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Rapporter et oversættelsesproblem
Both mods use the same place to initiate the conversation, making it impossible to use the other mod on ships.
Which reduces profits + the construction of stations takes more than 2 hours of real time due to a shortage of 10-30 components.
This problem is only at the beginning and middle of the game, when there are no means of defense and patrols.
But for many years there have been no changes from the developers.
So that traders do not react to their demands.
The lack of this option has been annoying for years.
I made the mod based on the same train of thought as you: I don't really like save scumming, but I also don't like losing ships to AI stupidity or me not babysitting them the whole fight.
Having "patrol" fleets end up with only M+ ships surviving a bad run-in with a Xenon K or even an I is annoying when technically it only happens because I'm not there to babysit and tell the fighters to GTFO manually. Possibly make it a, decently expensive, ship mod to balance the potential power of making it much less likely to lose any ships.
Oh yea, maybe someone else can make a black-list mod specifically to FORCE a fleet-wide retreat if the specified ship appears within engagement range(preferably an override command so that it can interrupt and abort things like attacks on nearby targets like the roaming fleet mod does). That way I can have my fighter patrols automatically nope-out if they spot one of those big scary bois. Hopefully with built-in compatibility with this mod to make the retreat instead be an E-Jump followed by a retreat if the fleet possesses the ships to do so.
Or perhaps cap how much a given ship size can "pull along" into the jump, making it so you need to weigh the risk of balancing out the numbers so that none are left behind, or go big and accept that some fighters might get lost if you need to escape.
Potentially make it where they measure the health of their subordinates as well and, depending on config options(Only the leader(default, how it is now), total HP(might result in deaths if it's a carrier and fighters where the entire health pool of some fighters still won't drop it below the threshold), Percent Average(less likely to let some die, based on the average percentages), and weakest link(begins the jump as soon as ANY ship in the fleet reaches the threshold), they try to pull their allies with them in an emergency jump, having the main ship(the ship with the actual jump drive) starts to spool up while the others are immediately forced to drop everything and rush to get close enough and not be left behind.
I'd have to break it out into classes if I change the hull threshold. A capital ship at 40% hull (or 25% shield like you previously mentioned) is very much still in the fight and it would be annoying if they are jumping away prematurely.
@knightphantom: no, I don't think so. This mod is meant as a chance at second life for a ship (and experienced pilot more so) that's in a bad spot. I think jumping sectors at 25% shield you may as well just install one of the immortality mods. I'll explore this further if I add software modules.
I like that it's built in a non-cheaty way.
Thanks for sharing.
BTW - if you decide to expand it somehow, it might be cool to have the 'emergency jump' as a 'buyable' software/equipment eg. with different tiers (Mk1, Mk2 etc) differentiating prices, jump ranges, cool-down times.