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Mods / Re: [0.95.1a] Progressive S-Mods (0.8.2) %u2014 gain XP for ships, spend it on S-mods
« on: January 10, 2022, 07:56:01 PM »Shepherd doesn't get civilian ship XP because it has a fighter wing, and fighter wings count as weapons.It was my understanding that ships with the civilian-grade hull modifier are supposed to gain suppport XP regardless of weapons (i.e. if you put weapons in the small mounts of an Atlas, it should still get XP as long as you don't also give it militarized subsystems - right?). Are fighter bays just different than normal weapon mounts for these purposes?
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I don't think having such a config file is a good idea, simply because it wouldn't be very maintainable -- I'd have to either update the list for every mod out there that has support ships (including new releases), or allow other modders to create their own lists. For something with such a low impact, it's not going to be worth the hassle.I wasn't suggesting that you should maintain the list (at most put any vanilla edge cases in, but certainly nothing more than that), it would just be nice to be able to add ships to the list myself. That's the point of suggesting it be in a config file - something that the user can edit to meet their needs.
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As for gaining XP for auto-resolve pursuits -- there are two cases where you might order such a pursuit. The first is after a large battle, where you pick off stragglers after winning the main engagement. The second is when your fleet is so much stronger than the enemy's that they are running away from you from the start. In the first case, the XP gain for pursuit should in theory be negligible compared to the main engagement. I've never felt the need to do a manual pursuit to pick off stragglers since they usually don't amount to much in comparison to the prior battle. In the second case, allowing auto-pursuits to give XP seems like it would be exploitable, since you could just gather a large fleet and repeatedly bully pirates to gain XP, while spending very little time or effort doing so.In my experience, the stragglers after a battle are often a pretty significant source of XP. I haven't kept careful track, but I do see individual ships involved in pursuits getting more XP than some of the lesser ships involved in the main battle, into the low triple digits depending on what sorts of stragglers there are. Considering the ships doing the pursuing often only see combat during pursuits, that's the difference between "a little ways behind the main combat group in XP" and "never gets XP, ever".
The second case has a subcase where you're pursuing trade fleets, but in this case I actually think maybe I should change it so enemy civilian ships don't give XP. This should reduce the urge to manually pursue trade fleets for easy XP.
My pursuits are generally as a result of either rescuing allies (you'd think those pirates attacking the trade fleets supplying my colonies don't have anything better to do than piracy ), working on missions, or cleaning up after large battles. I think the number of trade fleets I've hunted down since installing this mod is in the single digits, so the proposed change probably won't really affect me one way or another - at least as far as pursuits go - although at least I can feel ok about auto-resolving the special case of "I killed all the combat ships, but they had a bunch of tankers and the like in reserve I have to hunt down". It might have unintended consequences, though, depending on how the technical details of "what is a civilian ship, exactly?" shake out.