Changed - Slight adjustment to tech level requirements for Weapon Phase Accelerator
    11. Added   - New AI Minister to manage populations (ruthlessly)
    12. Added   - New AI Minister to optimize colony production
    13. Added   - AI will now remotely mine
    14. Changed - AI Minister for Vehicle Construction split into ship and unit Ministers
    15. Changed - Tweaked effect amounts and costs for Intel Projects
    16. Changed - Improved default strategy choices for AI design types
    17. Updated - AI Scripts
    

Version 1.05 released on 25-March-2007

    1.  Changed - Increased cost for Chemistry tech area
    2.  Changed - Increased cost for Physics tech area
    3.  Changed - Increased cost for Industry tech area
    4.  Changed - Slight increase to Depleted Uranium Cannon damage amount
    5.  Changed - Added ordnance usage to Planetary Napalm
    6.  Fixed   - Error in Planet Combat Defense Modifier
    7.  Fixed   - Some levels of Biological Weapons did not give any results
    8.  Changed - Reduced number of tech levels for Biological Weapons
    8.  Changed - Increased cost for Plasma Missiles tech area
    9.  Fixed   - Fighter combat speeds were not adjusted for new engine system
    10. Fixed   - Error in damage amount for Massive Weapon Platform Mount
    11. Changed - Increased cost for Military Science tech area
    12. Changed - Torpedo Weapons now requires Military Science level 3
    13. Changed - Ship Capture now requires Military Science level 2
    14. Changed - Reduced cost of Supply and Ordnance Storage components
    15. Fixed   - Error in Combat To Hit penalty for Space Stations
    16. Changed - Increased maximum speed for all Carrier ships
    17. Changed - Decreased and ground damage and range for Point-Defense Weapons
    18. Fixed   - Error in range for Point-Defense Blaster
    19. Fixed   - Massive Ship mount should require a ship of 1250kT or larger
    20. Changed - Point-Defense and some small weapons can now target Mines in combat
    21. Updated - Incorporated FQM Beta 8 components in the Balance Mod
    22. Updated - Improved AI construction queue purchasing
    23. Updated - Enhanced AI diplomacy with less static treaties and responses
    24. Added   - Introduced fear modifier in AI diplomacy
    25. Fixed   - A few errors in anger levels used to determine diplomatic responses
    26. Updated - AI will prioritize tech area research during times of war
    27. Added   - Construction Yard colony type for the AI
    28. Fixed   - AI was not adding Ordnance Storage for Carriers
    29. Fixed   - AI was not scrapping ships
    30. Updated - AI Scripts
    

Version 1.04 released on 28-February-2007

    1.  Fixed   - Error in number of tech levels for Crystalline Dreadnought
    2.  Fixed   - Inconsistency in cost for Crystalline Small Fighter
    3.  Fixed   - Bases with Quantum Reactors were not adding Supply Storage components
    4.  Fixed   - Organic vehicle hulls were not receiving their regeneration bonus amounts
    5.  Fixed   - Error in Baseship defense penalty
    6.  Fixed   - Miscellaneous seeker weapon errors
    7.  Changed - Increased damage amount for Anti-Matter Torpedo
    8.  Changed - Decreased planet defense modifier
    9.  Changed - Increased damage factor for weapons and facilities to be functional
    10. Changed - Reduced ECM defense bonus amount to 4% per level
    11. Changed - Reduced size of mounts: Large is 1x, Heavy is 1.5x, and Massive is 2x size
    12. Changed - Increased damage bonuses for mounts
    13. Changed - Added range bonuses to ship mounts
    14. Changed - Added accuracy bonus for Large Satellite Mount
    15. Changed - Costs for ship mounts are now fixed amounts rather than increasing per level
    16. Changed - Ionic Pulse Missiles can now be placed on Satellites and Weapon Platforms
    17. Fixed   - Error in number of tech levels for Religious Studies
    18. Changed - Slightly reduced number of tech levels for Resupply tech area
    19. Changed - Small change to tech requirements for Quantum Reactor
    20. Changed - Increased the research cost for Applied Research
    21. Changed - Adjusted damage type and damage amounts for Alloy Burner Missiles. They now 
                  do 2x damage to armor.
    22. Changed - Increased the number of tech levels for Alloy Burner Missiles.
    23. Changed - Increased tech area cost for Applied Research
    24. Fixed   - Error in starting range for Capital Ship Missile
    25. Fixed   - Error in starting range for Plasma Missile
    26. Changed - Tweaked score calculation
    27. Changed - Emissive Armor will reduce damage by a fixed percentage per armor (PENDING)
    28. Fixed   - The Gravitational Quantum Resonator's range was too high
    29. Changed - Incorporated Fyron's Quadrant Mod with a few small changes
    30. Changed - AI will now use a mixed variety of ship sizes
    31. Changed - AI will also scrap obsolete Satellites in addition to Weapon Platforms
    32. Added   - Patrol and Scout Ship AI design types
    33. Added   - AI will now scrap obsolete ships
    34. Changed - AI will consider racial trait technologies in choosing Colony Types
    35. Added   - Updated AI Scripts
    

Version 1.03 released on 01-February-2007

    1.  Fixed   - Error in maximum level for Organic and Crystalline Baseships
    2.  Fixed   - Some ships had the incorrect number of maximum engines  
    3.  Fixed   - Error in ability amount for Mineral Scanner facilities
    4.  Added   - Updated generic slot layouts (Thanks to Fyron)
    5.  Changed - Slight increase in supply usage for seeker weapons
    6.  Changed - Slight reduction in defense structure for Crystalline Torpedoes
    7.  Changed - Small increase in bolt speed for bolt weapons
    8.  Changed - Increased damage amount required to kill population
    9.  Changed - Slightly adjusted base reproduction rate
    10. Fixed   - Error in attenuation for Hyper-Plasma Bolts
    11. Changed - Improved AI's facility selection for its colony types
    12. Changed - AI will no longer add ordnance storage on ships/units that don't use ordnance
    13. Added   - AI will scrap obsolete Weapon Platforms
    14  Changed - AIs will take score into consideration for accepting treaties
    15. Changed - Reduced anger ranges for some of the AI's proposed treaty types
    16. Updated - AI research spending tweaked
    17. Updated - AI Scripts
    

Version 1.02 released on 07-January-2007

    1.  Fixed   - Error in allowable vehicle types for Ionic Pulse Missile
    2.  Fixed   - Error in number of abilities for Massive Ship Mount
    3.  Fixed   - Error in tech requirements for all Medium Freighters
    4.  Fixed   - Error in exchange of trade items
    5.  Fixed   - AI designs will no longer have 5kT of space remaining on some designs
    6.  Changed - AI designs will only add enough Life Support or Crew Quarters to fulfill requirements
    7.  Changed - AI will no longer retrofit Colonizers
    8.  Fixed   - Occassional error for AI that sometimes resulted in a long delay during processing
    9.  Changed - Increased planet's population, supply, and ordnance amounts, but decreased cargo storage
    10. Fixed   - Error in ability amount description for Plague Bombs 
    11. Fixed   - Error in Psychic Weapons tech area 
    12. Changed - Telekinetic Projectors increased to 11 tech levels
    13. Changed - Tech requirement levels for Psychic Whiplash
    14. Changed - Tech requirement levels for Stupifier
    15. Changed - Increased damage amounts for Time Distortion Burst and Small Time Distortion Burst
    16. Changed - Slightly reduced Organic regeneration rates
    17. Fixed   - Racial trait Drone hulls did not have the correct maintenance reduction
    18. Fixed   - AI flags and shipsets no longer listed in duplicate
    19. Added   - Additional mini flags (Thanks to Wayne W.)
    20. Changed - AI players should occassionally offer new treaties in place of old ones
    21. Changed - AI players should no longer spam other players with treaties
    22. Changed - AI will no longer retrofit colony ships and will properly retrofit bases
    23. Changed - AI will now issue attack orders against valid targets for attack ships
    24. Added   - Modifiers to tweak AI colony type selection based on available facility space
    25. Updated - AI Scripts
    

Version 1.01 released on 19-December-2006

    1.  Fixed   - Error with AI design for Small Crystalline Fighters
    2.  Fixed   - Error in maximum number of engines for Small Organic Freighter  
    3.  Fixed   - Error in supply storage amount for Quantum Engines
    4.  Fixed   - Point-Defense Weapons did not have troops as a valid target type
    5.  Changed - Increased sight range for Basic Sensors
    6.  Changed - Existing Mines automatically increase in cloak ability based partly on level 
        of Mines tech area
    7.  Updated - Settings.txt with new entry from SE:V v1.20
    8.  Changed - AI will now retrofit more ships at once
    9.  Updated - AI Scripts
    

Version 1.00 released on 10-December-2006

    1.  Fixed   - AI players were not selecting starting technology
    2.  Added   - Small Crystalline Armor
    3.  Added   - Small Organic Armor
    4.  Fixed   - Error in tech requirement for Environmental Studies cultural achievement
    5.  Fixed   - Error in tech requirement for Temporal Space Yard
    6.  Changed - Plague Bombs are now only a single entry
    7.  Fixed   - Range was incorrect for Plague Bomb
    8.  Fixed   - The Massive Base Mount had an incorrect amount for its accuracy bonus
    9.  Changed - Tweaked hull costs for some vehicle types
    10. Changed - Increased damage amount for Alloy Burner Missile
    11. Changed - Quantum Reactors now provide more supplies per level and their cost reduced slightly
    12. Changed - Revised entire engine system
    13. Changed - Increased number of tech levels for larger ships (Cruiser > Baseship)
    14. Changed - Reduced the regeneration rate for Organic Armor
    15. Changed - Increased Ripper Beam to 11 levels
    16. Changed - Increased Plasma Missile to 11 levels
    17. Changed - Slightly increased seeker speeds
    18. Added   - Defense Modifiers to seeker weapons descriptions
    19. Fixed   - Error in Boarding Combat defense modifier
    20. Changed - Reduced the maximum time it takes for Atmospheric Modification Plant to change the atmosphere
    21. Changed - Increased amount of damage required to kill 1M population
    22. Changed - Increased values for starting tech points
    23. Fixed   - AI wasn't adding Basic Sensors to their satellites
    24. Changed - Racial trait sensors (Temporal, Psychic) reduced in cost
    25. Fixed   - A number of typos
    26. Updated - Updated AI research pathing
    27. Updated - AI Scripts
    

Version 0.99 released on 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 regneration 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
    

Version 0.98 released on 20-November-2006

    1.  Fixed   - Error in Weapon Platform requirements prevented their design
    2.  Fixed   - Error in crew requirement amounts for some ship types
    3.  Changed - All "Weapons Platform" references should now be "Weapon Platform"
    4.  Added   - Default Override_InvConfiguration_Slots.txt to mod
    5.  Changed - Shield Regenerator component abilities in response to SE:V v1.17 fix
    6.  Changed - Increased cost of Mechanoids racial trait to 500 points
    7.  Fixed   - AI was not designing Weapon Platforms
    8.  Added   - AI will now use Master Computers for larger designs if available
    9.  Added   - AI fixes for Alliance politics from SE:V v1.17
    10. Updated - AI Empire Scripts
    

Version 0.97 released on 17-November-2006

    1.  Changed - Tech level requirements for Point-Defense Blaster and Point-Defense Beam
    2.  Fixed   - Corrected error in Engines Per Move amount for Light Cruisers
    3.  Changed - Increased ability amount for Afterburners
    4.  Changed - A few minor tweaks to system types
    5.  Changed - Reduced crew requirements for most ship types
    6.  Fixed   - Vehicle placement type typo in Stealth and Scattering Armor
    7.  Changed - Reduced Phased-Shield Generators to 30kT
    8.  Added   - New design types for Drones
    9.  Added   - New mixed-use colony types for the AI
    10. Changed - More tweaking of AI colony type selection
    11. Changed - Continued optimization of AI research selections
    12. Changed - Continued optimization of AI design types
    13. Updated - AI Empire Scripts
    

Version 0.96 released on 09-November-2006

    1.  Fixed    - Scattering Armor and Stealth Armor did not add their combat to hit bonuses
    2.  Added    - AI Defense Ships implemented with se
    3.  Fixed    - AI was using more Point-Defense than they needed
    4.  Changed  - Reduced maximum combat time to 180 seconds
    5.  Changed  - Space Combat Map Radius to 1500
    6.  Changed  - Tweaked AI Colony Type selection some more
    7.  Updated  - AI Empire Scripts
    

Version 0.95 released on 08-November-2006

    1.  Changed  - Decreased the engines per move value for Destroyers and Light Cruisers
    2.  Changed  - Decreased the max number of engines allowed for Destroyers and Light Cruisers
    3.  Changed  - Reduced Organic and Crystalline Armor to 10kT
    4.  Changed  - Reduced Stealth and Scattering Armor to 20kT
    5.  Changed  - Carriers now only require 30% of their hull devoted to fighter bays
    6.  Changed  - Brave and Cowardly traits now provide small Combat To Hit bonus/penalty
    7.  Removed  - Ordnance generation from Ordnance Storage containers
    8.  Changed  - Supply/Ordnance Storage components can be placed on Weapon Platforms
    9.  Added    - Supply storage for Weapons Platform Computer Core
    10. Changed  - Re-worked main Empires weapon selection
    11. Added    - AI fixes/improvements from SE:V v1.08 to v1.13
    12. Updated  - AI Empire Scripts
    

Version 0.94 released on 04-November-2006

    1.  Changed  - Increased structure for Emissive Armor
    2.  Fixed    - Engine movement bonuses will now only apply when all engines are of the same type
    3.  Fixed    - Error in AI research scripts
    4.  Changed  - Made some changes to AI Empires racial traits and weapon choices
    5.  Updated  - AI Empire Scripts
    

Version 0.93 released on 27-October-2006

    1.  Fixed    - Plague Bombs were not following their tech requirements
    2.  Fixed    - Point-Defense Weapons accuracy at range values were accidently reversed
    3.  Changed  - Drones can now be recovered
    4.  Changed  - Added back Recover - Unit abilities for launch components
    5.  Added    - Satellite Layer design type
    6.  Changed  - Reduced Recreation Services cultural achievement to 5 levels
    7.  Changed  - Cargo Facilities now include additional supply and ordnance storage
    8.  Changed  - Increase remote cargo distribution for Resupply Depots
    9.  Changed  - Point-Defense Weapons now do ground damage
    10. Changed  - Tweaked AI ship designs
    11. Updated  - AI research pathing
    12. Updated  - AI Empire Scripts
    

Version 0.92 released on 24-October-2006

    1.  Changed  - Made adjustments to supply and ordnance amounts for weapons
    2.  Changed  - Removed or reduced to-hit modifiers for Point-Defense weapons
    3.  Fixed    - Restored accuracy at range modifier for Phased-Polaron Beam
    4.  Changed  - Bonuses from GovernmentTypes.txt to reduce riots and rebellions
    5.  Changed  - Reduced size of happiness bonuses in SocietyTypes.txt
    6.  Changed  - Reduced Recreational Services cultural achievement to 5 levels
    7.  Fixed    - Error in damage at accuracy decrease for Ionic Disperser
    8.  Changed  - Only the most recent type of Plague Bomb will appear now
    9.  Changed  - Increase Resupply Depot amounts for supply and ordnance
    10. Fixed    - Error in Wave-Motion Gun tech requirement
    11. Fixed    - Error in movement amount for Large Organic Freighter
    12. Changed  - Added "Ordnance Generation" ability to Ordnance Storage to counter Ordnance 
                   bug in 1.08 (Temporary Fix)
    13. Changed  - Reduced Ship Maint to 20%, Unit and Facility Maint to 5%
    14. Changed  - Starting reproduction rate to 5% from 10%
    15. Changed  - Increased starting storage amount to 100000
    16. Changed  - Minor tweaks to AI research and politics
    17. Updated  - AI Empire Scripts
    

Version 0.91 released on 20-October-2006

    1.  Fixed   - Typo in Planetary Shield Generator facility
    2.  Fixed   - Accuracy at Range modifier for Phased-Polaron beam was not correct
    3.  Fixed   - Error in number of abilities for Seeking Parasite
    4.  Changed - Increased damage amount for Ripper Beam
    5.  Changed - Slightly modified PD weapons damage amounts
    6.  Fixed   - AI Frigates were not adding any Point-Defense
    7.  Added   - Point-Defense design type
    8.  Changed - Made some minor changes to how AI proposes treaties
    9.  Fixed   - Typo in ability Shield Regeneration rate
    10. Fixed   - Error in number of tech levels for Mine Layer
    11. Updated - AI Empire Scripts
    

Version 0.90 released on 16-October-2006

    1. Note     - Initial public release!
    

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