Status update: Spent around five hours re-writing the campaign's character creation script in the new scripting language introduced in the new patch. Once I've got that working and tested (every branch) going to revisit the balance, specifically the Basestars and Raiders which seem to have been severely gimped with the latest patch.
Played through the missions again my one issue is that the standard starfarer escorts don't really work all that great. the vipers kind of just hover around the sides rather than orbiting the ships not sure if its something that can be fixed but great mod over all.
Can't wait to see what this ambitious campaign you've got planned will look like
Undoubtedly an issue, but not a prevailing concern for an early alpha. I'm sure it's possible to come up with more elegant formations and behaviours, but first of all I really need to make sure the escorts aren't horrible imbalanced, as it seems to be at the moment
It's somewhere on the hypothetical TODO list, somewhere alongside 'not using placeholder dialogue' and 'preventing the player from using hundreds of nukes over the course of the campaign'
i managed to get my modified mission to work but is there a way to limit the amount of points for ships in battle so not all their basestars are out at once. because my laptop slows down with all the raiders and basestars that enter.
Well, I couldn't answer this question a minute ago, but let's have a look. I just had a search through the starsector-core/data/missions folder and picked out a mission that had a name which sounded like it would have lots of ships (hornetsnest). I then opened up the mission definition file and noticed it explicitly states the player has very limited command points. The only thing which looks even remotely like command points is the final argument going in to initFleet, which isn't in the BSG missions.
A quick Google for 'starsector initfleet' brings us to here:
http://fractalsoftworks.com/starfarer.api/com/fs/starfarer/api/mission/MissionDefinitionAPI.htmlThat API document defines the optional final argument of initFleet (technically an 'overload', but let's ignore that piece of jargon) to be the 'command rating'. Well, it's not quite command points, but let's give it a shot! Armed with this knowledge, let's see what happens when we change:
api.initFleet(FleetSide.ENEMY, "", FleetGoal.ATTACK, true);
to
api.initFleet(FleetSide.ENEMY, "", FleetGoal.ATTACK, true, 5);
Let me know how you get on