Space Empires 5 Balance Mod

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Mod: Balance Mod Mod Edition: 1.19i Game: Room Empires V Game Edition: 1.79 Web site Hyperlink: Download Hyperlink: Writer: Captain Kwok Submission: Day Added: January 25, 2013 10:52 Was Description:Captain Kwok's Balance Mod is usually back from the lifeless!Version 1.19i (November 26 2012)-1. Fixed - Error in tech area necessity for Ionic and Tachyon Quarry Warheads2.

Added - Planet shadows3. Fixed - Expanse system has been not getting generated properly4. Changed - Increased ordnance use for ship-sized weaponry5. Changed - Enhanced ordnance storage on ship-sized weapons and elements6. Set - Combat movement from Afterburners do not match up the defined quantity7. Fixed - Ecological Achievement had been not functioning properly8. Changed - Decreased effect to +/-5% for Environmental Resistance/Weakness racial qualities9.

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Changed - Modified various Modern society Types skills10. Changed - Changed various Authorities Type skills11.

Changed - Reduced the quantity of hexes blocked by many star varieties12. Changed - Reduced physical size of celebrities13. Changed - Up to date celebrity glows and globe atmospheric effects14. Changed - Small enhancements to hobbies against certain sorts of unarmed boats15. Fixed - Score was not really being calculated properly16.

Are there any resources that exist to provide tips/guides for playing with Captain Kwok's balance mod? I am specifically looking for sustainable expansion and research priorities. I have seen a few brief guides on the space empires wiki, but was looking for a bit more depth if it exists. (Space Empires 1-5) How many people here play the computer game series? (Space Empires 1-5) Register. We have the game slightly modded to balance the beginning techs. We play with enlarged ships (120%) and start the game with 50K. It's a ton of fun to write mods for. But I have played Stars!, SE2, SE3, SE4, SE5, Master of.

Changed - Altered fat of several score parts17. Set - Error in Nebula occasion picture reference18.

Changed - Improved AI'h ability to deal with quarry fields19. Changed - AI will designate Minesweepers for navy or solitary utilization20. Changed - AI will more actively make use of fighters and drones for defense21.

Included - AI will include a roman numeraI suffix to improve design type brands22. Changed - Produced enhancements to AI's i9000 selection of focuses on to strike23. Changed - Improved AI't retrofitting of fIeets24. Changed - Adding more deviation in AI fast sizes25.

Fixed - AI participants had ended constructing remote control angles26. Set - Crystalline AIs would sometimes add Energy Refractors to Drones27. Fixed - AI empires were sometimes keeping track of sources of diplomatic anger twice28. Fixed - Sometimes AI empires had been choosing the wrong treaty components when proposing treaty changes29. Fixed - AI would sometimes mothball remote control SY facets that couldn't end up being unmothballed30. Fixed - AI players with no research points obtainable would nevertheless try to analysis31.

Changed - Enhanced AI's i9000 capability to handle when starting off as a recently established empire from rebellion events32. Changed - Reduced the rate of recurrence of AI design improvements33. Fixed - Sometimes rebelling colonies would be re-captured during the same switch34. Fixed - Damage quantities for planetary harm events had been incorrect35.

Set - Storms made by occasions could cause a strung sport during finish turn handling36. Updated - AI Scripts37. Updated - Event/Intel Scripts.

I can't emphasize sufficiently how essential the Balance Mod can be. It is usually so great that I consider setting up the Balance Mod a required component of setting up the game! The AI can make or arrives any video game in this style. Unfortunately the AI for SEV is horrifically poor in the share game. If the baIance mód didn't exist I'd have discontinued the game a long time back, but rather I possess kept coming back to it numerous years later and even right now I reinstall it once every several months.BM Increases the AI therefore much that I think they should create it an official repair for the sport.

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In my last BM game I got to in fact give up because thé AI outperformed mé in every area except the tactical fights. On one occasion the AI set up a minefieId above a world in one of my systems of the exact same kind that it required to colonize, ensuing in thousands of deceased colonists when I sent a colony vessel. Before I could send out another the AI experienced produced his personal colony on that world.

As I has been also incapable to seep into it with troops I has been forced to develop the technology to apparent minefields, buying the AI time to secure the colony! Whén an AI surprisés or also outsmarts me like that that is certainly something I think about a excellent time in gaming. I've furthermore seen the AI create cleverly set up fleets balanced with mine sweepers, escorts, offer boats and transports complete of soldiers to invide my exoplanets with. It furthermore sets up a good defensive collection in border systems, which is definitely very essential in this video game and something I under no circumstances noticed the AI well enough in the share video game. As a player with some knowledge you will of training course eventually find out to make use of and reign over the AI, but general I'michael amazed with the enhancements that are usually produced.There are several tastes of the BM, my personal preference becoming the 'Little systems mod' that decreases the quantity of hexes in a system.

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This decreases the amount of period the turn generation for the AI needs as nicely as making the solar energy systems sense a lot more active.