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I like this
http://www.captainkwok.net/balancemod.php#resources
I didn't get an explicit list of change from the v1.20 beta to v1.20, but the following general changes apply:
- Fixed some bugs related to how certain shield skipping weapons were being blocked by shields when a shield regenerator was present
- Changed supply and ordnance pods back to emergency use (remote distribution for components does not work)
- Fixed a number of typo bugs in components and facilities related to abilities etc.
- Updated all formations, added L, S, and XS versions of each with better descriptions of size and position types
- Bunch of AI changes; improvements to AI performance analysis routine, ship and fleet management, some research script errors, minor design tweaks
I'll continue to implement in more elements as I review them.
Right now it's really the AI bonus in the game setup that dictates how hard the AI opponents are.
Working through improvements to diplomacy right now. Discovered a couple of errors affecting how AI players were not applying anger modifiers correctly for stronger human players - some of which would explain some of the observations made by others in the last few versions.
I also made some improvements that will allow for more diversity in anger responses to events and incursions. Next phase in this area is to fine reset and fine tune each race's specific base anger values since that hasn't been done in a number of years.
There's also some fixes for AIs that were sending out incorrect requests/demands based on other empire's shared logs. The next area to work one for these functions is to improve the follow up on demands.
I'm also looking to re-do the gift/trade AI functions.
Lastly there's a ton of speech file work that will start to show up in the next and following versions. Besides customizing the files for each race, I'm adding in new support to allow the AI to add specific details at times to some of the messages.