One quite important thing that's kinda not explained, would really like to know: What's the difference between a captain and a pilot? The game seems to use those terms interchangeably, but there's a huge pay difference here.
seems no one raised a issue about the calculation, but I found this when tried to make skillMultiplier from 0.5 to 9 ( so max10 times difference in salary depends on skill level). (combinedskill ranging from 0 to 100) / 100 in formula makes it either 0 or 1 when calculating the impact of skill level. I have to change it to (combinedskill ranging from 0 to 100) / 100.0 so a 4 star crew get around 80% * skillMultiplier salary boost.
So changing that from 100 to 100.0 works as you expect? Thought in a similar vein, manipulating not the base price, but the influence of crew skills and found the same problem
yes, I am now playing with this change. you can qucikly validate this with a custom start by enable HQ at the beginning and give its managers some skill levels. the first salary is paid few seconds after game start.
I would actually like to see a version of this where if salary is not paid repeatedly, there is a chance for mutiny and the ship seized becoming a pirate. Maybe giving a quest to capture the ship back, or the ability to put a bounty on it.
Do you have any plans to expand it further to make ships and modules cost maintenance? I saw one other mod for that but it's old and hasn't been updated, unfortunately...
Not really as other mods had that part covered. Still hoping that egosoft realizes at some point that ignoring this entire gameplay aspect is doing them no favors.
Well that's just an opinion. I certainly prefer the upkeep but there are plenty of people who don't, which is precisely why they haven't added it, as stated directly by the devs.
I am trying to enable the $npcimpact option, but there are many "$npcimpacts" inside the modfile and I don't know which one should be labeled as "true". I don't know anything about modding.
Could someone help me please? Thanks!
Edit: Nvm, my dumbass figured it out. It's in the beginning of the file, explaining very clearly that I should change that to true. Also there are those huge capital letters saying DON'T EDIT ANYTHING BEYOND HERE. xD
hummmm I was looking into this mod I feel like it's great, not paying salaries is kind of stupid it is however missing something IMHO each ship's pilot is a captain right ? so that means the captain of an S, M, L or XL ship is paid the same ? that seems not right somehow, but maybe it's too complicated to add such calculations ???
Another point, according to my calculations a 1 star captain cost 100*1.1*20*5 = 11000 credits every hour, (without the military modifier which I'm not sure which ships it's applied to) this makes S scouts extremely costly for example ? am I right ? compared to the cost of buying them in default game for about 5k credits all included or less this means in the early game having a captain is hugely detrimental
Additionally not sure where the pilot multiplier (default 3) is taken into account ?
Also does this mod make hiring NPCs cheaper ? didn't see any mention of this ? I saw a mod that makes them free to hire, that seems too much somehow?
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Edit: found the answer... does not conflict
(combinedskill ranging from 0 to 100) / 100
in formula makes it either 0 or 1 when calculating the impact of skill level.I have to change it to
(combinedskill ranging from 0 to 100) / 100.0
so a 4 star crew get around 80% * skillMultiplier salary boost.Thought in a similar vein, manipulating not the base price, but the influence of crew skills and found the same problem
you can qucikly validate this with a custom start by enable HQ at the beginning and give its managers some skill levels. the first salary is paid few seconds after game start.
Everywhere the combinedskill is divided by 100? or is it just one specific line.
bit confused here, sorry
Everywhere the combinedskill is divided by 100? or is it just one specific line.
I have only one ship with two crew members, none of them are paid. 0 credits is deduced each hour, and I don't understand why.
Do you have any plans to expand it further to make ships and modules cost maintenance? I saw one other mod for that but it's old and hasn't been updated, unfortunately...
I am trying to enable the $npcimpact option, but there are many "$npcimpacts" inside the modfile and I don't know which one should be labeled as "true". I don't know anything about modding.
Could someone help me please? Thanks!
Edit: Nvm, my dumbass figured it out. It's in the beginning of the file, explaining very clearly that I should change that to true. Also there are those huge capital letters saying DON'T EDIT ANYTHING BEYOND HERE. xD
I feel like it's great, not paying salaries is kind of stupid
it is however missing something IMHO
each ship's pilot is a captain right ?
so that means the captain of an S, M, L or XL ship is paid the same ?
that seems not right somehow, but maybe it's too complicated to add such calculations ???
Another point,
according to my calculations a 1 star captain cost
100*1.1*20*5 = 11000 credits every hour, (without the military modifier which I'm not sure which ships it's applied to)
this makes S scouts extremely costly for example ? am I right ?
compared to the cost of buying them in default game for about 5k credits all included or less
this means in the early game having a captain is hugely detrimental
Additionally not sure where the pilot multiplier (default 3) is taken into account ?
Also does this mod make hiring NPCs cheaper ? didn't see any mention of this ?
I saw a mod that makes them free to hire, that seems too much somehow?
Thanks for reading.
nice project