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Author Topic: Saving Builds In Missions / Testing OPs / Variant Limits  (Read 617 times)

xenoargh

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Saving Builds In Missions / Testing OPs / Variant Limits
« on: July 24, 2023, 05:35:31 PM »

This is a minor thing, given that Missions are meant to be the "training wheels", but when I have four Wolfs I want to equip with <test configurations> in a Mission, it'd be nice if:

1. You could really save the Variants and pass that along to other ships in the Mission. IDK whether Missions don't actually create a CampaignFleetAPI object or what, but you can't do it; save a Variant, and click on another ship of <type>, and you cannot see the saved Variant. Variants made in Missions are now built as files in /saves/missions (which is great) but they aren't labeled via the convention id_plus_variantname_with_underscores_instead_of_spaces.variant, which is a minor quirk that ideally would get fixed, because then we could do one and drag-and-drop straight into a mod, etc.

2. It'd be nice to be able to go over base OP limits in Missions to test optimized builds, mainly to test AI-built campaign stuff.

3. I know this is an unlikely ask, but the four-Variant limit, where if there are more than four, they simply cannot be seen / used, feels limiting sometimes. It'd be cool if that was a sliding list you could scroll through. This effects Campaign as well as Missions.
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Network Pesci

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Re: Saving Builds In Missions / Testing OPs / Variant Limits
« Reply #1 on: July 24, 2023, 08:15:40 PM »

Regarding the third point, I definitely feel that there needs to be more room for variants.  In the campaign, I might have three total loadouts for a particular ship, for support, frontline, and personal piloting.  If we're supposed to take the default vanilla loadouts seriously, there needs to not be a huge incentive to immediately delete them the first time I get multiple copies of a particular hull.  I don't even really look at them and consider how I could improve them for my own roles, I just delete at least two of them right away so I have room for my own builds.
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xenoargh

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Re: Saving Builds In Missions / Testing OPs / Variant Limits
« Reply #2 on: July 24, 2023, 09:31:54 PM »

Right. It's a bigger ask, though, since that UI is almost certainly Very Hard Coded Indeed and this is in the "nice to have" category. The other stuff, like saving the variant in a slightly-more-useful-way-name-wise, or having that UI poll the saves/missions/mission_name file for saved .variants, see if any match <id> and then, if true, and a slot remains, populate next free slot with <variant>, shouldn't be too bad?

The OP thing could just be a config flag, I'd think. It's kind of like how SSED won't let you edit in more than the base level of Vents and Caps, even though going over has been an in-game convention for many years now.
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