@Zaphide: The above is a real issue. Sometimes there aren't any juicy mining fleets around, and no patrols either. If you've put that stuff I made for Vacuum in for crew wages, then it's safe (and will make newbies reeeeally happy) to bring Supply prices back down to earth again. Otherwise, I wouldn't- will go back to being Easy Mode.
I fixed this issue in Vacuum by fiat, by creating a new type of fleet- a Patrol- where it was limited in size... but that was just a kludge.
Was going to do a really proper fix with the Universal Spawn Point thingy, if I can ever get back to coding that. Oh, and had an idea about that, design-wise- one pass for each Faction, check a global that the Faction AI sets for what it wants next and where
Anyhow, as a quickie fix- maybe have a randomizer where even if the local materials are high, sometimes it spits out 2-3 small fleets, 1-2 Frigates and maybe a Wing, using the limiter code to pretend that resources are really tight? Just a thought.
Oh yeah no argument that it is an issue
For the next version I have changed the Rebel spawn mechanic to run from the start of the game (it was delayed for two game months, in hindsight a pretty stupid decision
) and it will spawn fleets in systems that are roughly similar to the players fleet size to provide targets of opportunity. It seems to work fairly well. The other thing the mechanic achieves is minor resource cost for factions (as each ship destroyed is a cost of resources) so there is more of a rotation of defense/patrol/mining fleets, even when not at war.
There was actually a randomizer in a few versions ago, but it had the horrible chance of a faction deploying small fleets into the maw of an enemy huge fleet, and thus throwing away resources
All solvable, but I have taken the path of least resistance...
Also, it is unlikely I'll add a wage system. While I agree it a solution for the too-much-money problem, I'm hoping the CR changes and supply cost changes should alleviate that (once I lower the drop rate of supplies after battles). After all, CR kind of is a wage system (partially).
EDIT: When I say lower the drop rate of supplies, I just mean the larger-than-normal amounts dropped (such as killing a freighter/atlas etc). You should be able to sustain your fleet via farming other fleets for supplies, just not grossly profit from it
Hmm, no the gas and asteroid mining fleets that the Tri corp had running around all had destroyers with them. I tried to take one of them down and it ended horribly, so yeah. I dunno. Great mod otherwise.
Destroyers in the mining fleets? Hmmm there shouldn't be?
Anyways, as above I think the no-enemies-at-start-of-game issue should be alleviated for the next version