DaloLorn / Rising-Stars

A large-scale mod for Star Ruler 2.
http://steamcommunity.com/sharedfiles/filedetails/?id=812827373
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Review and act on assorted CE changes. #78

Open DaloLorn opened 3 years ago

DaloLorn commented 3 years ago
Skeletonxf commented 3 years ago

You may also be interested in https://github.com/Skeletonxf/star-ruler-2-mod-ce/commit/a1d04dd6f8b9302b68743d8bd860a1dd6610b1f8

These three might have only happened because of how I messed with config settings for the invasion map Skeletonxf/star-ruler-2-mod-ce@60f549e Skeletonxf/star-ruler-2-mod-ce@4f59115 Skeletonxf/star-ruler-2-mod-ce@c07d00e

This one basically requires pulling in my entire generic FTL AI component (though would also allow the AI to use a teammates fling beacons without teaching the AI the prototype -> full unlock steps for FTL in rising stars) Skeletonxf/star-ruler-2-mod-ce@ffec045

This one also I think is a fix for something that can't happen in vanilla. The mini worm holes are the only oddities without strategic icons, I may have effectively created this bug by making the icon nullable Skeletonxf/star-ruler-2-mod-ce@59a0bfc

Cargo orders is quite a clean slice of just a few files (Context menu, LeaderAI, and the order files iirc), so you'll have an easier time porting it by looking at the relevant file's master branch versions than going through each diff.

I recall us discussing what sort of logic for terraforming undos would be appropriate, you might have wanted a different algorithm for this one https://github.com/Skeletonxf/star-ruler-2-mod-ce/commit/0a444b8d59a4d03cbc52716282976ef6c746d32d

This just did't work and I'm not sure why Skeletonxf/star-ruler-2-mod-ce@269c2f7

This remains buggy and I might have to give up on getting outposts to work with the Things in Combat quickbar. Skeletonxf/star-ruler-2-mod-ce@1424241 I know mixed types of things should work because it works fine in the labor sources quickbar, but I couldn't pinpoint the cause of the duplicated entries other than it starts when you mix planets/ships/orbitals into the same list, and I already gave up and moved the planets to the under siege list instead. Hence Skeletonxf/star-ruler-2-mod-ce@7be1b0a

DaloLorn commented 3 years ago

You may also be interested in Skeletonxf/star-ruler-2-mod-ce@a1d04dd

I don't see why I would be. Unlike CE, very little in RS still depends on the combat timer, and I am reluctant to encourage artillery much further.

These three might have only happened because of how I messed with config settings for the invasion map Skeletonxf/star-ruler-2-mod-ce@60f549e Skeletonxf/star-ruler-2-mod-ce@4f59115 Skeletonxf/star-ruler-2-mod-ce@c07d00e

How so?

This one basically requires pulling in my entire generic FTL AI component (though would also allow the AI to use a teammates fling beacons without teaching the AI the prototype -> full unlock steps for FTL in rising stars) Skeletonxf/star-ruler-2-mod-ce@ffec045

On the AI front, I'm actually waiting until Dragon's a little more complete, so I don't have to keep re-porting it too often. But for some reason I can't remember, I never implemented fling sharing, only gate sharing.

This one also I think is a fix for something that can't happen in vanilla. The mini worm holes are the only oddities without strategic icons, I may have effectively created this bug by making the icon nullable Skeletonxf/star-ruler-2-mod-ce@59a0bfc

Got it.

Cargo orders is quite a clean slice of just a few files (Context menu, LeaderAI, and the order files iirc), so you'll have an easier time porting it by looking at the relevant file's master branch versions than going through each diff.

Some of the files are cleaner than others, but I'd like to see how it evolved, either way.

I recall us discussing what sort of logic for terraforming undos would be appropriate, you might have wanted a different algorithm for this one Skeletonxf/star-ruler-2-mod-ce@0a444b8

Possibly, yes... I'll have to look at it more closely.

Skeletonxf commented 3 years ago

Unlike CE, very little in RS still depends on the combat timer, and I am reluctant to encourage artillery much further.

That makes sense. I do think vision granting from damage dealing is a useful mechanic regardless of where it is bolted onto (in CE, the combat timer seemed the obvious place). I suppose RS already has some piecemeal aspects of this from things like boarding parties.

How so?

I've only ever hit those null pointers using a save file where the config I added to the invasion map let us spawn it in without any players or homeworlds and not even based on the number of players in the game. I suppose thinking about it, it might still happen in vanilla if lack of homeworld in the galaxy is the trigger so perhaps best to port the fixes anyway.

I'm actually waiting until Dragon's a little more complete, so I don't have to keep re-porting it too often. But for some reason I can't remember, I never implemented fling sharing, only gate sharing.

Because Fling sharing made Gate sharing look easy :P Makes sense on waiting on the dragon AI. However I have no idea what kind of problems if any porting the sharing without at least updating the AI's gate/fling checks of can I use this could have. I had to review pretty much every AI gate/fling line of code (not actually that many of them, but I didn't check the dead code in the single FTL files) to ensure it would still be getting the appropriate list of owned or usable gates/flings. Don't want the AI deciding it can move a gate it doesn't own after all.

DaloLorn commented 2 years ago

Bunch of new additions to review: