This looks as one of the best late game's mod that really makes sense, thank you. Will test it alongside my xrsge overhaul. Hope you don't abandon this in favour of the modpack that is too far reaching to be compatible. Please keep this one updated too with any change at its core you add in the other, I am sure many as me will appreciate this lighter version too :)
Wow this is amazing can't wait to try it! I always wanted to play more strategically and pretty much every strategy game has a supply limit for a reason! Now to get big you have to actually take some risks as opposed to avoiding all conflicts and just building infinity ships while every faction just ignores you becoming a super power...
So, I noticed that this mod says you can only build shipbuilding stations inside owned territory, would you consider loosening that restriction to owned and Allied (rep 27+, or whenever the teleport option unlocks) territory?
Hi! Where I said that? Because you can build where you want but you have a limited number of ship building modules that you can build. For the ship building modules by default you have 0 allowed at start, so you must own at least 1 sector. But you can change that in the settings. Where you build your modules is not limited.
Not needed a new game, but if you use it in a save where you have large fleets and stations make sure to set the mod accordingly because by default supply is strict and you may find yourself at war if you have a great military strength.
Hehe ^^, For the strength I assigned to ships I followed the game developers, they assign 21 power to XL (battleships), 9 to destroyers, 3 to gunships (M) and 1 to small crafts.
By default, in the mod I assigned a complessive military power of 180 to start the military threat war, but if you want a more permissive set, you can change the setting with an higher value.
Note that you still need supply, given to you by the number of sectors you own, to support your ships otherwise you may loose some. But you can also change that if you find supply provided is too low!
I really like the idea of a cap but It's a bit inconvenient when a ship or a station module destroyed without warning, esp in early game.
Is there a way to warn player if the cap is exceeded? Another way to raising the hard cap (ship destroyed) and perhaps add a soft cap that penalizes in some other way such as costing money to maintain?
This would be very nice. Maintenance money might be quite difficult to implement, but maybe instead of destroying the ship right away you put up a big disclaimer message popup and run a 15 minute timer, letting the player sell some extras off? Should be relatively simple script tweak to do that.
Thank for the feedback, I will see if another method is possible!
Regarding the notification, you should have a notification and a log entry telling you if something has been destroyed. Vanilla game also write you an entry in red in the logbook when a ship has been destroyed. Ships destroyed by this mod will have the entry just telling destroyed, without specifying what destroyed it.
For station modules there is no such thing, but since supply for station defence and building modules are very strict you can check manually your stations. I know this is not ideal.
To check manually anytime if you are at risk of loosing something at the next check you can go to the extensions options, anghelos92:sector ruler then "INFO PANEL". If there is a risk you will see that written in red, otherwise you will not see the warming.
(You can see what i am talking about in the images of this mod page)
Yes, you get the in-game notification AFTER the fact :)
what I'd suggest is you generate a message that says, for example: "Warning! You have exceeded your maximum allowed [size/type] ship quota. One of your [size/type] ships will be destroyed in 15 minutes if you do not reduce your fleet size!".
This would maintain the exact same utility as your mod, but would not immediately punish players who accidentally exceeded the limit.
Hey I added the option to have notifications (every minute) if some cap or supply is exceeded. The notification will show in red.
Regarding your suggestion about having more soft supply constraint and maybe adding money upkeep instead, i will see into it (Real life time is a b&@*$!)
Hey, the mod sounds great for people that want that 4X vibe but do you think you could make a separate mod with only the welfare modules part? It would be amazing for them to be somewhat relevant for once in my current run.
Hi! Unfortunately I do not plan to make a separate mod, but you can set this mod sliders to the max regarding supply and to 0 regarding population income and sector income, while setting the desidered income for population in stations with welfare modules.
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Yes it does, instead the modpack, called "sector ruler modpack" Will ben updated for 7.00 soon
For the ship building modules by default you have 0 allowed at start, so you must own at least 1 sector. But you can change that in the settings.
Where you build your modules is not limited.
Oh my... I only have 2 Battleships, 16 Destroyers, 52 Gunships, and 41 Fighers, while owning just 3 sectors.
This is very interesting. I will definitely enjoy it over the weekend.
For the strength I assigned to ships I followed the game developers, they assign 21 power to XL (battleships), 9 to destroyers, 3 to gunships (M) and 1 to small crafts.
By default, in the mod I assigned a complessive military power of 180 to start the military threat war, but if you want a more permissive set, you can change the setting with an higher value.
Note that you still need supply, given to you by the number of sectors you own, to support your ships otherwise you may loose some. But you can also change that if you find supply provided is too low!
Enjoy, every feedback is appreciated
Is there a way to warn player if the cap is exceeded? Another way to raising the hard cap (ship destroyed) and perhaps add a soft cap that penalizes in some other way such as costing money to maintain?
Regarding the notification, you should have a notification and a log entry telling you if something has been destroyed.
Vanilla game also write you an entry in red in the logbook when a ship has been destroyed. Ships destroyed by this mod will have the entry just telling destroyed, without specifying what destroyed it.
For station modules there is no such thing, but since supply for station defence and building modules are very strict you can check manually your stations. I know this is not ideal.
To check manually anytime if you are at risk of loosing something at the next check you can go to the extensions options, anghelos92:sector ruler then "INFO PANEL". If there is a risk you will see that written in red, otherwise you will not see the warming.
(You can see what i am talking about in the images of this mod page)
what I'd suggest is you generate a message that says, for example: "Warning! You have exceeded your maximum allowed [size/type] ship quota. One of your [size/type] ships will be destroyed in 15 minutes if you do not reduce your fleet size!".
This would maintain the exact same utility as your mod, but would not immediately punish players who accidentally exceeded the limit.
Regarding your suggestion about having more soft supply constraint and maybe adding money upkeep instead, i will see into it (Real life time is a b&@*$!)
Thanks!