A little recap of how the war worked in vanilla:
- Fleets spawning out of thin air when the player ship changes systems
- Fleets specifically exclude Carriers and Bombers
- Fleet spawn size depends solely on player assets and enemy stations
- Hence some systems are prone to be flooded with countless ships (eg. Jupiter / Asteroid Belt)
- Fleet spawn layout is identical for all fleets, only subtypes are random
- Sector ownership changes on randomly with war status updates
- Destroyed stations / docks are instantly replaced when the player leaves the sector
- Fleets attack player assets regardless of his notoriety if the player is in another sector
- Fleets attack friendly fleets after friendly fire (happens between ATF and Terrans occasionally, usually starts in Jupiter)
- Fleets always priorities player assets as targets regardless of what else is in the system
- Race Military not engaged in the war sometimes tries to "invade" friendly sectors (eg. Teladi launching a full scale attack on Jupiter; Only they won't do anything there because they're friendly with both ATF and Terrans)
- Code is a mess, algorithms are mostly iteration driven and thus very slow
- Execution is sluggish and crams up jump times for the player ship
- Egosoft
- Fleets specifically exclude Carriers and Bombers
- Fleet spawn size depends solely on player assets and enemy stations
- Hence some systems are prone to be flooded with countless ships (eg. Jupiter / Asteroid Belt)
- Fleet spawn layout is identical for all fleets, only subtypes are random
- Sector ownership changes on randomly with war status updates
- Destroyed stations / docks are instantly replaced when the player leaves the sector
- Fleets attack player assets regardless of his notoriety if the player is in another sector
- Fleets attack friendly fleets after friendly fire (happens between ATF and Terrans occasionally, usually starts in Jupiter)
- Fleets always priorities player assets as targets regardless of what else is in the system
- Race Military not engaged in the war sometimes tries to "invade" friendly sectors (eg. Teladi launching a full scale attack on Jupiter; Only they won't do anything there because they're friendly with both ATF and Terrans)
- Code is a mess, algorithms are mostly iteration driven and thus very slow
- Execution is sluggish and crams up jump times for the player ship
- Egosoft
Current Features in version 0.56
- All Fleets spawn inside Shipyards and jump/patrol to their final destination
- Sector defense fleets are deployed in owned sectors at startup (one time event)
- Regular War Fleet spawns are done in intervals and individual spawns are delayed so they don't arrive all at once
- Regular War Fleet spawns may be skipped randomly to allow for stationed forces to weaken over time
- War Fleet spawns now include fully stocked Carriers and Bombers
- War Fleet spawns and RRF work together to create momentum
- Size of War Fleets is limited based on sector load to prevent permanent slowdowns
- War Fleet spawn layout is randomized and can contain any ship the specific race has
- War Fleets no longer attack harmless player assets with highest priority if there are more dangerous enemies around
- War Fleet movements decide if sectors remain peaceful or become death traps
- Sectors don't change ownership randomly
- Destroyed stations / docks are no longer instantly replaced when the player leaves the sector
- Instead of random spawns all ships are now part of fleets with specific missions
- VANILLA BUG FIX: War Fleets attack only hostile targets and ignore the player if he's friendly and doesn't friendly fire them
- VANILLA BUG FIX: Fleets no longer attack friendly fleets after friendly fire
- VANILLA BUG FIX: Neutral races no longer launch invasion forces into Terran space
- VANILLA BUG FIX: Code runs far smoother than original
- VANILLA BUG FIX: Jump times are back to normal
- VANILLA BUG FIX: Spawn hiccups are gone
- VANILLA BUG FIX: "!lib.get.randomshiptype" script substituted with fixed "!lib.war.get.randomshiptype" script that works with all possible argument combinations and doesn't ignore "Hauler" variants anymore. Blacklist functionality now works as well (was implemented but didn't do anything in the original script)
- VANILLA BUG FIX: Cleaned up TShips and set class of all none-unique ships unreferenced by vanilla to "0" to simplify Blacklisting during random spawnage
- BUG FIX: Xperimental Shuttle, #Deca and Valhalla are now blacklisted from random generation
- BUG FIX: Valhalla spawns again, however since the game says it's the mobile command flagship of the ATF there can never be more than one around)
- BUG FIX: RRF can no longer derail my fleets
- BUG FIX: All War ships are now controlled entirely by my fleet logic
- Version 0.56
- Sector defense fleets are deployed in owned sectors at startup (one time event)
- Regular War Fleet spawns are done in intervals and individual spawns are delayed so they don't arrive all at once
- Regular War Fleet spawns may be skipped randomly to allow for stationed forces to weaken over time
- War Fleet spawns now include fully stocked Carriers and Bombers
- War Fleet spawns and RRF work together to create momentum
- Size of War Fleets is limited based on sector load to prevent permanent slowdowns
- War Fleet spawn layout is randomized and can contain any ship the specific race has
- War Fleets no longer attack harmless player assets with highest priority if there are more dangerous enemies around
- War Fleet movements decide if sectors remain peaceful or become death traps
- Sectors don't change ownership randomly
- Destroyed stations / docks are no longer instantly replaced when the player leaves the sector
- Instead of random spawns all ships are now part of fleets with specific missions
- VANILLA BUG FIX: War Fleets attack only hostile targets and ignore the player if he's friendly and doesn't friendly fire them
- VANILLA BUG FIX: Fleets no longer attack friendly fleets after friendly fire
- VANILLA BUG FIX: Neutral races no longer launch invasion forces into Terran space
- VANILLA BUG FIX: Code runs far smoother than original
- VANILLA BUG FIX: Jump times are back to normal
- VANILLA BUG FIX: Spawn hiccups are gone
- VANILLA BUG FIX: "!lib.get.randomshiptype" script substituted with fixed "!lib.war.get.randomshiptype" script that works with all possible argument combinations and doesn't ignore "Hauler" variants anymore. Blacklist functionality now works as well (was implemented but didn't do anything in the original script)
- VANILLA BUG FIX: Cleaned up TShips and set class of all none-unique ships unreferenced by vanilla to "0" to simplify Blacklisting during random spawnage
- BUG FIX: Xperimental Shuttle, #Deca and Valhalla are now blacklisted from random generation
- BUG FIX: Valhalla spawns again, however since the game says it's the mobile command flagship of the ATF there can never be more than one around)
- BUG FIX: RRF can no longer derail my fleets
- BUG FIX: All War ships are now controlled entirely by my fleet logic
- Version 0.56
Planned features
- TLs deployed from a nearby shipyard try to replace destroyed stations / docks
- Plot evaluation: Boron won't launch forces against Terrans / ATF unless they've already declared war
- Plot evaluation: Ending the war through completing Shady business for real also ends WOA
- Sectors change ownership if attacker manages to destroy all main stations and deploys a main station of his own
- War missions involving above task forces
- War Score implementation (based on sector ownership + economy and player actions
- War Fleet spawns are affected by war score
- War Fleets ignore enemies who are a lesser threat as long as they are attacking their enemies
- Supply Fleets bringing much needed Ammunition and Missiles to the front lines (which the player can intercept for fun and profit
)
- Plot evaluation: Boron won't launch forces against Terrans / ATF unless they've already declared war
- Plot evaluation: Ending the war through completing Shady business for real also ends WOA
- Sectors change ownership if attacker manages to destroy all main stations and deploys a main station of his own
- War missions involving above task forces
- War Score implementation (based on sector ownership + economy and player actions
- War Fleet spawns are affected by war score
- War Fleets ignore enemies who are a lesser threat as long as they are attacking their enemies
- Supply Fleets bringing much needed Ammunition and Missiles to the front lines (which the player can intercept for fun and profit
)Known Issues
- VANILLA: MSCI command "add default items to ship" sometimes creates incorrect / insufficient equipment loadouts (eg Boron Megalodon with projectile weapons but without any ammunition)
- VANILLA: AL script sometimes parades giant convoys though war sectors causing massive slowdowns
- VANILLA: AL script sometimes parades giant convoys though war sectors causing massive slowdowns
If you're interested in testing the mod I'll be happy to provide a test version. It's only three days old so it probably still contains countless bugs.
If you want to request additional changes feel free to post them here and I'll let you know if they fit in
. If they don't I may provide an alternative version if it's a good enough idea.
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