gaerzi wrote:It's the open border treaty, isn't it? Your Yorals are at war with the two Ashdar factions, the Ashdars have open border together, the Ashdar Colonials are allied with the Phidi, and the Phidi are at war with the Orthin.
zolobolo wrote:Yoral Escort Cruisers:
The image shows flak cannons still (on main game page on steam and in game as well) but that weapon didnt make it into the game
Another visual note is that it has hardpoints for only 2 turret weapons while the image cotnains 3
We have had a similar debate during Yoral Torpedo Destroyers: The reason the one on the left and right are controlled via a single weapon selection but since the economic (and specifically upkeep) rebalance I think it would be possible to give the proper amount of guns to match the image. Especially as if we go by image this would result in overall less guns: 3 instead of 4
In this case two forward firing medium hardpoints (check)
3 Medium Turret Hardpoints (Instead of current 4)
If this makes the Escort Cruisers too weak (which might be as most base destroyers boost 4 turrets) then its cost can be slightly decreased to match its damage output OR its base hull increased
Not sure if it would be too weak though as it does have forward firing guns which would still give it 5 guns altogether compared to the default 4
Dragar wrote:The Yoral escort cruiser has to contend with the Advanced Destroyer - that basically matches or exceeds it in everything except marginally better medium weapon fire arcs (which makes sense for an escort vessel), including production and metal cost. If anything the Escort Cruiser needs its turrets increasing from the image (maybe they are on the bottom of the hull!) but maybe limited to light.
gaerzi wrote:Dragar wrote:I've narrowed this down - it looks to be related to having too many types of species on one planet? Removing all the Threshers from Bacab seemed to fix it.
It's not "too many races", it's some of the minor races that cause this issue, because they lack some of the "chibi" icons used for notifications. I believe that if you go to Lua state\GUI\~GalaxyMap\@MoraleReports.lua, line 85, and replaceCode: Select all
return notification_icons.chibi![report.race]
withCode: Select all
return notification_icons.chibi[report.race] or notification_icons.chibi![remove_race_suffix | report.race]
that should fix the crash.
Dragar wrote:gaerzi wrote:Dragar wrote:I've narrowed this down - it looks to be related to having too many types of species on one planet? Removing all the Threshers from Bacab seemed to fix it.
It's not "too many races", it's some of the minor races that cause this issue, because they lack some of the "chibi" icons used for notifications. I believe that if you go to Lua state\GUI\~GalaxyMap\@MoraleReports.lua, line 85, and replaceCode: Select all
return notification_icons.chibi![report.race]
withCode: Select all
return notification_icons.chibi[report.race] or notification_icons.chibi![remove_race_suffix | report.race]
that should fix the crash.
Thanks! That absolutely fixed it!
Code: Select all
function PlanetProperty.cant_manufacture_pop(planet)
if total_pop(planet) >= calc_pop_slots(planet,planet.empire)
return 'planet_full'
end
for race ; planet.pop?
if race_can_be_manufactured(race)
return
end
end
return 'no_synthetic_races'
end
Code: Select all
function Planet.manufactured_pop_growth(planet)
if planet.activity~='Manufacture Population'
return
end
local manufacture_population_growth_rate,manufacture_population_metal_rate in planet
if FLAG.inside_pop_update
local used_metal = min(planet.empire?.metal or 0, manufacture_population_metal_rate)
manufacture_population_growth_rate *= used_metal / manufacture_population_metal_rate
if planet.empire
planet.empire.metal-=used_metal
end
end
local rval = {}
for race,n ; planet.pop?
if race_can_be_manufactured(race)
rval[race]=manufacture_population_growth_rate
end
end
local div = nkeys(rval)
for r,n ; rval
rval[r]/=div
end
return rval
end
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