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I'm not complaining but mainly pointing this out if anyone else gets stuck in this situation as it started to drive me nuts. I do really like the mod, you get a thumbs up from me, and I plan on using it on smaller games. I've got a ridiculous amount of planets and supporting shipyards to cause this to be a problem but did want to share the findings.
I don't have any problems but my PC is pretty decent and I don't play with too many empires.
Sadly the game doesn't provide the nessecary triggers to handle the modifiers in realtime, so I had to add a complete recalulation that triggers each month.
If you see one of the modifiers on an AI controlled planet please tell me and describe the recent history of this planet.
Looks like a bug killed the whole multiplayer. xD
Mod would work fine, but mod can only be flagged as compatible to one major patch...
Will set version to 1.6 because it the "latest stable version".
If we are lucky they will patch in triggers for build/dismantled spaceports in which case I can remove the monthly recalculation.
See Description for a complete list.
Hope you figure out the modifiers bug issue.
Corvette = 60 days
Corvette + 33% Build Speed = 46 days (-23,333% Build Time)
Corvette + 2* 33% Build Speed = 37days (-38,333% Build Time)
Don't ask me why, I have no idea.
http://i.imgur.com/tJSmeIP.jpg
It may be possible to declare one central shipyard per sector which collects all buffs inside this sector, but I won't do this because It's not my playstyle. My shipyards are always in core systems.
I will try if it works and may upload the result as seperate mod.
Yeah, it works different, but probably there is a way to help each other out.
Best would be your mod working on the sector level.
But the way he does it is completely different he abuses the sector size variable to store a value and then gives the central shipyard one specific buff depending on this value. I wanted my mod to scale with endless planets which his method can't because he would have to make a modifier for each possible amount of supporting shipyards.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=907726433
Probably you may contact the author about?
@Ryuichiro - I've been able to change the policy at any time. Is this something you did? If so, probably want to update the description.
The modifiers don't update when a spaceport is build or destroyed.
You have to activate any mod specific edict to update the modifiers.
I couldn't find a trigger that fires when a spaceport is build or destroyed.
Still one bug I'm not able to fix, maybe the api just can't provide the necessary trigger.