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Mods / Re: [0.95.1a] Fleet Size By DP
« on: October 19, 2022, 05:25:28 AM »Seem to have a dead link for the mod.Works fine for me?
Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)
Seem to have a dead link for the mod.Works fine for me?
Created a new game without modifications (on the game calendar - March 2, 206 cycles), i.e. the very beginning of the game. We open the contribution of food production and consumption, summarize and get the following figures: production - 91 units, consumption - 293 units. Triple deficiency!That's not how shortages, or indeed production units, work.
I am using bunch of mods, but none is modifying combat.So none of them add ships, weapons, or hullmods?
Unsurprisingly, it's Yunru HullmodsJust a heads up that I also have a hullmod that automates ships.Ah, I was hoping someone would point it out if there were other methods of automating ships. Thanks! I'll see what I can do about improving compatibility with that feature. Could you tell me which of your mods adds it?
Definitely!Although it does it by adding the Automated hullmod, so I suppose you could just check for that.Unfortunately I couldn't rely on all mods with similar features to do the same, so checking for that can get dicey. I think I'll probably just keep checking if ship.minCrew <= 0 and resorting to more complicated checks only if the ship is mothballed. That should be fairly robust.
Edit: This should work in all cases for your mod, right?Codepublic static boolean isShipCrewed(FleetMemberAPI ship) {
return ship.isMothballed()
? (ship.getHullSpec().getMinCrew() > 0 || ship.getVariant().hasHullMod(HullMods.AUTOMATED))
: (ship.getMinCrew() > 0);
}
"yunru_install_confirm",
"yunru_automation",
"yunru_install_gamma",
"yunru_install_beta",
"yunru_install_alpha",
"yunru_arr",
"yunru_fast_fire_missiles",
"yunru_ai_targeting",
"yunru_aiecm",
"yunru_phasedive",
"yunru_remote_fighters",
"yunru_ai_energy",
"yunru_quickstart",
"yunru_dynamic_shield_tuning",
"yunru_dst_incompat",
"yunru_qs_alpha",
"yunru_qs_beta",
"yunru_qs_gamma",
"yunru_dst_a",
"yunru_dst_b",
"yunru_dst_c",
but its so boringly obvious that hyperspace storms add more annoyance than engaging gameplay that it might be more fun to discuss changing them for the better, rather than pretending that they're fine.To you, maybe, but that doesn't make your opinion fact.
All of these responses just reinforce why none of you should be game developers. "Just navigate around them" "I've found this trick useful for mitigating the annoyance" etc. etc..Ah yes, stating your opinion as objective fact, and thus a reason that others are wrong.
In their current form hyperspace storms add NOTHING of value to the game. Imagine you're playing The Witcher 3, and every time Geralt says "Winds howling..." "Storm's coming....", your stupid horse is blown off course and you have to fight the controls just to go in a straight line to the next town. Frustrating mechanics under a thin veneer of world building does nothing for me, sorry. Either rework Hyperspace Storms entirely or remove them and build the supply cost directly into travel distance.
I wish you luck in your search.