You're welcome.
Two final thoughts related to gameplay:
1) Unique Night events (like infiltrator,lab,etc):
Instead of happening between "sleep" (... later that night ....)and "Day X" save point
would be better to trigger them right after "Day X" starts (...earlier the previous night....) before assigning jobs to crew members
2) members jobs and proficiency
When the max tec level (and/or submission level) is reached you can give some Jobs a bonus as reward.
Examples:
Tris (pluged)
"JOB_Pods" becomes "JOB_Pods"+"JOB_Diag"
"JOB_Torps" becomes "JOB_Torps"+"JOB_Diag"
Nimhe (pluged)
"JOB_Upgrade" becomes "JOB_Upgrade"*2 (6x upgrade parts)
Khelara (pluged)
"JOB_Loadout" becomes "JOB_Loadout"+"JOB_Repair"
Kehlara (pluged) + extra training quest (while pluged)
set the initial "loadouttimer" to x
if the quest completed and if khelara(pluged) "loadouttimer" becomes x-1
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about the strange battle bug (Nephilim Projector and subunites destroyed)
if with turned_hostiles you defined the enemies that got manipulated then the problem should be at the:
# proximity detonate / drone or seeker hit?
lines with strings
if i.focus.shields <= 0:
destroyedSubunits.append(GAME.ship.destroySubunit())
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as it is, turned_hostiles destroy the subunits of both enemy and ownship, since the initial definition "if i.kind == "seeker"" resolves to both active_hostiles and turned_hostiles
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Thank you for the game and for answering all my questions