Re: Balance Mod Available for SE:V
I noticed that if you change the design names file, the autocomplete feature of the ship builder won't work properly (for instance, telling it to build a colonizer causes it to build a ship without a colony module). At least, I think its the design names file that's causing it. Do you suppose that could also affect how the AI builds ships?
Or am I the only one having this problem?
I also noticed loading a saved empire in new game causes the empire's tech levels to all be set to 0. You can set them in the empire edit, but everything starts at 0. Then, when the game starts, you get all the normal starting techs, in addition to the ones you chose in the empire editor, but because of the bug you can end up paying tech points for techs that are supposed to be starting techs. This won't happen if you create a new empire in the new game screen, only if you load an existing one. I don't know if that's stock SEV or balance mod, but I suspect its stock SEV.
I also noticed that I ended up starting with all of the plague bombs available, but I did not allocate any starting research into biological weapons, nor did I have levels in it when the game started (didnt even have the requisite for bio weapons). But I could build ships with the weapons. Not sure how much of that is Stock related either, and I have a suspicion it may be related to the above issue.
If all of these issues are not Balance-mod related, then sorry for posting here, but I wasn't sure, and I noticed them when using Balance mod. I'd test them out in stock to see for sure but won't have time for a few days, so I figured I'd post them while they were still fresh in my mind.
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