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Old 03-09-2009, 06:39 AM   #1
BlackVegetable
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Exclamation Comprehensive Balance Mod: Download

The final version is now up! (Could anyone give this topic a sticky?)

There is now a readme file explaining how to install the files. The files are all contained in a single .rar called CBM1.0.1.rar . Be sure to download that one.

The readme file will explain how to install this game! Enjoy!

Latest version is 1.0.1.

WARNING: Unequip all items from your ships before installing a new version of the mod! Also, do not accept the quest "There's Time to Pay." This quest was never finished and will not be good for your saved game if you accept and/or try to complete it.

http://www.mediafire.com/BVBalanceMod

Last edited by BlackVegetable; 08-19-2009 at 10:18 PM.
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Old 03-09-2009, 03:18 PM   #2
BlackVegetable
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Vanilla Save Game files will not work with this mod and should be backed up elsewhere.

Last edited by BlackVegetable; 05-30-2009 at 08:13 PM.
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Old 03-09-2009, 04:44 PM   #3
BlackVegetable
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Default To Get People Excited

Just so people know what they're downloading and to get people excited and involved with this mod:

The Comprehensive Balance Mod aims to fix and improve the strategic elements of Galactrix. While many things will later be implemented (including all new content) right now the following are some of the new features of the Mod:

** Gunnery Skill improves your damage when matching mines. Instead of just being determined by your level so everyone is dealing ludicrous damage all the time, HALF of your damage bonus will be from your stat, up to +5 from 245 Gunnery and +5 from level 50.

** Engineer Skill grants you repaired hull points each turn. This bonus starts at +1 with 25 skill and maxes out at +10 hull/turn at 245 skill!

** Engineer Skill ALSO grants you bonus materials when matching gems while mining.

** Science Skill grants you reduced cooldowns on your equipment. This bonus starts at -1 turn with 75 skill and maxes out at -3 turns with 225 skill! Note that this will reduce items to 1 turn cooldown at the most.

** Science Skill ALSO grants you more proficiency while hacking! This bonus starts at -1 key/gate with 25 skill (non-linear gain/skill point.) It maxes out at -6 keys with 245 skill!

** Pilot Skill grants stronger bonuses per skill point. This equates to 50~65% stronger benefits from Pilot at Skill level 100. But that's just an example, not the max.

** Shielding has an important new feature: Shields prevent most negative status effects (TimeWarp, EnergyDrain, Confusion.) That is, unless the status effect affects your shields, you cannot be targeted by it while you keep your shields up. So value those Blue Gems!

[Other changes include but are not limited to stronger "drain" effects from statuses, and fixing the many stunlock problems/glitches caused by the TimeWarp items. Note: The points here may vary slightly from how many points are required in the current version. . .]

Last edited by BlackVegetable; 03-10-2009 at 11:05 PM.
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Old 03-09-2009, 06:21 PM   #4
Betel
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some really good ideas. I really like how you now can get better at the minigames with more points. That puts the rpg element back into the game more.
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Old 03-10-2009, 02:18 AM   #5
BlackVegetable
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UPDATE: The TimeWarp effects are working perfectly in the new version (V0.1b). You also no longer need to replace the Hero.lua file. An updated changelog is available. The English Folder remains the same -- you don't need to download it again. This version should be completely compatible with the old version's saved games.

Last edited by BlackVegetable; 03-10-2009 at 01:18 PM.
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Old 03-10-2009, 11:03 PM   #6
BlackVegetable
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Not on V0.1b but I've fixed the First Quest crashing. I had tweaked something while I was testing something earlier but I replaced some files and everything is fine. I'm not going to release a new version until I get more bug fixes, content reviewed.

UPDATE: Strangely, some code I threw in to prevent items from recharging while your opponent was stunned seem to prevent ALL recharging after the player finishes stunning the AI. I'll have this fixed and a new beta up shortly.

UPDATE: I fixed the code and updated the links to the new Version 0.1c

Last edited by BlackVegetable; 03-10-2009 at 11:53 PM.
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Old 03-11-2009, 02:47 AM   #7
Chrisles
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I'm having trouble putting this Mod thru. I've never modded Galactrix and need a step by step if you don't mind.

My "Assets" folder is a .zip file.

I unzip and get Assets and English folder. I replace both with the Scripts and English folders with yours. Then I archive and play the game.

I don't notice a differense right off the bat,,,, should I? When you click to level up should is say that added bonuses that you get now or say nothing? I also did start up a new character after modding.

Thank You Greatly !
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Old 03-11-2009, 05:39 AM   #8
BlackVegetable
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The problem may stem from me being an idiot. I should've zipped the files, not the folder containing the files. The issue is, you'll get a folder in a folder where you shouldn't have such redundancy. I suggest unzipping it elsewhere and copy-pasting the files into the appropriate folder.

Your zipped file is the original and needs to be backed up. You'll need to unzip a copy of it (named Assets.zip) in your main directory and replace those files. If you keep a .zip file in there named Assets.zip, it'll read off of that first and ignore the unzipped files. Thus, you're reading the original files even though you've modded the unzipped ones. Removing any zipped file named Assets.zip should solve your problem.

I hope that works for you.

EDIT: I missed something you wrote. If you archive you'll need to use a zero compression (store) mode and save as a .zip file. I think Winzip Legacy compression works as well. Otherwise it'll somehow invalidate things.
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Old 03-11-2009, 09:50 AM   #9
ExK
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I envy all of you who bought the PC version. I bought the bugfest DS version and am stuck with it.
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Old 03-11-2009, 09:06 PM   #10
BlackVegetable
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I've already got some serious qualms with how the gameplay runs now, balance-wise but I don't want to listen to myself talk for all of the implementations so I'll wait for others to recognize things and tell me what they think.

However: There is one "feature" that isn't working as intended. Currently Weapon/Shield/CPU drain effects will affect you while you are stunned. This is not supposed to happen. I'll have this fixed for the next release.

Other effects that work/don't work when someone is stunned follow these rules:

1. If it can still have an effect while a player is stunned, it will effect and countdown.
2. If it cannot have an effect while a player is stunned, it will be frozen and not countdown until the stun wears off.
3. If it is active on the player who is not stunned, it will effect (if it can) and countdown.
5. If the effect is a draining effect, it is an exception and for balance reasons should not effect stunned players. (As of V0.1c this needs fixing.)
4. Items do not cooldown for either player while one party is stunned. This is intentional but may need to be slightly tweaked. Lets see if someone other than KGB (who pointed it out to me) can figure out why.

EDIT: Issue with #5 fixed for next release. Was requiring "nil" where I needed to require "false" or at least NOT "true".

Last edited by BlackVegetable; 03-11-2009 at 09:18 PM.
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