Questions about Balance Mod |
I have been using Balance Mod in my last game and although it was still incredibly easy (By the end of the day I had 140,000 research points and the next highest AI player only had 12,000 with 7 other AI players) it did improve quite a few things with AI diplomacy and the way ships work. I like it.
Only two issues right now irking me:
1. when I build a colony ship, it does nto automatically fill up with population- is this intended? Might be working as designed just wanted to make sure... because I got used to standard game where it auto fills for you.
2. When I retrofit a ship the name of the ship does not update. For example I might have a ship called Defender I, then upgrade the design and call it Defender II. Meanwhile I already built an older model and the game automatically named it Defender I 0001, but when I retrofit it to next model the name stays Defender I 0001 which confuses hell out of me. Is this even because of Balance Mod? I could have sworn standard game renamed them or something... I dont remember this being a problem before. *shrug*
To explain
a ship has two names a class name which is the one which changes when you refit it to that of the new version by appending +1 to a terminal roman numeral and a ship name which defaults to original class name xxx where xxx is a number starting with 001 this is not changed when you refit the ship because it is designed to allow you to rename the ship and for it to retain that name regardless of refit.
This is a role playing feature I like as I often rename my ships individually either because the ship has done something or as a mater of policy The Klargons name heroic ships the ITSN name ships according to class there light cruisers are all Philosopher class and are named as such there battle ships after British dreadnoughts Indefatigable Inflexible etc. I want the ship to retain that name even when I upgrade the design and so it does

Re: To explain (Ship Naming)
a ship has two names a class name which is the one which changes when you refit it to that of the new version by appending +1 to a terminal roman numeral and a ship name which defaults to original class name xxx where xxx is a number starting with 001 this is not changed when you refit the ship because it is designed to allow you to rename the ship and for it to retain that name regardless of refit.
This is a role playing feature I like as I often rename my ships individually either because the ship has done something or as a mater of policy The Klargons name heroic ships the ITSN name ships according to class there light cruisers are all Philosopher class and are named as such there battle ships after British dreadnoughts Indefatigable Inflexible etc. I want the ship to retain that name even when I upgrade the design and so it does
I personally htought this was a neat feature that is too often overlooked in other "Grand Strategy Games" - anything that helps with not feeling Generic can only be a good thing.
investment/attachment need not be considered an element moopolized by RPG's.
Anyone who wants power; by definition, cannot be trusted with it...

Re: Questions about Balance Mod
Have you tried the ships list (Shift-S)? You can set it to display ship name, class, or both...

Re: Questions about Balance Mod
Me, I right click a ship after selecting the sector, which does the same thing. Mind you, I do go to the trouble of renaming every ship I retrofit. I've asked MM for an optional "update ship's name" command but that's low priority for now I guess.
Hmm... I guess a simpler, round-about way would be to sort things in Fleet Task Forces - older ships are grouped separately from the latest if they're both in the same fleet. Fleet names can be changed to reflect how 'modern' it is. Ships themselves then don't need to be renamed and you'd be able to tell apart which ships in a fleet need retrofitting quickly.
Mind you, if it's just to see which ships need retrofitting, that's easy enough - Ship List. When you have several hundred or more ships though, I recommend you use a pen and write down on paper which ships need to be changed and whereabouts they are - the Ship List can take quite a while to generate if your total forces are obscenely large.
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Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.




Answers about the mod
A couple of short responses...
1. There is no auto-colonization amount like there is in stock. This is mostly because sometimes you want to use other types of breathers in your population to colonize...
2. Is an SE:V thing.
The AI will do better if you don't overcrowd them with too many players on a small map if that was the case here.
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