I have a freshly spawned (same simframe) fleet in hyperspace, I'm trying to get it to enter a star system with Global.getSector().doHyperspaceTransition, but it appears in the system immediately without any animation and able to move immediately after the change in location. What causes this?
EDIT: Also I may as well ask:
- Is there a way to set an orbital station/battlestation/star fortress's combat readiness to 1%, suppressing its normal
applyCRToStation() behavior?
I've tried setting CR every frame, applying a -1 flat modifier to max CR, and even setting the station fleet's AI mode to false so it needs crew it doesn't have (actually it doesn't, stations have zero skeleton crew). Nothing seems to work :|
For now I just apply the malfunction etc. modifiers directly to the ship stats, though that has the problem of player visibility. (EDIT2: This doesn't seem to work either?!
Perhaps because I'm only applying it to the station center?)
- I don't suppose there's a way to make the admiral AI know it can deploy ships from the side of the map in regular battles when I give it (a clone of) the Force Concentration skill?
Is there an updated guide on creating your own faction mod or a custom faction mod that would make a relatively simple template for me to use?
[...]
Not looking to use custom ships or weapons at this point. Simply a vanilla style faction, with vanilla assets, spawned on a new planet. I've got the faction file sorted, more so struggling to understand/find clarity on spawning the planet. Any nudge in the right direction would be appreciated! Thank you!
For generating a star system, the
wiki has one guide. There are also examples in the Starsector folder, see starsector-core\data\scripts\world (if you're on Windows, the Mac/Linux path is slightly different).
Note that the approach described on the wiki adds the markets in code (e.g. sets their size, resource conditions and the like). The base game uses economy .json files for those, examples of which are in data/campaign/econ.