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then started to get some pretty bad stuttering every few seconds, bringing my idle indicator to like 12% each time. Figures though, I was playing with like 7 different factions, 8 systems, lots of planets and systems. Saving took a long time too but I understand that's normal.
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re. stuttering
Actually I noticed this testing the latest changes. I wasn't sure whether it was something I had done since posting the download so thanks for reporting that. I'll look into it. I think my threading solution was a bit premature in more ways than one (it seemed good though!).
Saving/loading will take a while unfortunately. The multi-systems adds a lot to the savefile, and Exerelin itself adds quite a bit too.
How are logistics numbers calculated with this mod? I am not sure why 10+10+10= 74 with an empty inventory + skeleton crew.
What faction/fleet composition did you have? I think I might know a cause of this (something I forgot to update for 0.6)
This may sound like a minor thing but it would be nice to be able to choose 6 systems. There is a pretty big difference between 4 and 8 I think.
Yep I will add it
Also a two system option as well.
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Zaphide: After testing a bit, I've narrowed it to Kadur's current release and instructions being the culprit. Not sure exactly what/how, but I'm not having it with only that one turned off.
Thanks, appreciate the testing effort. (I think I still have the older version of that mod), I'll check it out against the latest version.
I am new to this mod,so I am not sure if I am doing this wrong.
first, I fly over to a empty station and capture it..
then what do I do ?
I mean I have very few resources, and there is no other faction in sight.
I would sit there for a while and watch some fleet spawn from the station I capped...
But I still dunno what to do after capturing the station
Anyone could shed a light ?
No you're not doing it wrong. The early game can be a bit slow (kind of think of it as the scout/mine phase, although mining is kind of broken atm). I probably need to start each system off with a few small Rebel fleets to give some combat option at the start. Otherwise, you could go kick off a war with another faction
Yo zaphide, I just started play'n the new version and I seem to be see'n a couple bugs. First of all, factions seem to be creating and sending out crusade fleets against other factions that are neutral to me. They don't go after the other factions fleets, just start flying around the station as if there was a war. This is not long after the start of the game, and as far as I'm aware no actual wars have broken out yet.
Another thing I've noticed, and this might not actually be a bug, but after leaving and then returning to my starting system, in which both my pirate faction and the junkpirates have a station, rebel junkpirate fleets were attacking the omnifactory as if it was a station.
Thanks sirboomalot, yep both bugs
I will fix for next version. The 'crusaders going after neutral' is caused by both you and another faction attempting to takeover a abandoned station at the same time. It should clear itself up after the game gets going, and yeah the Rebel target code needs to exclude things like the OmniFactory
Actually this is part of a change I didn't really note down anywhere:
The Rebel faction is now always hostile to everyone. The ships that it's fleets are using are based on which faction is most numerous in that system; so in your example, JunkPirate must have been leading their pirate brethren in that system, and so the Rebel fleets look like JunkPirates. As factions gain/lose control over systems, the Rebel faction fleets in those systems will change accordingly. The idea being to give you a chance to fight your own factions ships