Been looking at the new Colony Crises code and FleetGroupIntel. Wondering:
FGI spawns fleets immediately and never abstracts them like with normal route-managed fleets. Should I be concerned about performance if there are a bunch of large events going on at once (possibly more than a dozen, going by some screenshots I've seen)?
Is there a way to detect when a major crisis event fires or its FGI has been generated?
It doesn't spawn them immediately - there is a single RouteData that simulates their movement, and it spawns *all* of the fleets when that RouteData is close enough to the player. From that point on, the fleets all stay spawned until the end.
Re: having a bunch of large events - possibly? It depends on if they're all in the same part of the map, how many fleets there are, etc. FGI is not really intended to handle *a lot* of stuff, not on the scale of say faction-faction warfare, especially in a scenario where there are many factions. But the only way to be sure is to test it out and see.
Re: how to detect - not sure, actually. I mean beyond stuff like checking for event progress and the presence of a new FGI etc.
(Sorry about taking a while to respond, btw!)
hello again everyone. its me. again. with more questions and things.
1) is there a way to get the Strings contained within a given 'TooltipMakerAPI'?
2) is there a way to get the Strings from a given 'BaseIntelPlugin'? (pacifically, the text that would display on the right hand of the screen when you click on it)
thanks everyone who answered my questions in the past. I know sometimes my questions are weird.
Not that I can think of. Those strings could be put together with code.
(I mean, one could take a created tooltip/intel item and inspect it with reflection etc, but that's beyond the scope of this thread.)
Hello, how can I stop the launcher from disabling my mods which are not flagged for current version? I know I can change the version in the json file, but dont want to do that with ~35 mods. Would be easier to just stop the game from disabling them everytime I start the game.
Thanks in advance!
There isn't a way, sorry.
Is there any way to increase salary of individual administrator?
See: Misc.getAdminSalary() - you *might* be able to set a different admin tier and provide a different salary value in settings.json. I'm not sure if a different tier value would break something else, though.