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What's that Shipset?
Basically you can have more than 1 fleet reinforceing with this mod. However, the mod only checks the first fleet for casualties. Meaning that it only builds ships when the first fleet has a couple of them missing.
But once it notices that it needs to build shios, it will reinforce all fleets. So all you need to do is delete 1 corvete from the first fleet (if it is at full capacity), and all the fleets will reinforce 1 round of ships. So you need to do this over and over untill all fleets are reinforced.
It seems like Paradox may be changing a lot of things regarding combat and starports in a future patch according to the pictures they are releasing, hopefully they might even implement proper templates and this mod is no longer necessary.
The biggest limitation right now is that mods can't queue up ships or merge fleets, only create them instantly in a "cheaty" way. I don't think ships created this way take into account any upgrade modules on starports, and I don't think there's any way for me to apply tracking / damage bonuses to ships after creation. I'll see if I can add compatibility with other ship sizes mods in the meantime.
Good luck, it's a very good idea
I imagine they’re sorted to appear at the bottom of the list of modules chooseable for that slot, but it’s still annoying, and I’m also looking at mods from a multiplayer perspective. Command Ship modules showing up in the list, when refitting a Corvette, will confuse a lot of players.
1) It seems like mods can't obtain the total ship build time and cost reduction modifiers for a country. So the mod has to look for every civic / tradition / trait / agenda / tech individually and apply those modifiers itself. It can be done for most of that stuff but it's a bit time consuming. I'll add more though.
2) I haven't found a way to set the event timers with a custom variable. This is not a problem for cost reduction modifiers, as you can use loops with custom variables to subtract the cost. The problem is with ship build times. This is a big limitation because it means that if you wanted to add ship build time modifiers for every civic, tradition, etc., you'd have to do hundreds of if / else conditionals to account for all combinations the player might have. I don't think there's a workaround for this.
And are effects on build time/cost modifiers from Edicts taken into account by this mod, or only vanilla modifiers?
an interesting concept, I'll give it a try and let you know what I think