Fractal Softworks Forum

Starsector => Mods => Modding => Topic started by: From a Faster Time on December 24, 2018, 01:59:20 PM

Title: Hemsmanship Zero flux 1% Bug
Post by: From a Faster Time on December 24, 2018, 01:59:20 PM
I recently wanted to check what the old zero flux boost on helmsmanship was. So I tried to read it form some game files and then decided to double check by launching an older installation of my game 0.7.2. Got my answer.
When I returned to my current installation of the game 0.9a RC10 apparently the value changed in the menu form 5% to 1%, I ran a simulation and used some weapons of varying flux requirements and it indeed seems to be the case.

So my question is why would the skills values change and how can I fix it back?

(https://i.postimg.cc/HJXQPvCT/helmsmanship-bug.jpg) (https://postimg.cc/HJXQPvCT)
Title: Re: Hemsmanship Zero flux 1% Bug
Post by: Alex on December 24, 2018, 02:06:06 PM
Hmm - I'm confused, what's the bug?
Title: Re: Hemsmanship Zero flux 1% Bug
Post by: From a Faster Time on December 24, 2018, 02:10:55 PM
Hmm - I'm confused, what's the bug?
I didn't change any values. The zero flux boost with the helmsmanship skill it supposed to be 5%, right?  Well for some reason the game has set it as 1%.
This happened because I viewed(didn't change or save any of )the game files, or because I have 3 different version of the game installed on the PC and I ran an older version.
In any case, can you please tell me how to change it back to it's intended value?


Title: Re: Hemsmanship Zero flux 1% Bug
Post by: Alex on December 24, 2018, 02:17:36 PM
Right, that's what I'm confused about - why is 5% the "intended" value? Am I missing something here, i.e. is there somewhere in-game that says it should be 5%? In 0.9a it's changed to 1%, which is the new intended value for... various balance reasons.

As far as changing it, you'd have to ... hmm, the simplest thing would be to create a mod where, in its ModPlugin.onApplicationLoad() method, it would set Helmsmanship.ZERO_FLUX_LEVEL = 5.
Title: Re: Hemsmanship Zero flux 1% Bug
Post by: From a Faster Time on December 24, 2018, 02:29:27 PM
Right, that's what I'm confused about - why is 5% the "intended" value? Am I missing something here, i.e. is there somewhere in-game that says it should be 5%?
But I....I...I swear I played the game with 5% zero flux boost, just yesterday, I was even doing tests on ships with it and everything.


In 0.9a it's changed to 1%, which is the new intended value for... various balance reasons.
But the wiki, but my memory of yesterday...Am I going insane? No, I checked one of the screenshots I made like a week ago, and it clearly shows 5%, here
(https://i.postimg.cc/MXmXr2Ms/sanity-is-still-not-too-far.jpg) (https://postimg.cc/MXmXr2Ms)

As far as changing it, you'd have to ... hmm, the simplest thing would be to create a mod where, in its ModPlugin.onApplicationLoad() method, it would set Helmsmanship.ZERO_FLUX_LEVEL = 5.
Damn, I don't know *** about modding, was hoping a quick edit in a file would fix it.
But as it stands, this thing happened and I need help to get it back to it's original value.
Title: Re: Hemsmanship Zero flux 1% Bug
Post by: Vayra on December 24, 2018, 02:40:30 PM
Weird, I too remember it being 5% in 0.9a, was this maybe a change in RC10 but not prior?

The patch notes for 0.9a have stuff like this, which also makes me think it may have been a later change:
Quote
Fighters
Fighters from the same carrier will now coordinate their attacks if launched together and given the proper distance to do so
Ordering fighters to engage builds flux up to slightly above 5%

Quote
Combat
Adding new assignments is free while the command frequency is open
Waypoints for new assignments will always be created at least 3000 units (3 map grid squares) from the map border
Ordering fighters to "engage" will set a ships minimum flux level to slightly over 5%
Title: Re: Hemsmanship Zero flux 1% Bug
Post by: From a Faster Time on December 24, 2018, 02:45:46 PM
Weird, I too remember it being 5% in 0.9a, was this maybe a change in RC10 but not prior?

The patch notes for 0.9a have stuff like this, which also makes me think it may have been a later change:
Quote
Fighters
Fighters from the same carrier will now coordinate their attacks if launched together and given the proper distance to do so
Ordering fighters to engage builds flux up to slightly above 5%

Quote
Combat
Adding new assignments is free while the command frequency is open
Waypoints for new assignments will always be created at least 3000 units (3 map grid squares) from the map border
Ordering fighters to "engage" will set a ships minimum flux level to slightly over 5%

Alex in 0.7.2 : 25%? What do you need 25% zero flux for?
Alex in 0.9.0a : Take this 5% zero flux boost
Alex now : 1% was all that was intended for 9.0a
Alex in 1.0 : take this 0.5% and split it across your fleet

On a serious note, if you have the chance get into the game and double check what the value is in game. Otherwise it feels a bit insane contesting the dev on what the actual values are supposed to be in game.
Title: Re: Hemsmanship Zero flux 1% Bug
Post by: Alex on December 24, 2018, 02:51:57 PM
Weird, I too remember it being 5% in 0.9a, was this maybe a change in RC10 but not prior?

According to SVN, I changed it from 5% to 1% on September 2nd of this year. If you were seeing it be 5% in 0.9a... maybe an issue with the install? Not really sure what else to suggest.
Title: Re: Hemsmanship Zero flux 1% Bug
Post by: Vayra on December 24, 2018, 02:54:17 PM
It was a little powerful...  :)

Anyway, what Alex is suggesting here:
As far as changing it, you'd have to ... hmm, the simplest thing would be to create a mod where, in its ModPlugin.onApplicationLoad() method, it would set Helmsmanship.ZERO_FLUX_LEVEL = 5.
is basically just changing two files. As it sounds like this isn't a bug, just a change that snuck past the patch notes, maybe ask in the modding questions thread if you need some help setting that up?
Title: Re: Hemsmanship Zero flux 1% Bug
Post by: From a Faster Time on December 24, 2018, 02:57:42 PM
Weird, I too remember it being 5% in 0.9a, was this maybe a change in RC10 but not prior?

According to SVN, I changed it from 5% to 1% on September 2nd of this year. If you were seeing it be 5% in 0.9a... maybe an issue with the install? Not really sure what else to suggest.

Wow this feel bizzare, I downloaded the game on 29 of november, I clearly remember the value being 5% in the menu again as said before it's not just a typo, the actual value in game was tested. Made a screenshot like a week ago with 5%. Then yesterday as well, I was testing it and it was 5%
Only today, after tinkering with two game versions, did my 9.0a RC10 version of the game change the zero flux boost to 1%


It was a little powerful...  :)
I dunno, at 5% is was barely worth anything to me, with it being 1% I would never spend a point there over many other  options.

Anyway, what Alex is suggesting here:
As far as changing it, you'd have to ... hmm, the simplest thing would be to create a mod where, in its ModPlugin.onApplicationLoad() method, it would set Helmsmanship.ZERO_FLUX_LEVEL = 5.
is basically just changing two files. As it sounds like this isn't a bug, just a change that snuck past the patch notes, maybe ask in the modding questions thread if you need some help setting that up?
Can you go into your game and check?
Title: Re: Hemsmanship Zero flux 1% Bug
Post by: Alex on December 24, 2018, 03:03:30 PM
Wow this feel bizzare, I downloaded the game on 29 of november, I clearly remember the value being 5% in the menu again as said before it's not just a typo, the actual value in game was tested. Made a screenshot like a week ago with 5%. Then yesterday as well, I was testing it and it was 5%
Only today, after tinkering with two game versions, did my 9.0a RC10 version of the game change the zero flux boost to 1%

Yep, I believe you and this is indeed very odd. I think someone else might've mentioned it a while back, too.
Title: Re: Hemsmanship Zero flux 1% Bug
Post by: From a Faster Time on December 24, 2018, 04:16:13 PM
Yep, I believe you and this is indeed very odd. I think someone else might've mentioned it a while back, too.

Any idea what could cause it? I mean what could possibly cause a single skills value to change like that?
Title: Re: Hemsmanship Zero flux 1% Bug
Post by: Alex on December 24, 2018, 04:43:37 PM
Like I said, could possibly be an issue with the install. I'd suggest a clean re-install (i.e. manually deleting the game folder, after saving off whatever mods/saves/etc you care about) to make sure.
Title: Re: Hemsmanship Zero flux 1% Bug
Post by: From a Faster Time on December 24, 2018, 05:40:53 PM
Like I said, could possibly be an issue with the install. I'd suggest a clean re-install (i.e. manually deleting the game folder, after saving off whatever mods/saves/etc you care about) to make sure.
Did a clean reinstall, the flux boost still at 1%. Christ that's depressing.
Title: Re: Hemsmanship Zero flux 1% Bug
Post by: Alex on December 24, 2018, 06:07:08 PM
It's supposed to be 1%. I'm not sure how much more clear I can be about that.
Title: Re: Hemsmanship Zero flux 1% Bug
Post by: From a Faster Time on December 24, 2018, 06:16:57 PM
It's supposed to be 1%. I'm not sure how much more clear I can be about that.
Oh you made it quite clear.
The problem is that I personally think 1% is a wasted skillpoint. So my options are either change the zero flux boost perk from helmsmanship 3 to what I initially found acceptable or make a mod that literally removes the 3rd level perk from the game, so I can have a less annoying experience leveling my officers, because getting just 2 levels on helmsmanship can be a bother when you are trying to set the officers up with specific skills and hiring and refiring them endlessly doesn't seem very sane either.
Title: Re: Hemsmanship Zero flux 1% Bug
Post by: Alex on December 24, 2018, 06:22:50 PM
Alright - but in that case I don't understand why you expected it to be 5% after a clean reinstall :) It's ok, though.
Title: Re: Hemsmanship Zero flux 1% Bug
Post by: From a Faster Time on December 24, 2018, 06:38:15 PM
Alright - but in that case I don't understand why you expected it to be 5% after a clean reinstall :) It's ok, though.
Well I did a clean install in the first place and had 5%, so...I dunno.

:) It's ok, though.
I dunno Alex, the great entropy of the universe and slowdown of everything has me worried. It starts with hullmod changes, skill nerfs and eventually ends up with heat death and lack of movement in atoms.
Going fast is fun for me and I am afraid that way of life is dying out. Replaced with carriers, fleet management, zombie fleets or worse:economic prosperity. Beating my enemies over the head with Loadsamoney just doesn't feel as satisfying as personally flying an elite ship and doing things yourself. Being fast enables the player do get to the action faster and do more stuff.
Title: Re: Hemsmanship Zero flux 1% Bug
Post by: Hazard on December 25, 2018, 09:19:47 AM
Yeah, I'm 99,9% sure the skill description showed 1% when I first moused over all the skills, some days ago. Now it's 5%.

It could be an issue with mods, but all the mods I'm currently using have been active from the start, so...
Title: Re: Hemsmanship Zero flux 1% Bug
Post by: Cosmitz on December 25, 2018, 09:51:31 AM
Here's my input on this. 0.9a first release had 1% written in the UI, i'm talking just the skill UI here. Somewhere in RC8 or 9 the UI switched to 5%. I am unsure on what's actually happening in the game, but i know that on RC10 it shows as 1%. Either way, i know for sure since i had to do a triple-double-take on it since i was discussing skills on the forums, i mentioned the 1%, someone said it's 5% in the game (after a new RC), i confirmed ingame, and apparently i don't exactly know when, it switched to 1% again.

Nomods minus battlechatter and rotary guns. Gamefolder is still named Starfarer and i've been overwriting installs in that location for years :P


LE: Made a new character, was 1%, until i got started to level up the character, and just before getting Helsmanship 3, it showed "5%". Still showing 5% after i got the skill, and 5% after i reloaded the game. Reloaded my main and it was now showing 5%. o.o Restarted the entire game. 1% again for my main. 1% for the test character.

All pictures here, nothing was changed in between restarts at all. (https://imgur.com/a/BrscUID)

LE: Reloaded game, 5% again. I have no ideea what's going on and what's applying or not.

Title: Re: Hemsmanship Zero flux 1% Bug
Post by: Alex on December 25, 2018, 11:49:32 AM
Oh, hah - looks like I'd left some debugging code in that was setting it to 5 (which was only coincidentally the old value) in some set of circumstances (i.e. a carrier being deployed in combat + some other stuff). Fixed, whew!
Title: Re: Hemsmanship Zero flux 1% Bug
Post by: Cosmitz on December 25, 2018, 12:09:43 PM
Awesome, glad to have this tracked down, i was thinking i'd lost it.
Title: Re: Hemsmanship Zero flux 1% Bug
Post by: Alex on December 25, 2018, 12:25:01 PM
Yeah, from the last couple of posts, it was getting preeeetty weird :)
Title: Re: Hemsmanship Zero flux 1% Bug
Post by: From a Faster Time on December 25, 2018, 05:55:03 PM
Oh, hah - looks like I'd left some debugging code in that was setting it to 5 (which was only coincidentally the old value) in some set of circumstances (i.e. a carrier being deployed in combat + some other stuff). Fixed, whew!

 :'( My thread was moved to modding when I correctly put it under bug report all along.
Title: Re: Hemsmanship Zero flux 1% Bug
Post by: Mr. Nobody on December 27, 2018, 01:25:51 AM
So now level 3 helmsmanship is useless now?
Wow, without it you lost the (already marginal) zero flux boost if you fired or shielded anything at all, now you lose it if more than a single Reliant MG fires, what a great improvement.

At this point i'd say to get rid of skills in the first place and make the ships even more customizable as a trade off
Title: Re: Hemsmanship Zero flux 1% Bug
Post by: Sarissofoi on December 27, 2018, 01:51:43 AM
Fixed, whew!
Nooooooooooooooooooooooo.
Title: Re: Hemsmanship Zero flux 1% Bug
Post by: Cosmitz on December 27, 2018, 06:00:35 AM
So now level 3 helmsmanship is useless now?

The 1% is a tad rash . Even ignoring weapons, a Lasher for example, at 56 flux/s with max caps (4500) can't keep the speed boost up with shields on, and i guess the whole point of that skill was to allow exactly this. It needs stabilised shields (or other skills) to be able to do this. On my max Tech/Combat character i get 4710 with 42, which is enough, but entirely barely enough barring skills.

On a combat Hammerhead i get with my max Tech/Combat char 7420 at 75. However, this works, due to more vents and i guess how often the game checks said level and moves the entire discussion away from the point and into 'frames' of fluxchecking.

If Helmsmanship 3 was supposed to allow you to keep the shield up while getting noflux boost, then rework it to say/do exactly that. If it was meant to allow you firing PDs (which lasers, as shield upkeep, work too well given quick venting, versus a single shot of a machine gun 'bursting' through the 1% limit), then it's really not doing the job and a raise to 3% or so should keep it in check (thought it will entirely favor beam PD and even beam weapons due to mechanics).
Title: Re: Hemsmanship Zero flux 1% Bug
Post by: From a Faster Time on December 27, 2018, 08:29:21 AM
So now level 3 helmsmanship is useless now?
Wow, without it you lost the (already marginal) zero flux boost if you fired or shielded anything at all, now you lose it if more than a single Reliant MG fires, what a great improvement.

At this point i'd say to get rid of skills in the first place and make the ships even more customizable as a trade off

Fixed, whew!
Nooooooooooooooooooooooo.

The 1% is a tad rash .

I feel exactly this. My personal calculations is that anything below 3.25% is literally trash that I would never want to use even in special snow flake builds meant to leverage it and if it falls below that value I'd rather it gets removed so I have an easier time leveling my officers without having to avoid this trash while getting 2 points in helmsmanship.
5% is workable in specialized builds
6.49% with I can have fun in specialized builds.
9.46% Gives me ample room for feeling powerful in specialized builds.

Back in 7.2 it used to be 25%(lot of skills were very impactful) and you could do fun stuff like this
Spoiler
https://www.youtube.com/watch?v=WqeSrnrbuUc
[close]
With 5% it looks like this
Spoiler
https://www.youtube.com/watch?v=D60GaTafibE
[close]

I wish the game gave more right now gave more options to give up shields, armor, combat readiness, other kind of stats except for range to let the player have a faster ship at the cost of safety.
I rather pilot a ship that burns twice as bright but half as long.
Right now the only ships that let me have a taste of fast is phase frigate ships,
Shrike https://webmshare.com/9O19D
And Odyssey
Spoiler
https://www.youtube.com/watch?v=Vf_WE6_3fxM
[close]
Honorable mention goes to Wolf as really early ship that easily accessible and possible to have fun with due to it's Phase Skimmer