As far as RemnantSeededFleetManager and LuddicPathCellsIntel, as well as ShipRecoverySpecial - it *seems* like it should be possible to override these "normally"; am I missing some aspect of this?
I think you're right, they're extensions of extensions of plugins, I was just going through my list of changed files and checking for "plugin". I'm not quite sure how to overwrite or extend them through the plugin system.
I extended the buff interface of BuffManagerAPI to include an option for retrieving the "level" and "name" of the buffs.
In DModManager I changed addDMods() to change the way Dmods were added, how many and which ones it chooses to use
In FleetFactoryV3 I changed the CreateFleet() and addCommanderAndOfficers(), altering and inserting a bunch of things that needed to happen during the creation of every fleet. This could actually be solved just by having a fleet creation listener and altering the fleet post creation through an inflater and some scripts I think.
I also changed BaseIndustry to support more installable items and cores
Yeah, I'd hate to say "no" given that you've already put a bunch of work into it, and, frankly, it sounds interesting. So I'd say, at least provisionally, go for it!
Cool
Since we cannot really anticipate any possible issues without it, can you please post a list of replaced scripts and also maybe broadly what you did overall? I would like to believe you, but to be perfectly honest, I can't help but to suspect that what you been working on will affect some current or future mods.
This mod is essentially a difficulty overhaul with big features to extend the end game and make the game more challenging past a certain point. It isn't going to be compatible with every balance changing mod or tweak, but is designed to work with all content adding mods and major feature adding mods that don't change vanilla balance.
Unless something also alters the same files in the .api in the future, there shouldn't be any conflicts even in future content or feature mods, except maybe with anything that replaces vanilla plugins like FleetEncounterContext to add features. Nexerelin and Ruthless Sector both do that and are compatible though.
There are some *balance* conflicts with some mods, like Gladiator or anything that makes huge fleets, I can't say for certain whether or not those will be balanced at all, but they will work. And probably not compatible with any other broad balance changing mods that alters vanilla content, and possibly some tweak mods, just out of differences in direction.
In broad strokes: the biggest change is the alteration of FleetFactoryV3 and the addition of fleet level buffs. Fleets get assigned a buff that affects all their ships' combat stats when the fleets get more FP. The fleet sizes get diminishing returns so instead of 30 capital ships in an enemy fleet, there's maybe 7 + cruisers and below, but they're high level. This is all done as fleets are created through FleetFactoryV3, which everything in the game uses to generate fleets. It also changes officer assignment and gives officers specialty buffs, which is also all done through FleetFactoryV3. Fleet sizes in general are also larger depending on a multitude of different factors, all done through FleetFactoryV3 again. FleetParams is unchanged, it requires nothing from any script that makes fleets not needed in vanilla, so every mod that uses a script to generate a fleet is compatible.
Full list:
.API files changed:
FleetFactoryV3
DModManager (might have balance issues with anything that adds Dmods due to changes in tags used)
BuffManagerAPI (Anything that adds out of combat buffs may not be compatible, unsure)
BaseIndustry (new industries inherit the changes/additions, so no conflict with industry mods like terraforming)
Plugins Changed:
FleetEncounterContext
DerelictShipEntityPlugin
AICores
SalvageDefenderInteraction
RemnantSeededFleetManager
RemnantStationFleetManager
RemanntThemeGenerator
ShipRecoverySpecial
LuddicPathCellsIntel
Plugins and Scripts added:
A bunch of buff scripts
A MagicUI derivative for in-combat buff display
An EveryCombatFrame plugin
Vanilla Content Rebalanced through normal means:
Most skills
Most Industries
All Commodities
Most Hullmods
Salvage_Entity_Gen_Data.csv
Drop_Groups.csv
Settings.json
Vanilla ship and weapon balance is unchanged, so any faction or content mod will be thematically compatible with the overhaul.