Star Ruler 2

Star Ruler 2

Fleet Calc v1.003
16 Comments
Mr Said 11 Nov, 2016 @ 5:14pm 
Thank's, once more. Yours ColSaid (Ret.)
dolynick  [author] 11 Nov, 2016 @ 4:32pm 
@ColSaid
All players will have to have it enabled to even join the game.
Technically you are correct that it would sort of work on just the host. Players would see the wrong values, but the game requires mod parity to join anyways.

Also, a version of this mod is already build into the base DOF mod. You should not have this and DO Factions enabled at the same time anyways if you are using it.
Mr Said 11 Nov, 2016 @ 1:32pm 
ColSaid here. I've planed a game for Nov 12th 2016 and have already posted the Mod's, ( your Mod's) I had not seen this one. What I'ed like to know is, if I ese this mod, will everyone else need to have this too ? My thinking from what I've read is that the host has it in a game then all will have it, true ?
Xerberus86 8 Nov, 2016 @ 12:24pm 
great mod, thanks for the hard work :-)
dolynick  [author] 4 Nov, 2016 @ 6:33pm 
@Figs McGee
Yes. It should work with WotH or with simple non-DLC v2.0.2
Figs McGee 4 Nov, 2016 @ 1:39pm 
does this work without wake of the heralds?
dolynick  [author] 24 Aug, 2016 @ 5:01pm 
Updated for patch v2.0.2 compatibility.
Apsalar 23 Aug, 2016 @ 7:14pm 
thank you, very helpful
dolynick  [author] 2 Jul, 2016 @ 2:34pm 
Those of you who were having issues with this in multiplayer should have those problems resolved with today's update.

Sorry about that. This is what happens when you have two versions of a WiP... Forgot to transfer a fix from one version to the other.
dolynick  [author] 28 Jun, 2016 @ 6:42am 
@Dalo
Pretty much. The thing is I did try resizing it right away and it didn't change the bizarre results of trying to upload it. Eventually, after much trial and error, I figured out the filesize (not resolution) was the issue.
Dalo Lorn 28 Jun, 2016 @ 12:03am 
Too big for Steam, I take it?
dolynick  [author] 27 Jun, 2016 @ 10:29am 
@Dalo
Lol. The logo broke the mod. Just ask Alar about that ordeal ;p

This was actually relatively easy to implement. It's not perfect but so far it does seem to be a better estimate than the default. Illyria and Vaaish both gave me some input on what to include, but I'm definitely interested in more input on the values if you have any.

The closer this is to being "accurate", the better the AI should perform.
Dalo Lorn 27 Jun, 2016 @ 1:47am 
Nice logo. (Nice idea, too, O Illustrious One. ;))
dolynick  [author] 23 Jun, 2016 @ 12:55pm 
@bearhiderug
It works by changing the way a variable is calculated before it is stored on a fleet object. That variable is being constantly updated as part of the standard AI on a fleet, so it should just update the value with the re-calculated number the next time it's scheduled to update. There shouldn't be any problems with enabling or disabling it on a saved game as you see fit.

I tested it using a few saved games I had to see the effects on the number in the later stages of the game. Aside from a few bugs that I had to work out while making it, it didn't appear to cause any problems in my saves.

Of course, given that the AI uses fleet strength to make decisions, a game using it from the start may well play out differently than what would happen by adding it to an already advanced saved game. That's part of the reason I created it - one of it's main goals is to make the AI a bit more competent.
dolynick  [author] 22 Jun, 2016 @ 10:25pm 
I'm glad to hear you like it and find it beneficial.
dada11dada22 22 Jun, 2016 @ 1:47pm 
Okay this is pretty cool!