From: Miami, Florida, U.S.A.
Hey Roger. Really like your mod, but sadly I'm having a bit of a problem with it as well.
First thing: shipMarkupFactor
The description states that
This is a factor in determining ship purchase price. Defaults are 5.0 and 2.5 for pirates. It will not affect maintenance costs.
Well, thing is: it does modify maintenance costs. As I only just registered and can't post links I have to describe the situation. I have started the same mod pack (bacon, retreatue, das chrome - it's linked in the mod forum) once with 1x markup and then with 10x markup. The ship (Escort, size 233, standard design that came with the mod) with the same design had the purchase cost correctly scaled according to the markup value (from 452 to 4518 - rounding error I assume) , but the maintenance increases as well (from 259 to 910 which isn't 10x).
Is that working as intended and the description in the config is just wrong? I'd love to increase the shipmarkup for purchases but as I play pirate games as well, there's no way I can handle the increased maintenance at the start where you're grasping for every straw.
Second thing: Gravity wells
They are a good idea and I like the added complexity they bring, but they introduce a very weird bug when enabled. A "good bunch" (feels like 20%) are sometimes going nuts with the calculations to escape said gravity well and aim for 0,0 in the galaxy map. I know this has ben brought up before, but in the games I played it even happened with constructors that are currently immobile while building something. Also, and that's why I said "nuts", when this happens the FPS usually drops to an abysmally low 5-10 FPS. Sadly this also happens without the gravity well enabled (I had to disable it or a "whole" fleet with 50 ships would freeze the game for minutes) but at a far lower rate.
Third thing: Build order screen only counts non state ships
When I open the build order screen and look at the amount of ships and the recommendations (not really caring about the recommendations) the game only counts the non state ships. In my current game I have 13 gas mining ships but only 1 shows up in there and I only have 1 of them as a real non state ship which I have no control over. While I like being able to command around them manually, this feels weird and having to mark them all in the ships and bases screen just to count them is a bit tedious.
Last little thing: When you start the game with your modified exe it pops up the mod reminder twice. Can you reduce it to once or at least make the message nonmodal so the game at boots up while displaying the message? I sure as hell don't want to derive you of your work.
1 I'll look at maintenance costs for increased ship prices again. I usually play at about 4 times normal cost and I didn't notice increased maintenance. I've been playing pirate a lot lately and I know what you mean about being strapped for cash early on.
By the way, since you are playing the Bacon + retreat + das combined mod and playing pirates anyway, be sure to check out my latest scenario "Pirates of Jupiter".
2 The ships shouldn't actually GO to 0,0 but when inactive (like a construction ship building something and waiting for supplies its short of) it will draw the lines pointing to 0,0. The slowness is tied to the range circles. If you turn off range circles it doesn't show the vector lines when zoomed all the way in and that should help a lot. That's why range circles used to default to off.
3 I'm looking in to a way to include state version count in the advisor suggestions on the build screen.
OK, I looked at ship markup factor. For empires, everything works as described in the BaconSettings file. For pirates its a little more involved. Apparently, pirates have an additional surcharge to their maintenance that empires don't have. It's based on the tech cost setting when you create a galaxy and also multiplied by the shipMarkupFactorPirates.
Additionally it seems when ship price is calculated it is multiplied by shipMarkupFactor for empires and by shipMarkupFactorPirates for pirates as one would expect. However when maintenance cost is calculated it is divided by shipMarkupFactor regardless of whether or not the ship is empire or pirate. This might be a bug in the original game or a design feature. So a pirate’s default maintenance without changing any values would be 1/2 an empire’s maintenance plus the surcharge. Raising the shipMarkupFactor by itself will slightly lower pirate maintenance costs while raising the tech cost or shipMarkupFactorPirates will raise their maintenance costs.
Since the Bacon setting values are read in every time you load a game you can play around with the numbers until you have something you like.
< Message edited by RogerBacon -- 8/14/2018 11:36:01 PM >