Hmm - I'm confused, what's the bug?I didn't change any values. The zero flux boost with the helmsmanship skill it supposed to be 5%, right? Well for some reason the game has set it as 1%.
Right, that's what I'm confused about - why is 5% the "intended" value? Am I missing something here, i.e. is there somewhere in-game that says it should be 5%?But I....I...I swear I played the game with 5% zero flux boost, just yesterday, I was even doing tests on ships with it and everything.
In 0.9a it's changed to 1%, which is the new intended value for... various balance reasons.But the wiki, but my memory of yesterday...Am I going insane? No, I checked one of the screenshots I made like a week ago, and it clearly shows 5%, here
As far as changing it, you'd have to ... hmm, the simplest thing would be to create a mod where, in its ModPlugin.onApplicationLoad() method, it would set Helmsmanship.ZERO_FLUX_LEVEL = 5.Damn, I don't know *** about modding, was hoping a quick edit in a file would fix it.
Fighters
Fighters from the same carrier will now coordinate their attacks if launched together and given the proper distance to do so
Ordering fighters to engage builds flux up to slightly above 5%
Combat
Adding new assignments is free while the command frequency is open
Waypoints for new assignments will always be created at least 3000 units (3 map grid squares) from the map border
Ordering fighters to "engage" will set a ships minimum flux level to slightly over 5%
Weird, I too remember it being 5% in 0.9a, was this maybe a change in RC10 but not prior?
The patch notes for 0.9a have stuff like this, which also makes me think it may have been a later change:QuoteFighters
Fighters from the same carrier will now coordinate their attacks if launched together and given the proper distance to do so
Ordering fighters to engage builds flux up to slightly above 5%QuoteCombat
Adding new assignments is free while the command frequency is open
Waypoints for new assignments will always be created at least 3000 units (3 map grid squares) from the map border
Ordering fighters to "engage" will set a ships minimum flux level to slightly over 5%
Weird, I too remember it being 5% in 0.9a, was this maybe a change in RC10 but not prior?
As far as changing it, you'd have to ... hmm, the simplest thing would be to create a mod where, in its ModPlugin.onApplicationLoad() method, it would set Helmsmanship.ZERO_FLUX_LEVEL = 5.is basically just changing two files. As it sounds like this isn't a bug, just a change that snuck past the patch notes, maybe ask in the modding questions thread if you need some help setting that up?
Weird, I too remember it being 5% in 0.9a, was this maybe a change in RC10 but not prior?
According to SVN, I changed it from 5% to 1% on September 2nd of this year. If you were seeing it be 5% in 0.9a... maybe an issue with the install? Not really sure what else to suggest.
It was a little powerful... :)I dunno, at 5% is was barely worth anything to me, with it being 1% I would never spend a point there over many other options.
Anyway, what Alex is suggesting here:Can you go into your game and check?As far as changing it, you'd have to ... hmm, the simplest thing would be to create a mod where, in its ModPlugin.onApplicationLoad() method, it would set Helmsmanship.ZERO_FLUX_LEVEL = 5.is basically just changing two files. As it sounds like this isn't a bug, just a change that snuck past the patch notes, maybe ask in the modding questions thread if you need some help setting that up?
Wow this feel bizzare, I downloaded the game on 29 of november, I clearly remember the value being 5% in the menu again as said before it's not just a typo, the actual value in game was tested. Made a screenshot like a week ago with 5%. Then yesterday as well, I was testing it and it was 5%
Only today, after tinkering with two game versions, did my 9.0a RC10 version of the game change the zero flux boost to 1%
Yep, I believe you and this is indeed very odd. I think someone else might've mentioned it a while back, too.
Like I said, could possibly be an issue with the install. I'd suggest a clean re-install (i.e. manually deleting the game folder, after saving off whatever mods/saves/etc you care about) to make sure.Did a clean reinstall, the flux boost still at 1%. Christ that's depressing.
It's supposed to be 1%. I'm not sure how much more clear I can be about that.Oh you made it quite clear.
Alright - but in that case I don't understand why you expected it to be 5% after a clean reinstall :) It's ok, though.Well I did a clean install in the first place and had 5%, so...I dunno.
:) It's ok, though.I dunno Alex, the great entropy of the universe and slowdown of everything has me worried. It starts with hullmod changes, skill nerfs and eventually ends up with heat death and lack of movement in atoms.
Oh, hah - looks like I'd left some debugging code in that was setting it to 5 (which was only coincidentally the old value) in some set of circumstances (i.e. a carrier being deployed in combat + some other stuff). Fixed, whew!
Fixed, whew!Nooooooooooooooooooooooo.
So now level 3 helmsmanship is useless now?
So now level 3 helmsmanship is useless now?
Wow, without it you lost the (already marginal) zero flux boost if you fired or shielded anything at all, now you lose it if more than a single Reliant MG fires, what a great improvement.
At this point i'd say to get rid of skills in the first place and make the ships even more customizable as a trade off
Fixed, whew!Nooooooooooooooooooooooo.
The 1% is a tad rash .