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