I think it was against some Advent Loyalists (but it couldve been against the rebels) that I noticed nearly my entire fleet of frigates had been converted against me. I don't know if it was because I had destroyed some culture centers, and therefore unlocking their dying special ability, or due to some of the Advent Rebel's conversion upgrades but my ENTIRE fleet of frigates was turned against me by the end of the engagement. I really think there's got to be some kind of adjustment to the chance for conversion or a reworking of those abilities and upgrades, otherwise its just too expensive and plain suicidal to fight against the Advent.
Well, the Advent Rebels will revive 20 percent of your destroyed frigates temporarily on death. But you ships have to actually die first.
Advent Loyalists have either the Coronata's subjugating assault ability (which I have not changed), Coward's submission captures 5% of all ships that phase jump from an AL world, or destroying a culture center can convert up to 10 frigates each (average is probably closer to 6). If you're talking say 30 frigates all converting at once that's certainly sounds like a bug.
Is there a way to modify the game so the Hero unit's dont take up capital ship slots? They dont cost any fleet support so I think its only right that they shouldn't cost command slots either. After all, if you were looking at it from the lore or story view point, these heroes are already great commanders and have excellent crews with them, so why should they need "additional training" or whatever to allow for them to fight?
This is on my to do list. Capitalships have to use a cap slot, there is no way I can get around that. What I'll probably due is make them actually cost the 1 capitalship supply and 50 fleet supply, but then have a research that gives you +3 cap slots and +150 fleet supply.
Abilities such as crew extractor or object, reveal mines, and... hmm there was another one I know but I cant remember it now, aren't performed instantly once cast. I suppose you have done this intentionally? The new style for mines has grown on me (used to hate it at first but i kinda like it now) but it takes so long to clear fields (unless your Advent Loyalists...) and my scouts will often die before I clear out the field. Could you possibly fix it, or at least instruct one how to do so, so the reveal mines ability is either performed instantly, has a greater range, or even where the ability is a passive aura and mines are revealed automatically?
Yes, it's intended so that a defending player can stop you from say, stealing their ancient super weapon with a suicide colony ship. Scouts should have substantially more range than TEC and Vasari mines and have a bit more than Advent, but I can increase it if needed. If they are taking damage from enemy strikecraft for example it can also cancel the mine clearing. They should do this well on their own though. You might need to tell your scout to clear a specific mine, but don't give it any more orders than that as once it's started clearing any order will cancel it.
Last thing, I've been trying to work with the galaxy forge and this mod. I was able to copy over the galaxyscenariodef file and have been able to build some maps with this mod through that. But I haven't been able to place the ancient entities (phase stabilizer, styx engine, super starbase constructor, aegis shield, etc) in gravity wells with consistency. The only way to reliably have them spawn is to place them in a grav well and have them already owned by a player. I want to be able to these items in strategic or interesting spots but have them be neutral from the beginning of the game allowing whoever to capture them first. Any idea on how to do this? Also, what exactly are these new "fair" planet options? I see a "fair" option for each type of planet (Terran Fair, Volcanic Fair, Cryo Fair, Industrial Fair, etc). I created a map with every type of planet to see if I could notice a difference but I still couldn't figure out what they were.
By default you can't give anything to milita players in galaxy forge. You'll need to set up the objects you want to span, remember the internal planet (Planet12 or whatever), then open it in notepad. Then find the planet and Type in the owner "RandomMilitia". Also for the superweapon type entities (Styx Desolation Engine, Rudra Cannon, Phase Tunneler, the ones that show up in the structures section in game) you'll need to set the colonize chance to 1.0 for that group, but the planet should get decolonized on spawning the entity. Note this might cause a problem if you were to try and give it to someone's homeworld though.
The Fair planets are not currently supported, they were added to the vanilla GalaxyScenarioDef file in 1.04 but are not currently used. Apparently they are supposed to be set up so that they have the exact same militia and resource extractors every time. My mod already has fixed resource extractors though so that part was redundant, they're just there for map compatibility for maps that may use them in the future. I've also been told I screwed them up somewhere but don't worry, they should be fixed by the next version.
I don't know when you expect to update your mod and I'm not requesting you implement the changes or fixes Ive suggested solely for my sake but I hope it will be soon. I could modify the files myself to tide me over for my own personal fun in the meantime, but I haven't had much success converting your gameinfo files into txt format for some reason.
I don't know exactly, probably not until Rebellion 1.1 is released, I have a lot of things planned and not enough time to do it in. I think most of your issues will get adjusted though, save the Advent one as I'd need to know what exactly is converting your ships.