Need to do danger multiplier for player fleet based on how much legendary ships have player. I mean not NPC danger level, i mean danger level of player fleet what see NPC when atacking player.
It can cut stupid situations on endgame when i as player have 5 legendary Conquests what can exterminate any fleet on sector but i has been atacked by some stupid pirates(in such situations and just do "nuke" command, hate boring battles when you know what you do with enemy). No one will want atack a most angry fleet on sector.
That might work. I would have to give it some thought. Alterations to fleet AI isn't quite within the purview of this mod, and some people get annoyed with having to run down fleets that run away. I don't know how feasible a change like that would be from a technical perspective either.
Copy all of the relation values to your own variables and do compares after actions, then add a bonus and save the new value (to both).
Yes, monitoring relations and adjusting them based on existing changes would work, but it wouldn't result in a good user experience because the actual changes would be different from what the notifications say. To do it properly, I would have to either fix the vanilla relation change notifications, or suppress and replace them.
But what about, say, ships purposely designed to eschew shields in exchange for regenerating hull/armor as a form of defense?
My opinion on this is basically "defense is defense," be it from shields, PD, cloak, armor, speed, firepower, ship systems, or anything else that helps the ship avoid taking hull damage. Regenerating hull, on the other hand, is something that isn't handled well by this system at all. I'll have to think about ways to handle that. I might change it to "lowest hull level reached" during the battle instead of "total hull damage taken."
Any chance in the far future of some sort of mechanic to "exclude" certain ships from gaining trait hullmods (both positive & negative) without having to uninstall Starship Legends? A whitelist, perhaps?
A blacklist is more likely, but I want to try to figure something out that's not quite so heavy-handed.
(Other than that... thanks for this awesome mod, Sundog. Earning buffs via trait hullmods is helping me kick my ConsoleCommands cheating habit )
You're quite welcome
I should warn you; I'm planning to add console commands to manipulate reputations at some point.
I got curious and went to check. I've messed with console commands and devmode, mainly to be able to fight any fleets/stations I want immediately, and somehow got records of damage received and dealt completely zeroed. It also appears that if you fight a station with just an Excelsior, then retreat, it doesn't count the damage dealt at all.
Thanks for the info! Were these battles all against a lone station? The current version doesn't handle damage dealt to stations (and multi-part ships) well at all,
due to how the game records hull damage (basically, the final blow awards 100% damage). Fixing the handling of station damage is one of my main focuses for the next release, and I'm pretty sure this aspect of it is already fixed in the dev build.