Fractal Softworks Forum

Starsector => Mods => Topic started by: Originem on January 12, 2016, 08:25:51 PM

Title: [0.7.2a] Extra System v0.2.0a -JUST FOR TEST-
Post by: Originem on January 12, 2016, 08:25:51 PM
(http://i.imgur.com/6BByqcq.png)

A mod that make your ships stronger and stronger.

DownLoad (http://www.mediafire.com/download/7n0zdgigxi1uuau/0.7.2a_ExtraSystem_0.2.0a.rar)
Support Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0)

Press Ctrl+Q to call the Interaction in campaign.
Use different resources to upgrade your ship.

*The ShipLevel System*
Each ship has a random quality about 0.5~1.5. It decides the cost and the degree of upgrade.

Upgrade has about 40% chance of success at the minimum.

-What is decided by the abilities-

The efficiency-
      Frigate(10):100% Destroyer(15):80% Cruiser(20):60% Capital Ship(25):40%
         -
(It means if one of the ship's ability is upgraded completely, frigate has 100% power of it, but capital ship only has 40%)

Durability:
   Hullpoints, armor, weapon health, engine health
WeaponProficiency:
   Weapon range, weapon damage, rate of fire
Logistics:
   CR per deployment, weapon ammo, crew, ship repair rate, CR recovery, fuel use
Mobility:
   Max speed, acceleration, deceleration, max turn rate, turn acceleration
Technology:
   Flux capacity and disspation, weapon flux cost, shield efficiency

*Achievements System*(TEST)
Examples:
Spoiler
(http://i.imgur.com/f57hhDX.png)

(http://i.imgur.com/bk9rirU.png)
[close]
You will achieve some achievements when you finish doing something like "Gain 10000 credits."
Use "Show Achievements" to see the achievements you have ever got.

You can see these in "data/config/achievements.csv", and players or modders can use it to add your own achievements.
Just put the following code in your mod (where the achievement were achieved) after you complete your csv's editing. And, don't forget to make this code just run for one time.
Spoiler
Code
Global.getSector().getPersistentData().put("Your Achievement's id", true);
[close]

Screenshots:
Spoiler
(http://i.imgur.com/Hy99KDY.png)

(http://i.imgur.com/4GL8goT.png)

(http://i.imgur.com/TEe9EVv.png)

(http://i.imgur.com/2NCp1vd.png)

(http://i.imgur.com/CuipBrQ.png)

(http://i.imgur.com/fJwQfpp.png)
[close]

ChangeLog:
Spoiler
3.3
Update to 0.7.2a, BUT IT NEEDS TO BE TEST.
Added Achievements System.
1.23
A bit sprites updated.
Maybe some bugs fixed?Ugh.
1.22
 Fixed the bug that quality can only affect the upgrade cost.
 Decreased the resources' cost.
 Made some tooltips like:
(http://i.imgur.com/GHnINbZ.png)  (http://i.imgur.com/OFqz1s5.png)
 0.1.1f released
1.17
 fixed some bug and translation mistakes.
 0.1.1a released
1.13
 0.1.0f released
[close]
Title: Re: [0.7.1a] Extra System v0.1.0f
Post by: 19_30s on January 12, 2016, 08:37:37 PM
 ;D ;D ;D ;D ;D ;D ;D ;D ;D
Title: Re: [0.7.1a] Extra System v0.1.0f
Post by: Achataeon on January 12, 2016, 08:45:15 PM
This idea has been thrown around for a long time, but now it has been made! Albeit in a mod. Will try it out later when I have the time.
Title: Re: [0.7.1a] Extra System v0.1.0f
Post by: Darenkel on January 12, 2016, 09:27:45 PM
And to think, I was just looking for a way to do much this same thing for a faction I'm working on... except it would be turning ships into other ships or making new ones.
Title: Re: [0.7.1a] Extra System v0.1.0f
Post by: Originem on January 12, 2016, 11:03:50 PM
This idea has been thrown around for a long time, but now it has been made! Albeit in a mod. Will try it out later when I have the time.

I have finished it in 0.652a but never publish it in the forum, and I thought maybe i could post it now! ;D
Title: Re: [0.7.1a] Extra System v0.1.0f
Post by: Achataeon on January 13, 2016, 12:04:41 AM
Nice to see that you finally made it come out of the dark, then. Cheers to you mate!
Title: Re: [0.7.1a] Extra System v0.1.0f
Post by: HELMUT on January 13, 2016, 06:17:17 AM
I tried a little bit in devmode, that's a pretty cool new feature. It can definitely screw with balance but i guess that''s the idea. Still, i have a few questions.

I'm not sure what each upgrade precisely does before i "buy" it. Durability probably improve the armor and hull, but i'd like to know by how much with each upgrade. Also, i'm still not sure what WeaponProficiency does. Also, "flexibility" should probably be renamed as "mobility".

What does the ship quality stand for? My fully upgraded Paragon got a 0.66 (rough) score while my Onslaught XIV have 1.24 (good), i'm not sure what is changing.

I guess the OrderShip System is still work-in-progress, but i'm still curious to know what it is going to be.

In the future, it would be cool if that feature will be available at a station rather than having to Ctrl+Q. It's not a big problem, but it feel a bit clunky.

Otherwise, a few translation mistakes :

---

"Welcome to ExtraSystem." Instead of "Welcome to ExtraSystem?"

"Choose the function you want." Instead of "Choose what the function you want"

"Welcome to the ShipLevel System." Instead of "Welcome to ShipLevel System"

"Resources available." Instead of "There are the resouces you have at present"

"Upgrade cost." Instead of "The resouces you have to cost on upgrade"

"100% chance of success." Instead of "100% of possibility in success"

"Congratulation, the upgrade succeeded." Instead of ""Congratulation? The upgrade succeeded."

---


Anyway, that's a pretty interesting mod. I'll definitely use it when i'll feel like screwing around in campaign.
Title: Re: [0.7.1a] Extra System v0.1.0f
Post by: Originem on January 13, 2016, 06:37:41 AM
I tried a little bit in devmode, that's a pretty cool new feature. It can definitely screw with balance but i guess that''s the idea. Still, i have a few questions.

I'm not sure what each upgrade precisely does before i "buy" it. Durability probably improve the armor and hull, but i'd like to know by how much with each upgrade. Also, i'm still not sure what WeaponProficiency does. Also, "flexibility" should probably be renamed as "mobility".

What does the ship quality stand for? My fully upgraded Paragon got a 0.66 (rough) score while my Onslaught XIV have 1.24 (good), i'm not sure what is changing.

I guess the OrderShip System is still work-in-progress, but i'm still curious to know what it is going to be.

In the future, it would be cool if that feature will be available at a station rather than having to Ctrl+Q. It's not a big problem, but it feel a bit clunky.

Otherwise, a few translation mistakes :

---

"Welcome to ExtraSystem." Instead of "Welcome to ExtraSystem?"

"Choose the function you want." Instead of "Choose what the function you want"

"Welcome to the ShipLevel System." Instead of "Welcome to ShipLevel System"

"Resources available." Instead of "There are the resouces you have at present"

"Upgrade cost." Instead of "The resouces you have to cost on upgrade"

"100% chance of success." Instead of "100% of possibility in success"

"Congratulation, the upgrade succeeded." Instead of ""Congratulation? The upgrade succeeded."

---


Anyway, that's a pretty interesting mod. I'll definitely use it when i'll feel like screwing around in campaign.
Thanks for your correction and I will correct it soon!
Next,OrderShip System will give you a chance to order ships from an abstract market that exists in the sector, and it is like expressage, spending time in delivery.
Ship quality stands for how much can the ship improve its ability.0.5 for 50%,1.0 for 100%,1.5 for 150%. Anyway, the cost is linked with  ship's quality too.
I use ctrl+q because i want to compatible with other mods like Nex. In this way I can avoid the inconvenience that may be made.
Title: Re: [0.7.1a] Extra System v0.1.0f
Post by: SpaceRiceBowl on January 13, 2016, 06:26:35 PM
Pretty cool feature, there's a lot of potential here. I would like it if you gave more descriptions as to what each upgrade actually does.
I'm somewhat confused on what exactly weapons proficiency does.
Title: Re: [0.7.1a] Extra System v0.1.1a
Post by: Originem on January 17, 2016, 12:31:58 AM
Fix and fix version updated.
Title: Re: [0.7.1a] Extra System v0.1.1a
Post by: DrakonST on January 17, 2016, 02:46:07 PM
(http://i.imgur.com/6BByqcq.png)

A mod that make your ships stronger and stronger.

DownLoad (http://www.mediafire.com/download/ggumo11k5dwqiy3/0.7.1a_ExtraSystem_0.1.1a.rar)

Press Ctrl+Q to call the Interaction in campaign.
Use different resources to upgrade your ship.

*The ShipLevel System*
Each ship has a random quality about 0.5~1.5. It decides the cost and the degree of upgrade.

Upgrade has about 40% chance of success at the minimum.

-What is decided by the abilities-

The efficiency-
      Frigate:100% Destroyer:80% Cruiser:60% Capital Ship:40%
         -

Durability:
   Hullpoints, armor, weapon health, engine health
WeaponProficiency:
   Weapon range, weapon damage, rate of fire
Logistics:
   CR per deployment, weapon ammo, crew, ship repair rate, CR recovery, fuel use
Mobility:
   Max speed, acceleration, deceleration, max turn rate, turn acceleration
Technology:
   Flux capacity and disspation, weapon flux cost, shield efficiency

Screenshots:
Spoiler
(http://i.imgur.com/qwZEIon.png)

(http://i.imgur.com/4GL8goT.png)

(http://i.imgur.com/TEe9EVv.png)

(http://i.imgur.com/2NCp1vd.png)

(http://i.imgur.com/CuipBrQ.png)

(http://i.imgur.com/fJwQfpp.png)
[close]

ChangeLog:
Spoiler
Code
1.13 0.1.0f released
1.17 fixed some bug and translation mistakes.
       0.1.1a released
[close]

Great! At last someone made it! Maybe it should be added extent of improvement to the list ship hullmods? It will make possible display of new characteristics in a ship card.
Would be excellent to see the ships improved in this way at NPC. It is interesting to be at war by the improved ship, but it is even more interesting to be at war against them.
Title: Re: [0.7.1a] Extra System v0.1.1a
Post by: HELMUT on January 19, 2016, 11:53:41 AM
Great! At last someone made it! Maybe it should be added extent of improvement to the list ship hullmods? It will make possible display of new characteristics in a ship card.
Would be excellent to see the ships improved in this way at NPC. It is interesting to be at war by the improved ship, but it is even more interesting to be at war against them.

I think the AI makes uses of upgraded ships. I just captured a Paladin in my campaign and realized it was slightly improved already.
Title: Re: [0.7.1a] Extra System v0.1.1a
Post by: Nanao-kun on January 19, 2016, 05:19:23 PM
I think the AI makes uses of upgraded ships. I just captured a Paladin in my campaign and realized it was slightly improved already.

If AI ships do indeed use upgraded ships, that could be a pretty good incentive to capture over purchase. Assuming it isn't far cheaper to just buy a ship and upgrade it that is. I suppose it would be simpler to just pay late game though, when you're swimming in millions of credits.
Title: Re: [0.7.1a] Extra System v0.1.1a
Post by: DrakonST on January 19, 2016, 07:47:51 PM
Great! At last someone made it! Maybe it should be added extent of improvement to the list ship hullmods? It will make possible display of new characteristics in a ship card.
Would be excellent to see the ships improved in this way at NPC. It is interesting to be at war by the improved ship, but it is even more interesting to be at war against them.

I think the AI makes uses of upgraded ships. I just captured a Paladin in my campaign and realized it was slightly improved already.


Small improvement is almost not noticeable. I meant added NPC fleet level. We will allow opportunity to meet fleet 10/25/50/*** levels of improvements. It can be specified in the name of fleet on similarity of types of fleet ("Mixed", "Assault" and other) in SS+.

And still there was a wish that there was an opportunity to conduct improvement of the vessel being in storage menu. After 20+ levels the cost of improvement in resources the simply enormous. Or can be necessary to make improvement simply for money?

P.S. I nevertheless am not enough the improved display of modifications. I seized the ship and learned that it is improved only when decided it to improve. Display of levels in a ship card is necessary.
Also it would be desirable to know as far as each improvement influences.
Title: Re: [0.7.1a] Extra System v0.1.1a
Post by: JohnDoe on January 20, 2016, 10:02:16 AM
Great idea; definitely keeping an eye out on this one.
Title: Re: [0.7.1a] Extra System v0.1.1a
Post by: grinningsphinx on January 20, 2016, 03:06:06 PM
Same, once its fixed up enough i plan on including this all the time right alongs SS+ and nexerelin
Title: Re: [0.7.1a] Extra System v0.1.1a
Post by: Gezzaman on January 20, 2016, 09:05:47 PM
this is an amazing mod, makes those easy to find but weaker ships more viable rather than being overlooked and never touched
Title: Re: [0.7.1a] Extra System v0.1.1a
Post by: Originem on January 21, 2016, 06:18:49 AM
Great! At last someone made it! Maybe it should be added extent of improvement to the list ship hullmods? It will make possible display of new characteristics in a ship card.
Would be excellent to see the ships improved in this way at NPC. It is interesting to be at war by the improved ship, but it is even more interesting to be at war against them.

I think the AI makes uses of upgraded ships. I just captured a Paladin in my campaign and realized it was slightly improved already.


Small improvement is almost not noticeable. I meant added NPC fleet level. We will allow opportunity to meet fleet 10/25/50/*** levels of improvements. It can be specified in the name of fleet on similarity of types of fleet ("Mixed", "Assault" and other) in SS+.

And still there was a wish that there was an opportunity to conduct improvement of the vessel being in storage menu. After 20+ levels the cost of improvement in resources the simply enormous. Or can be necessary to make improvement simply for money?

P.S. I nevertheless am not enough the improved display of modifications. I seized the ship and learned that it is improved only when decided it to improve. Display of levels in a ship card is necessary.
Also it would be desirable to know as far as each improvement influences.
Well. You know, it's hard to show these information in a "ship card".
Title: Re: [0.7.1a] Extra System v0.1.1a
Post by: DrakonST on January 21, 2016, 08:11:57 AM
Great! At last someone made it! Maybe it should be added extent of improvement to the list ship hullmods? It will make possible display of new characteristics in a ship card.
Would be excellent to see the ships improved in this way at NPC. It is interesting to be at war by the improved ship, but it is even more interesting to be at war against them.

I think the AI makes uses of upgraded ships. I just captured a Paladin in my campaign and realized it was slightly improved already.


Small improvement is almost not noticeable. I meant added NPC fleet level. We will allow opportunity to meet fleet 10/25/50/*** levels of improvements. It can be specified in the name of fleet on similarity of types of fleet ("Mixed", "Assault" and other) in SS+.

And still there was a wish that there was an opportunity to conduct improvement of the vessel being in storage menu. After 20+ levels the cost of improvement in resources the simply enormous. Or can be necessary to make improvement simply for money?

P.S. I nevertheless am not enough the improved display of modifications. I seized the ship and learned that it is improved only when decided it to improve. Display of levels in a ship card is necessary.
Also it would be desirable to know as far as each improvement influences.
Well. You know, it's hard to show these information in a "ship card".
1. I simply suggest to add the description to the category "Hullmods". It will look as "Hullmods: Omni Shield emiter, Heavy Armor, Technology lvl 53, Durability lvl 5." Thanks to it it will be possible to learn the level of improvements from NPC.
2. Whether it is possible to make improvement of the ships for money? Or can even for XP? Thus the ship with long life will be more effective new.
Title: Re: [0.7.1a] Extra System v0.1.1a
Post by: Blaze on January 21, 2016, 09:27:13 AM
Okay, so making a comparison: Here's a Xiakou Capital (Tiandong), base.

(http://i.imgur.com/RxJNYVt.png)

And fully upgraded; excluding skill modifiers.

(http://i.imgur.com/Goo5ef3.png)

So you're seeing a 50% increase to most stats. This may seem like a lot, but keep in mind it took tens of thousands of raw materials to reach this stage. I estimate it'd take at least 15-20 million credits worth of stuff to max out a capship, depending on market conditions, failure rates, and whether markets have enough goods to fulfill the requirements in the first place.

The effect of logistic upgrades needs to be boosted for it to be anywhere near the cost.

From what I can see, the effect of ship quality only affects upgrade cost.
Title: Re: [0.7.1a] Extra System v0.1.1a
Post by: Nanao-kun on January 21, 2016, 11:05:14 AM
How many levels are there per upgrade type exactly?

Also, I think it's possible to show variable values in hullmods, I think Neutrino has something like that. They had the Neutronium Plating hullmod that showed the actual bonus armor health pool of the ships that changed when you increased or decreased it's armor.
Title: Re: [0.7.1a] Extra System v0.1.1a
Post by: Blaze on January 21, 2016, 11:33:12 AM
For each category, you can get 10 for frigates, 15 for destroyers, 20 for cruisers, and 25 for capships.

In the end, the bonus is the same. 10 durability upgrades on a frigates gives +50% hull/armor. 25 durability upgrades on a capship also gives the same bonus, but in smaller increments.
Title: Re: [0.7.1a] Extra System v0.1.1a
Post by: JohnDoe on January 21, 2016, 11:35:01 AM
What's the deal with ship quality then? Shouldn't higher quality ship be actually better?
Title: Re: [0.7.1a] Extra System v0.1.1a
Post by: OzOnyx on January 21, 2016, 04:17:50 PM
Any chance of getting a Burn Speed boost added to the mobility upgrade?
Title: Re: [0.7.1a] Extra System v0.1.1a
Post by: Originem on January 21, 2016, 05:19:59 PM
Okay, so making a comparison: Here's a Xiakou Capital (Tiandong), base.

(http://i.imgur.com/RxJNYVt.png)

And fully upgraded; excluding skill modifiers.

(http://i.imgur.com/Goo5ef3.png)

So you're seeing a 50% increase to most stats. This may seem like a lot, but keep in mind it took tens of thousands of raw materials to reach this stage. I estimate it'd take at least 15-20 million credits worth of stuff to max out a capship, depending on market conditions, failure rates, and whether markets have enough goods to fulfill the requirements in the first place.

The effect of logistic upgrades needs to be boosted for it to be anywhere near the cost.

From what I can see, the effect of ship quality only affects upgrade cost.
Ahh! I think i made some mistakes! :o
Title: Re: [0.7.1a] Extra System v0.1.1a
Post by: Originem on January 21, 2016, 05:39:33 PM
How many levels are there per upgrade type exactly?

Also, I think it's possible to show variable values in hullmods, I think Neutrino has something like that. They had the Neutronium Plating hullmod that showed the actual bonus armor health pool of the ships that changed when you increased or decreased it's armor.
Seriously, there is so much information to show but i can try it.

And, i know that hullmod and the function is alse used is approlight. But i want to make ES can be removed without any bugs and can just continue playing, if i add a hullmod, it will crash while removing.
Title: Re: [0.7.1a] Extra System v0.1.1f
Post by: Originem on January 21, 2016, 05:46:38 PM
And a little update.
Title: Re: [0.7.1a] Extra System v0.1.1a
Post by: Originem on January 21, 2016, 05:56:25 PM
Any chance of getting a Burn Speed boost added to the mobility upgrade?
Hmmm, please wait for the following updates.
Title: Re: [0.7.1a] Extra System v0.1.1f
Post by: Marcus Garvey on January 21, 2016, 06:19:50 PM
Any chance of making this a thing that can be done at stations with access to storage rather than exclusively in space with what you have in your ship's cargo holds?
Title: Re: [0.7.1a] Extra System v0.1.1f
Post by: Mesnomer on January 21, 2016, 11:36:04 PM
Sorry, I honestly do this out of the hope that ES can improve since the premise is solid, but
(http://i.imgur.com/CLqNZ5p.png)
is this really necessary? Considering ES is a pretty subtle mod in the way it's implemented, placing it so prominently over the base game when it doesn't offer a stark difference in gameplay seems kinda odd, especially when it's not as polished as the base game font. Yeah, it's a mod, but c'mon - how many fully-featured mods and overhauls do you see doing this currently?

That said, the loading screen's not all bad. I think the art is pretty good and wouldn't mind seeing that. The font you're using is a bit of an eyesore, though. The color scheme works for Starsector's logo because the font is simplistic and doesn't feature a whole lot of curves and curls - mostly horizontal edges. The font you're using? Not so much - the jagged edges from the thin outline going through those curves stand out thanks to the contrast with the rest of the font and the dark background, and the gradient whites out far too early at the bottom. And the pure white one doesn't fare much better, especially on the caps.

Remember that people will be staring at this thing quite a bit, and it's out of the ordinary for Starsector mods, so it's important to make sure it's polished (I stared at it quite a bit tonight thanks to modded Starsector being modded Starsector). It'd be much improved by, at the very least, replacing Created by Truth with Extra System and ditching the center title. You could also normalize all the text to the Starsector font if available or, even better, put Starsector in the center with a (stylized?) ES suffix - it'd gel better with the rest of the game's aesthetic, dodge possible problems rendering the font since you can just reuse the E and S from the title, and it doesn't misrepresent the experience.

Basically, if this were a Legend of Galactic Heroes total conversion or something I'd be all over that font going all over the place. As-is? Yikes, dude! Could dial it back a bit.

The mechanics are pretty solid, though, and they're why I paid so much attention to that loading screen. ;D Do you plan to change the potential thresholds/costs for improving individual or faction-specific ships down the road? With as unique as each hull ends up being, and the quirks unique to each faction, it that seems like an area that's ripe for more expansion and tweaking once you're ready for it. Like I imagine tricking out decommissioned and pirate ships could be dirt cheap to help further encourage using those ships, and it'd be pretty flavorful for a junk-scrounging scallywag to be able to eke out extra performance on a budget.
Title: Re: [0.7.1a] Extra System v0.1.1f
Post by: Originem on January 22, 2016, 12:57:32 AM
Sorry, I honestly do this out of the hope that ES can improve since the premise is solid, but is this really necessary?
I just put the loading screen for fun, my friend, and I actually didn't think about anything else, just "Ohhhh the loading screen can be replaced and it must be interesting to replace it with my own picture" and then I did that. Maybe I should remove it ughhhh....
And then, your suggestions are friendly. Exactly, I'm considering about that now.
Title: Re: [0.7.1a] Extra System v0.1.1f
Post by: DrakonST on January 22, 2016, 08:49:41 AM
Breaks when loading preservation. It seems to me because of your modification. And it already not for the first time.
Code
81816 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 32
81816 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 33
82160 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.Es_ShipLevelFleetData.apply(Es_ShipLevelFleetData.java:59)
at com.fs.starfarer.campaign.BuffManager.applyBuffs(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source)
at data.scripts.SSPModPlugin.onGameLoad(SSPModPlugin.java:319)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.oO0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.h.super(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.7.1a] Extra System v0.1.1a
Post by: Taverius on January 22, 2016, 04:55:26 PM
But i want to make ES can be removed without any bugs and can just continue playing, if i add a hullmod, it will crash while removing.
A valid concern ... I wonder if its possible to script so that such a 'fake hullmod' only appears when looking at the info of a ship, or in refit screen? That way it won't be saved and causes no crashes.
Title: Re: [0.7.1a] Extra System v0.1.1f
Post by: Originem on January 22, 2016, 05:14:37 PM
Breaks when loading preservation. It seems to me because of your modification. And it already not for the first time.
Code
81816 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 32
81816 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 33
82160 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.Es_ShipLevelFleetData.apply(Es_ShipLevelFleetData.java:59)
at com.fs.starfarer.campaign.BuffManager.applyBuffs(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source)
at data.scripts.SSPModPlugin.onGameLoad(SSPModPlugin.java:319)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.oO0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.h.super(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Well, never seen this kind of bug before...Let me do some null check.
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: hunters1 on January 22, 2016, 09:23:49 PM
14604135 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.Es_ShipLevelFleetData.<init>(Es_ShipLevelFleetData.java:45)
   at data.scripts.campaign.Es_ExtraSystemController.advance(Es_ExtraSystemController.java:73)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

is the error i got also how do u do the code thingy
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: Originem on January 23, 2016, 01:31:10 AM
14604135 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.Es_ShipLevelFleetData.<init>(Es_ShipLevelFleetData.java:45)
   at data.scripts.campaign.Es_ExtraSystemController.advance(Es_ExtraSystemController.java:73)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

is the error i got also how do u do the code thingy
When and where?
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: hunters1 on January 23, 2016, 02:41:42 AM
it was when i engaged a bushi fleet in the hades system that was added by the bushi mod
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: sycspysycspy on January 23, 2016, 06:01:39 AM
There is one possible way to balance this thing. Just increase the deployment cost depend on how far the ship has been upgraded.
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: o0eric0o on January 23, 2016, 12:43:52 PM
hi really like the idea of this mod but doesnt seem to work for me. what it seems to do is just buff the ships info card without actually giving the ships the buff. i mean after putting 3 points in technology and 2 in mobility
my ship should have 6936 flux and 198 top speed according to the ship infocard but when i try it out in simulation my top speed is 180 and my flux is 6137 bassicly the same stats as the refit screen.

i am using starsector +, nexerelin, various faction mods and v0.1.1g of this mod
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: Originem on January 23, 2016, 04:57:42 PM
hi really like the idea of this mod but doesnt seem to work for me. what it seems to do is just buff the ships info card without actually giving the ships the buff. i mean after putting 3 points in technology and 2 in mobility
my ship should have 6936 flux and 198 top speed according to the ship infocard but when i try it out in simulation my top speed is 180 and my flux is 6137 bassicly the same stats as the refit screen.

i am using starsector +, nexerelin, various faction mods and v0.1.1g of this mod
Download again? I may be upload the wrong version.
And please buy a new ship lol
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: o0eric0o on January 23, 2016, 05:19:07 PM
Yep thats it, its working now.  ;D
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: JohnDoe on January 24, 2016, 03:27:03 AM
Nice touch adding the ship level info to the CR tool-tip, the information is much more accessible now.

Currently the game leaves unpaused state when you exit the ship level system UI regardless of whether the game was paused when you enter the UI; it would be nice to have the previous paused/unpaused state restored.

Also it seems the most useful upgrades are durability, mobility and technology as shown by screenshots in the previous page of this thread. Weapon proficiency is a cherry on top; range bonus and RoF bonus are around 15% on a Frigate. Logistics is not worth it IMHO. The fuel use reduction is nice, but other bonuses are negligible (weapon ammo bonus is ~15% for a frigate).
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: Taverius on January 24, 2016, 01:50:27 PM
The fuel use reduction is nice
Depends on the faction/ship though.

On Tugs logistics is spectacular (its totally worth it to buy lots of them to roll for a high quality one) also on high-fuel factions like Neutrino or Mayorate, some BRDY or low-tech vanilla ships, it can have a significant effect on your fleet upkeep costs.

I'd love to be able to see the % increases when buying the upgrade.

I'm not sure I'm happy with the % chance to apply though - its the kind of thing that promotes savescumming, which I'm never a fan of.

I'd rather the extra cost via % chance to fail just became flat extra cost and the chance was always 100.
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: Skygor on January 25, 2016, 03:01:41 AM
Got a "fatal: null" error as well, after trying to load a saved game with some of the ships modified with this mod. Here is the log:

Code
150048 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.Es_ShipLevelFleetData.apply(Es_ShipLevelFleetData.java:59)
at com.fs.starfarer.campaign.BuffManager.applyBuffs(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source)
at data.scripts.SSPModPlugin.onGameLoad(SSPModPlugin.java:326)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.U.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Hopefully it gets fixed, did like the mod.
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: Originem on January 25, 2016, 03:10:38 AM
Got a "fatal: null" error as well, after trying to load a saved game with some of the ships modified with this mod. Here is the log:

Code
150048 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.Es_ShipLevelFleetData.apply(Es_ShipLevelFleetData.java:59)
at com.fs.starfarer.campaign.BuffManager.applyBuffs(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source)
at data.scripts.SSPModPlugin.onGameLoad(SSPModPlugin.java:326)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.U.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Hopefully it gets fixed, did like the mod.
Did you download the new version? There is nothing in (Es_ShipLevelFleetData.java:59) source code now.
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: Skygor on January 25, 2016, 03:30:17 AM
Oh, did not notice there was a new version.
Was using 0.1.1.f.

Nice, game works in this one. Good job.
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: DrakonST on January 25, 2016, 05:11:19 AM
Doesn't work. Improvements are displayed in a card but no more.
Spoiler
(http://i.imgur.com/TSLSVAj.png)
(http://i.imgur.com/MHhAdVn.png)
(http://i.imgur.com/6bJ1zy6.png)
(http://i.imgur.com/2du7amx.png)
[close]
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: Originem on January 25, 2016, 05:36:47 AM
Doesn't work. Improvements are displayed in a card but no more.
Spoiler
(http://i.imgur.com/TSLSVAj.png)
(http://i.imgur.com/MHhAdVn.png)
(http://i.imgur.com/6bJ1zy6.png)
(http://i.imgur.com/2du7amx.png)
[close]
Did you update the mod and upgrade new ships?
The mod does work in my game.
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: Originem on January 25, 2016, 05:43:04 AM
Doesn't work. Improvements are displayed in a card but no more.
Spoiler
(http://i.imgur.com/TSLSVAj.png)
(http://i.imgur.com/MHhAdVn.png)
(http://i.imgur.com/6bJ1zy6.png)
(http://i.imgur.com/2du7amx.png)
[close]
Look.
Spoiler
(http://i.imgur.com/iYCIp4q.png)
(http://i.imgur.com/km8OG2x.png)
[close]
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: DrakonST on January 25, 2016, 06:08:07 AM
Doesn't work. Improvements are displayed in a card but no more.
Spoiler
(http://i.imgur.com/TSLSVAj.png)
(http://i.imgur.com/MHhAdVn.png)
(http://i.imgur.com/6bJ1zy6.png)
(http://i.imgur.com/2du7amx.png)
[close]
Look.
Spoiler
(http://i.imgur.com/iYCIp4q.png)
(http://i.imgur.com/km8OG2x.png)
[close]
I began this game today. Mod it was updated long before it.
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: Originem on January 25, 2016, 06:16:52 AM
I began this game today. Mod it was updated long before it.
Well, the 0.1.1g actually be replaced for several times, just download again and have a try?
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: DrakonST on January 25, 2016, 06:22:29 AM
I began this game today. Mod it was updated long before it.
Well, the 0.1.1g actually be replaced for several times, just download again and have a try?
It was 0.1.1g the version. You changed this version?
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: Originem on January 25, 2016, 05:19:33 PM
I began this game today. Mod it was updated long before it.
Well, the 0.1.1g actually be replaced for several times, just download again and have a try?
It was 0.1.1g the version. You changed this version?
yep
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: DrakonST on January 25, 2016, 10:31:03 PM
I began this game today. Mod it was updated long before it.
Well, the 0.1.1g actually be replaced for several times, just download again and have a try?
It was 0.1.1g the version. You changed this version?
yep
Thanks. Now works.
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: DrakonST on January 27, 2016, 10:01:32 AM
When it is possible to learn quality of the ship in shop? This opportunity very much isn't enough.
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: JohnDoe on January 27, 2016, 11:11:17 AM
Gambling for better quality ships is the whole point. Do vendors in real life sell already scratched lottery tickets - winning and non-winning - at the same price?
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: JohnDoe on February 01, 2016, 01:47:09 PM
Have had a complete play-through (finished IBB missions) with SS+/Nexerelin with this mod. The ship upgrades completely changed the balance landscape and that's what I liked most about it.

It seems that the upgrades are benefiting ships with more base flux/armor/speed stats more than those with more ordnance points, as the upgrades are in percentage bonuses (modified values in SS are computed as: (BaseValue * (1 + PercentageBonus) + FlatBonus) * MultiplierBonus). It also mixes well with ships with multiplier bonuses, like the Hegemony XIV variants, as they stack multiplicatively.

I also like the fact that the upgrades diminish the differences between ship classes. I'd found a perfect Morningstar (SRA) early on in the game, fully upgraded it and started taking it out to IBB boss battles. When I finished IBB missions it hadn't been destroyed.
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: grinningsphinx on February 01, 2016, 02:11:21 PM
its a good mod to use if you choose not to run Prism Freeport.
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: Histidine on February 04, 2016, 05:13:59 AM
Should this really be tagged as an utility mod? Saves fail to load if you turn it off after starting a game with it.
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: DrakonST on February 07, 2016, 10:47:35 AM
Originem, you can make the alternative version "Extra system" in which for improvement will be necessary only "supplies"? Certainly it is more "supplies" than usually.
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: HELMUT on February 07, 2016, 11:13:43 AM
I agree with DrakonST, upgrading capital ships with several types of resources can quickly become a chore. It could be interesting to see a version with a more convenient upgrade price.
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: DrakonST on February 07, 2016, 11:18:20 AM
I agree with DrakonST, upgrading capital ships with several types of resources can quickly become a chore. It could be interesting to see a version with a more convenient upgrade price.
If to use one "supplies" that it is possible to improve the ships right after fight. It is former very coolly. ;D
But it is possible to leave also "Rare metals".
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: Originem on February 07, 2016, 04:43:32 PM
I agree with DrakonST, upgrading capital ships with several types of resources can quickly become a chore. It could be interesting to see a version with a more convenient upgrade price.
I agree with DrakonST, upgrading capital ships with several types of resources can quickly become a chore. It could be interesting to see a version with a more convenient upgrade price.
If to use one "supplies" that it is possible to improve the ships right after fight. It is former very coolly. ;D
But it is possible to leave also "Rare metals".

Anyway , there is a way.mods\Extra System\data\config\skill_resource_ratio.csv .This is about the resources' factor.
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: DrakonST on February 07, 2016, 04:56:53 PM
I agree with DrakonST, upgrading capital ships with several types of resources can quickly become a chore. It could be interesting to see a version with a more convenient upgrade price.
I agree with DrakonST, upgrading capital ships with several types of resources can quickly become a chore. It could be interesting to see a version with a more convenient upgrade price.
If to use one "supplies" that it is possible to improve the ships right after fight. It is former very coolly. ;D
But it is possible to leave also "Rare metals".

Anyway , there is a way.mods\Extra System\data\config\skill_resource_ratio.csv .This is about the resources' factor.
I tried to change it. But after that "Extra System" I ceased to demand resources for improvement. What do I do not so?
UPD. It is necessary to begin new game. The issue is resolved.
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: DrakonST on February 08, 2016, 12:52:57 PM
Bonuses of crew don't work.
Spoiler
(http://i.imgur.com/YmbMPnD.png)
[close]
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: Originem on February 08, 2016, 05:45:44 PM
Bonuses of crew don't work.
Spoiler
(http://i.imgur.com/YmbMPnD.png)
[close]
Well...May be the game itself's bug. I did nothing special for it.
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: Takion Kasukedo on February 10, 2016, 04:27:09 AM
Will there be an implementation of how to tell if you've modified a ship without having to bring up the mod menu?
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: Blaze on February 10, 2016, 09:35:15 AM
There should be a list of upgrades on the fleet-screen tooltip when you mouse over it.
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: Cyan Leader on February 10, 2016, 02:16:29 PM
Anyway , there is a way.mods\Extra System\data\config\skill_resource_ratio.csv .This is about the resources' factor.

That is useful but we can't really edit how much more capitals use in relation to other classes. If we nerf the ratio there then upgrading smaller ships will become super cheap.
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: Originem on February 10, 2016, 04:46:03 PM
Will there be an implementation of how to tell if you've modified a ship without having to bring up the mod menu?
There should be a list of upgrades on the fleet-screen tooltip when you mouse over it.

CR tooltips may help you. But now it's a bit difficult for me to show them on the fleet-screen.

Anyway , there is a way.mods\Extra System\data\config\skill_resource_ratio.csv .This is about the resources' factor.

That is useful but we can't really edit how much more capitals use in relation to other classes. If we nerf the ratio there then upgrading smaller ships will become super cheap.
Because the upgrade base value depends on the hull base value i think.
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: Ali on February 29, 2016, 10:24:03 AM
Hope this is being upgraded for the new .7.2 release!? ( if it needs to be? )

Also is there a cap ( Max level? ) on how far you can improve a ship?

Think i've only taken a ship to level 10 in each so far but at level 10 the stats haven't gone up that much from base??
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: DrakonST on March 01, 2016, 02:55:54 PM
Hope this is being upgraded for the new .7.2 release!? ( if it needs to be? )

Also is there a cap ( Max level? ) on how far you can improve a ship?

Think i've only taken a ship to level 10 in each so far but at level 10 the stats haven't gone up that much from base??
Mod works in 0.7.2 RC-1/2. You can use without fears.
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: haxorebin on March 01, 2016, 08:01:20 PM
I love this mod, but I wish there are more files in there, so I can edit them to suit my need. Like change the ship's quality, its efficiency, and GUI (one click button to upgrade all abilities at once).

Can you please release them, so we can edit them? Thanks a lot! :D
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: Blaze on March 02, 2016, 01:01:22 PM
Is it possible to make it so all mod-hulls are automatically perfect quality (or at least normal)? It's not exactly something you can re-roll.
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: JohnDoe on March 02, 2016, 01:24:39 PM
If you play with Nexerelin, you can sort of reroll it by reloading (buy it from Prism Freeport; if it's not perfect, reload and wait for the market to refresh).
Title: Re: [0.7.2a] Extra System v0.2.0a -JUST FOR TEST-
Post by: Originem on March 03, 2016, 02:12:06 AM
Anyway, a little update. I am on my way finishing a game's coding so ApproLight won't update in a long time.
Title: Re: [0.7.2a] Extra System v0.2.0a -JUST FOR TEST-
Post by: haxorebin on March 05, 2016, 01:53:38 AM
Thanks for releasing the source files! :D

I am soo excited!!!

I am also looking forward to seeing more of your work. :)
Title: Re: [0.7.2a] Extra System v0.2.0a -JUST FOR TEST-
Post by: Bastion.Systems on March 13, 2016, 01:30:59 PM
Very interesting concept! But needs more professional English translation.
Title: Re: [0.7.2a] Extra System v0.2.0a -JUST FOR TEST-
Post by: JohnDoe on March 13, 2016, 10:56:03 PM
Is there a way to disable the Achievements System? I am not a big fan of bundled mods.
Title: Re: [0.7.2a] Extra System v0.2.0a -JUST FOR TEST-
Post by: 19_30s on March 14, 2016, 07:46:18 AM
(http://imgsrc.baidu.com/forum/w%3D580/sign=1ae844d9700e0cf3a0f74ef33a44f23d/3dde13f431adcbeffcb397cdaeaf2edda1cc9ff7.jpg)
Title: Re: [0.7.2a] Extra System v0.2.0a -JUST FOR TEST-
Post by: Harpuea on March 14, 2016, 08:54:59 AM
The mod does not work in battles. Whenever I upgrade a ship and then use Run Simulation in Refit, the stats reverts back to the original. No bonuses.
Title: Re: [0.7.2a] Extra System v0.2.0a -JUST FOR TEST-
Post by: Originem on March 15, 2016, 07:48:35 AM
The mod does not work in battles. Whenever I upgrade a ship and then use Run Simulation in Refit, the stats reverts back to the original. No bonuses.
I don't have this problem in my game though
Title: Re: [0.7.2a] Extra System v0.2.0a -JUST FOR TEST-
Post by: o0eric0o on March 15, 2016, 09:50:43 AM
The mod does not work in battles. Whenever I upgrade a ship and then use Run Simulation in Refit, the stats reverts back to the original. No bonuses.
 the screen that lets you chose the ships to battle doesnt seem to show the new stats but in battle they do have the new stats.ie i have the ibb eagle it has 8800 hull in the reinforce screen but shows the proper amount of hull of 14821 in the battle hud and everywhere else.

edit: only the ship that i start the simulation with seems to keep the new stats reinforment have regular stats. seems to be a problem with simulation since it doesnt happen in real battles.
Title: Re: [0.7.2a] Extra System v0.2.0a -JUST FOR TEST-
Post by: Harpuea on March 16, 2016, 06:00:35 AM
You guys are right. It does work in real battles. That was hasty on my part. Sorry about that. I played it for a while now and I really like this mod. I like it so much that I unlocked extra system upgrade for Fighters as well. Why don't you want to enable fighters upgrade by default?
Title: Re: [0.7.2a] Extra System v0.2.0a -JUST FOR TEST-
Post by: spartan117pr on March 16, 2016, 10:22:20 AM
How do you get it to work with fighters harpue?
Title: Re: [0.7.1a] Extra System v0.1.1g
Post by: greenleg on March 19, 2016, 10:50:34 PM
I'm not sure I'm happy with the % chance to apply though - its the kind of thing that promotes savescumming, which I'm never a fan of.

I'd rather the extra cost via % chance to fail just became flat extra cost and the chance was always 100.

I agree with this sentiment, just increase the cost but make the chance 100%. Otherwise, it just savescumming over and over again
Title: Re: [0.7.2a] Extra System v0.2.0a -JUST FOR TEST-
Post by: Blaze on April 03, 2016, 03:06:32 PM
Getting an error:
Spoiler
Code
1426041 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.Es_ShipLevelFleetData.<init>(Es_ShipLevelFleetData.java:40)
at data.scripts.campaign.Es_ExtraSystemController.advance(Es_ExtraSystemController.java:73)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.7.2a] Extra System v0.2.0a -JUST FOR TEST-
Post by: Midnight Kitsune on April 12, 2016, 08:46:13 PM
OK so I played around with this for awhile and I have to say that while it is a nice idea, it has a few problems. This of course doesn't include the obvious power creep that this mod adds to SS, which is unneeded.
Extra system problems
#1: Most ships are BELOW normal quality (which defines how effective boosting with it is)
#2 Quality is not well defined. It is labeled on a scale between .5 and 1.5. Does that mean that Extra system would make the ship WORSE?
#3 RNG when applying upgrades. Just make this *** more expensive instead
#4 Extra system unpauses the game automatically when you exit out of the interface. Would like to see it like Console commands does it OR better yet, make it a station!
#5 Ships are rerolled with save transfer. This could be fixed with the ability to improve the quality of the ship
#6 You can upgrade more times with caps (25 times) then with frigs (10 times). This, combined with the RNG of quality makes it a pain in the hand to upgrade everything again after Save Transfer. Just make them all the same number of times and or allow us to make more than one "point" of upgrade
#7 Being able to upgrade anywhere is a bit OP
Title: Re: [0.7.2a] Extra System v0.2.0a -JUST FOR TEST-
Post by: DrakonST on April 13, 2016, 02:59:50 AM
OK so I played around with this for awhile and I have to say that while it is a nice idea, it has a few problems. This of course doesn't include the obvious power creep that this mod adds to SS, which is unneeded.
Extra system problems
#1: Most ships are BELOW normal quality (which defines how effective boosting with it is)
#2 Quality is not well defined. It is labeled on a scale between .5 and 1.5. Does that mean that Extra system would make the ship WORSE?
#3 RNG when applying upgrades. Just make this *** more expensive instead
#4 Extra system unpauses the game automatically when you exit out of the interface. Would like to see it like Console commands does it OR better yet, make it a station!
#5 Ships are rerolled with save transfer. This could be fixed with the ability to improve the quality of the ship
#6 You can upgrade more times with caps (25 times) then with frigs (10 times). This, combined with the RNG of quality makes it a pain in the hand to upgrade everything again after Save Transfer. Just make them all the same number of times and or allow us to make more than one "point" of upgrade
#7 Being able to upgrade anywhere is a bit OP
2 - Stupid question. Read the mod description once again. This question calls into question all your other claims.
The only vital issue of it mod is that there is no balance. Completely improved ship of quality 1.5(Or even 1.0) to become the unstoppable monster and in this case AI isn't capable to destroy this monster(example - Paragon, NGO Donar, SS+ Victory. Each of these ships easily destroys ANY fleet. One against fleet.). AI just have no opportunity to resist for player. Ai has to receive completely improved ships.
Title: Re: [0.7.2a] Extra System v0.2.0a -JUST FOR TEST-
Post by: DragoonKiller on April 15, 2016, 03:29:22 AM
The only vital issue of it mod is that there is no balance. Completely improved ship of quality 1.5(Or even 1.0) to become the unstoppable monster and in this case AI isn't capable to destroy this monster(example - Paragon, NGO Donar, SS+ Victory. Each of these ships easily destroys ANY fleet. One against fleet.). AI just have no opportunity to resist for player. Ai has to receive completely improved ships.
It's balanced enough,compared to some op mods with op ships.You can not easily get a ship that "is able to be a monster".Most of capital ships you get have quality between 0.6~0.9,and when finally you get a high quality (monster) ship,you may have to pay ten times cost of getting this ship for 25% enhancement.Enhanced Victory is just Victory which originally can battle against fleets,and is no batter than two Victories that player can get more easily.
Title: Re: [0.7.2a] Extra System v0.2.0a -JUST FOR TEST-
Post by: MesoTroniK on April 15, 2016, 02:44:44 PM
Rarity is never a valid balance factor.
Title: Re: [0.7.2a] Extra System v0.2.0a -JUST FOR TEST-
Post by: Midnight Kitsune on April 15, 2016, 02:58:15 PM
Rarity is never a valid balance factor.
Or credit cost for that matter!
Title: Re: [0.7.2a] Extra System v0.2.0a -JUST FOR TEST-
Post by: DrakonST on July 13, 2016, 08:33:51 AM
Whether this mod will develop further? There are no news for a long time. ???
Title: Re: [0.7.2a] Extra System v0.2.0a -JUST FOR TEST-
Post by: aZmoDen on February 04, 2017, 06:02:43 PM
Howdy, great idea for a mod im dying to try it out.
However if theres a chance of better odds of ship upgrades (100% would be nice!) id like to try getting that to work.
Ive looked over the files in the /config/ dir, and the only one that  mentions quality is 'trade_corporation_data.csv'
//Can anyone decifer that file? would changing quality cells work? (lol sorry bit dense this morning, i rekon that is selling/buying upgraded ships)

In the //jars/src/data/scripts/campaigns/ directory there is a file called Es_ShipLevelFunctionPlugin.java
It appears to be the file that controls the upgrade process.
@ line 77 you can change how many times a hull can be upgraded.
@ line 97 it appears (i might be wrong about this) you can change the base failure factor and upgrade costs.
@ line 104 there appears to be cargo base value, but not sure what that does. (also something cargo related @ line 182)
@ line 380, 381 there is reference to quality with more @ line 489. (no idea how this works, perhaps someone could help  me out?)
    Also with these lines, es_shiplevelfleetdata.java @ line 68 has more quality related things. (could be the equation?)
    Also in the same above file, line 158 has quality things too.
Title: Re: [0.7.2a] Extra System v0.2.0a -JUST FOR TEST-
Post by: Coriantumr on May 04, 2017, 01:25:30 PM
I just want to say that this has been one of my favorite mods. I love hunting around for rare high quality ships, and stockpiling resources to upgrade those ships. There's a ceiling in Starsector where you get about as strong as you can get, and you run out of things to spend money on. This mod provides a way to dump massive amounts of resources into pushing up the progression ceiling.
I hope it gets updated for 0.8.
Title: Re: [0.7.2a] Extra System v0.2.0a -JUST FOR TEST-
Post by: Randy on May 12, 2017, 05:37:11 PM
did this mod allow a upgrade for burn level?
Title: Re: [0.7.2a] Extra System v0.2.0a -JUST FOR TEST-
Post by: erikem on July 03, 2017, 08:16:01 PM
Never tried this mod but for sure wanted to have a feature like this in game. Like said above - it gives a nice sinkhole for extra resources and money and makes it much harder to get to the ultimate stage.

Actually I really think that what Starsector currently lack is an RPG/development part.
Title: Re: [0.7.2a] Extra System v0.2.0a -JUST FOR TEST-
Post by: Lobos1 on July 31, 2017, 05:10:05 AM
Will this mod be updated for 8.1? I need this SPEEED man. Its great mod and great idea, which let you progress and hoard loot.
Title: Re: [0.7.2a] Extra System v0.2.0a -JUST FOR TEST-
Post by: Iridescens on October 27, 2017, 04:25:42 PM
With the permission from Originem I made an attempt to reload the ExtraSystem.
Please check out the Extra System Reloaded (http://fractalsoftworks.com/forum/index.php?topic=13089.0)