ORIGINAL: LongshotX
I don't see the link or file to download this file in the first post. Am I being daft?
Each update has a link under the date of the update. Look for the last update under
Update 2018-07-24
And welcome to the Bacon Mod.
ORIGINAL: LongshotX
I don't see the link or file to download this file in the first post. Am I being daft?
ORIGINAL: paraboxx_slith
Soooo, the Boskara Hive, one of the top five empires in my game, just offered me their homeworld for enacting some random trade sanctions. Is this expected behavior or something that might be the result of the numbers being read wrong from BaconSettings when I first started the game?
Another thing I don't understand is !infrastructure. At all. Am I supposed to do anything with it? Is the AI doing something with it? Is it automated for me? I had only 1% of galaxy GDP while being one of the larger empires around. Is this related?
Apart from that, I'm going to quit this run again. As much as I like the early game, I really dislike how I have to babysit everything wrt refueling when the empire gets stretched out a bit. Most of my refueling points along major routes are unused since it seems all ships just fuel up before and after missions, but never during. That seems to be an issue I've always run into when playing the game and made me quit.
Well poop! I guess I should have checked this thread before recording today. Oh well, I'll upgrade before next recording session. [:D]ORIGINAL: RogerBacon
Version 1.74 released.
Added tags so users can define what a fighter bay caries by name.
In the settings file you have
fighterBayLabel=fighter
bomberBayLabel=bomber
mixedBayLabel=assault
When a ship builds fighters it will build 4 fighters if the component name contains the fighter label, 4 bombers if the name contains the bomber label and 2 of each if the name contains the mixed label.
Hopefully this will make it easier for people to play with the vanilla fighter/bomber mix. For users that are happy with the split bays you don't have to change anything. Note that the game checks the labels in order so you can't have your mixed bay called "FighterBomber bay" because the game would math it to "Fighter" unless you changed the fighter label to something else.
Also, some minor fixes.
Also, one new command from the Bacon input window that I will reveal shortly.
ORIGINAL: ArchMike
In my current game, I’m using gravity wells for the first time. It is a different experience.
I had the bug where a system is not visible even though an explorer is there.
Nope, that was their capital. Because right after the trade I owned all their ships and got the wipe-out-an-empire achievement. But as I said, I started the game with non-US regional settings so all the numbers in BaconSettings were interpreted horribly wrong.ORIGINAL: RogerBacon
Hi. When you say 'Homeworld" I assume the planet named after the race but not necessarily their capital, right?
Ok that explains what you wanted to achieve with it. What I still don't know is if I have any disadvantages vs the AI if I ignore the feature while it is active. I think the docs could use some hint if the AI is using infrastructure spending and also if there is any automation for my own empire for it. Because if AI uses it and I don't I will fall behind. Right?Infrastructure was my attempt to find something for the player to do with excess money. Some games I'd have 3 or 4 or 10 million sitting around and nothing to burn it on. It's good to raise happiness after conquering a planet. The default setting in the settings file may make it too good. Perhaps lowering the durability a bit will make it more balanced.
ORIGINAL: paraboxx_slith
Ok that explains what you wanted to achieve with it. What I still don't know is if I have any disadvantages vs the AI if I ignore the feature while it is active. I think the docs could use some hint if the AI is using infrastructure spending and also if there is any automation for my own empire for it. Because if AI uses it and I don't I will fall behind. Right?
ORIGINAL: Smellfungus
Hi Roger, thanks for your mod, you've done an excellent job! I've had a number of issues I've mostly managed to resolve myself, although I've now lost ctrl+p functionality. I get notifications that spies have been captured and ransomed, but tbe dialogue just doesn't open. Unfortunately, I don't know which change precipitated this or if it's unconnected to my fixes. I believe it may be something to do with turning off gravity wells (which mostly fixed my issue of intermittent 3-5 second freezing to my surprise as it happened even when paused and/or menus were open). I'm pretty much stumped now. Any other info that might help to diagnose the issue?
Also, if playing without Bacon World then only fighters are produced by AI. Doesn't affect me but thought it worth mentioning.
Edit: One other thing - occasionally !spy stops working. It's just happened to me now, it may be to do with alt+tab from full screen, though I don't see why. That being said it seems all keyboard controls only respect left ctrl, not right. I doubt this is intentional.
ORIGINAL: RogerBacon
Is your keybord setting set for English/ US localization? I just found out that users in countries where they use the dot like we use the comma in numbers were getting totally screwed when the BaconSettings were read in. It might affect your right alt, ctrl keys as well. I use the right keys often since I am left handed and use the mouse in my left hand.
Thanks for the reply! Yeah, my keyboard is Norwegian but set to English. I'm not sure if that could be the reason or how to go about fixing it if so, but it's no big deal for me.ORIGINAL: RogerBacon
Hi. I'm gald you are enjoying the mod. A few thoughts based on issues previous posters have mentioned...
Is your keybord setting set for English/ US localization? I just found out that users in countries where they use the dot like we use the comma in numbers were getting totally screwed when the BaconSettings were read in. It might affect your right alt, ctrl keys as well. I use the right keys often since I am left handed and use the mouse in my left hand.
The most common issue for the prison form appearing to not open is because its already open and BEHIND the game window. This can happen when you open in and the game is not paused and then the game pops up a notification which brings focus back to the main window. Try using alt-tab to see if the prison form is open and then bring it to the front.
Regardless of whether or not you have added bomber bays the AI will always use a 50/50 split of fighters and bombers.
If !spy is not sending a spy out it could be because your setting for % of spies to keep on counter-iontel is too high. Or it could be because none of your available spies has the espionage skill.
The Ai always uses a 50/50 split of fighters and bombers. Since Bomber bays are the same TYPE of component as fighter bays there is no way to set ship templates to design one or the other. Thus I made sure the Ai would always build 50/50 like before.ORIGINAL: Smellfungus
Since I got everything set up correctly going back to double check will be painful, but I know my auto designed carriers only ever held fighters so I assumed that AI empires only had fighters, too. I read somewhere that I'd need to manually update all the default designs to include bomber bays for the AI to use them, is that not the case?
Edit: !spy is working again for no known reason, and it's targeting Ancient Guardians. That kind of needs to not happen. [X(]
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).This is a factor in determining ship purchase price. Defaults are 5.0 and 2.5 for pirates. It will not affect maintenance costs.
ORIGINAL: Kadaban
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 thatWell, 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).This is a factor in determining ship purchase price. Defaults are 5.0 and 2.5 for pirates. It will not affect maintenance costs.
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.
ORIGINAL: RogerBacon
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.
ORIGINAL: Kadaban
Hey Roger. Really like your mod, but sadly I'm having a bit of a problem with it as well.
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.