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Modding / Re: [0.95a] Extra System Reloaded v.0.8.8
« on: January 09, 2023, 06:58:30 AM »
It should improve a fair amount of upgrade multipliers. Some multipliers aren't affected by quality, though
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
Please for the love of Ludd tone down the mine fields, taking 2000 supplies worth of damage just trying to get past and trade is intolerable. Its also severely hindering the ai's ability to invade (beyond whats reasonable) I just witnessed 7 massive fleets get taken down to 5 cr and lose to a battlestation that should have died immediately.
I like the concept (as i do all your additions) but its heavily over toned, i dont go to locations with minefields anymore, or just cheat my way past because i wont want to risk 200,000$ credits of repairs.
New here and have been trying to follow the conversation, are you guys talking about the ship pandemonium or (I think it is a station?) Wanzer or Virtuous, (the Virtuous seemed like a small ship to me in the trailer). Regardless how are you supposed to get your hands on them, find them or blueprints and make your own or turn on the faction (if you belong to them) and hope to receive it as beat up after battle loot?
hey there, I was wondering about something. in this recent update, story point gain after reaching max level has been made separate from the usual story point gain while leveling up
Given that one of this mod's original features was altering how story points were gained after hitting the level cap, will it still alter story point gain in the latest version? or will the new vanilla story point gain system take over after reaching the level cap?
The way the new vanilla story point gain works is that it simply caps the story point EXP requirements at a certain level. Which, would be useful if the mod just simply continued the scaling of the experience past vanilla, using vanilla values for the first 15 levels; it does not. The lower levels have slightly to moderately reduced experience requirements compared to vanilla, to ensure you actually can reach the new max level in a reasonable amount of time, while still feeling a vanilla-like slowed progression as you get higher and higher into the levels. The level-cap-for-story-point-gain is only used on the level 40 variant, which scales to 4,400,000 experience required to go from level 39 to level 40. It caps the experience needed per story point gain to 4,000,000, which is equivalent to the Vanilla story point gain at 4,000,000--it takes 2,000,000 experience to get to level 15, and Vanilla has a multiplier for story point gain at max level of 2, so 4,000,000.
TL;DR: It uses the vanilla system.
You can tell the difference between a 'real' spike and a 'fake' spike by traveling perpendicular to the spike and seeing if it moves. There's probably a few other ways to tell, and there's also a bunch of 'normal spots' for stuff to be, but I'm not going to list all that here.
Kind of a bug, but I don't feel like creating a modified version of the vanilla generator for station bounties just to prevent this from happening