Re: Balance Mod Available for SE:V
Thanks Raapys for the report.
1-2: As I mentioned before I had to throw in the weapon techs in the general file because they weren't being picked up in the individual Empire scripts. So (2) is a partial cause of (1) because they are wasting points on stuff they are not using. I'm hoping to resolve this issue shortly.
3: A Medical Bay is one of the extra components to be added - if other more wanted components are not available yet, it gets to this one and adds it if a ship is big enough. Anyways it will restricted to Medical Ships in the future.
4: That was a SE:V bug - it was *resolved* in beta v1.10
5: There was a survey bug that was also *resolved* in v1.10 - this should lead to the WPs being uncovered sooner.
6: Bug yes.
7: I have fleets set to use 90-95% of the available ships - but I can tweak this or perhaps increase the number of fleets.
8: See 1-2
9-10: There's no checks in place for either item. You can also include the AI sending multiple colony ships to the same planet in this category. I'm working on a solution but haven't quite figured out to see if another ship is enroute to the planet when a AI colony ship chooses a destination.
11: Ruins are lost on turn 1 - it's a known SE:V bug.
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