Is there any way for a "sub-faction" to spawn smodded variants using a Lion's Guard HQ or...? I have a Lion's Guard-like faction that I wish for it to spawn with specific smods that I've already specified inside the variants. I thought the variants saved with its smod variant would be able to work, but that didn't seem to be the case.
Hmm - a custom fleet inflater is always an option. To be honest, I don't remember how the default one works; a little surprised that it wouldn't keep s-mods specified in a .variant file, though.
is there any way to get an expandable tooltip for a hullmod, like press F1 for it to expand and show more?
I don't believe so, actually - looks like that's a case where there *isn't* an "isTooltipExpandable()" method for it.
Sort of a modded-bug-report thing: Is there a smarter way to handle ShardSpawner's use of setCombatNotOverForAtLeast(time)?
Currently if a player or allied shard spawner ship appears in a battle and doesn't get disabled or retreat, the combat won't end except using devmode/console.
I'm not sure I understand. setCombatNotOverForAtLeast() gets called from that hullmod's advanceInCombat() method, which will not get called if the ship is removed from combat for example via script. Between that, disabling, and retreating, what other state is there for a ship to be in where you *wouldn't* want it to prevent combat from ending?
(Incidentally, I'm surprised it works at all on the player side; wasn't really coded with that in mind at all...)