Updated to the latest version and I can not load my saved game. I assume this is normal but I figured I would ask just in case I was wrong.
Did you update from 1.1? If so, then that is normal. Unfortunately, savegames can not be loaded after certain things have been changed in the data files. This is especially true for provisions, and since the changes to armor and shields rely on those, there's nothing I can do to prevent it. This is also one of the reasons testing can be extremely time-consuming (imagine you have to start a new game after every few changes...). Sorry, I should've warned about that.
I tested the mod for about an hour now and gotta say, i love the pirates (did you somehow change them?) i got attacked by about 20 size 10 ships and that was a lot of fun ;p
Thanks! Though I have to admit the pirates are not behaving the way I intended to. At the present time, they only use Pillagers (those scale 10 ships you mentioned) and nothing else. I'm not sure if this is due to changes I made to empire_defaults.xml or if it is related to the recent patches. I remember seeing this in the changelog:
[Fixed] Pirates with money troubles weren't buying pillagers because marauders were cheaper.
As soon as I have the time, I'll investigate this. They were supposed to use some of my new designs as well, after all.
Love all the additions as well, and i am a big fan of the scale HP limitation method you use, that is really a great idea
Thanks! At the moment, I think it feels better than static limits. It's nice to see how the structural limitations shift as your technology advances!
- Do you plan on including ship experience? (I know, I know.. theres mod that does, but experience for ships is imo a pretty cool thing, i just like the armor/health and scale balance in this mod quite a lot so yeah
I'm still thinking about that. Generally speaking, I would like to have both crew experience and AI efficiency reflected in some way. The details of the mechanic would still have to be developed, though. To be honest, I will also probably need some help to make it work.
- Speaking about Armor, isn't there a way to somehow make smaller "scale" ships more "able" to dodge fire from (much) larger scale ships? Or is that not moddable yet?
It ought to be moddable, and I think Foraven has this in his Re-Balance Mod (FRB).
Thought about it and decided not to implement this (yet?). Look at it like this: Every ship beyond the scale of a fighter or bomber is just so massive that, despite the thrust, you can not possibly expect it do change it's course quickly enough to dodge a high-speed bullet in empty space, much less a beam of light.
Also, regarding gameplay, the maximum chance to evade a shot for most ships below a certain critical scale would have to be limited to, say, something like 25% in order to prevent it from becoming overpowered. Then again, 25% is not THAT much if it's fighting a much bigger opponent... The way I see it atm, the benefits do not outweigh the effort. Sorry.
- The start phase in 1.2.1 is pretty ok Though i hope the remnants will get a MASSIVE boost (and some diversity?) at some point, i find them too easy.
Actually I included a new ship design called Remnant Guardian, scale 25, with lots of firepower, shields and strong armor. I've yet to see the remnants get those... Did you see them use it?
- Do the pirates get larger ships the more the game progresses? I would love to see pirates come in with 1 or 2 bigger ships and, pirate ships really need better weapons which are not usable against planets but only for defense against ships.
While I don't like the idea of giving them bigger or more heavily armed ships (they're coming to loot
, after all), I did include 5 new Pirate ship designs (one of fighter scale)... However, for some reason the pirates currently only rely on the Pillager. Like I said, I will look into this and try to fix it soon.
Anyhow, tis a very good mod
In any case, it will probably be some time before I can continue working on the mod again; at least about a week. In the meantime, I will work on the details what to add/change next. Though I'd like it to be final, there may also be a few more additional tweaks to power cost and generation as well as some additional tweaks to some weapons' rate of fire and damage. A few more subsystems will be added as well, so don't think it'll get boring anytime soon, people!