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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - bonomel

Pages: [1]
1
Mods / [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
« on: November 27, 2018, 07:55:01 AM »
Latest version, tested with 0.9.1a:
Download 1.1 Works fine with existing saves!

Version for 0.9a
Download 1.0

Hello everyone :)

First of all a little disclaimer:
I've been using this little tweak to the xp requirement formula for some time now and thought I'd put in the bit of extra effort to make a mod out of it and share it with all you lovely internet people! Considering it is my first (and probably last, but who knows?) mod for Starsector I might have overlooked something silly. If you are interested, please try it out and let me know your thoughts!

What does it do?
  • It changes the max player level to 103, which is the level needed to cap all skills.
  • It gradually decreases the amount of experience required after level 35 for each level up.

You could change the maximum player level in the Starsector settings file and call it day. However, the amount of xp required per level gets ridiculous around the 55-60 mark! Sad!

It'll still take a tremendous amount of time to max out, but nowhere near the several lifetimes that it would when simply changing the settings file.

This can be added to a game in progress, even for maxed out characters. For characters level 36 and beyond, you'll have to gain xp once to trigger the game to give you the levels you deserve.

Removing it from a game with a character level 51 and beyond will cause you to gain no more xp, but keep the levels and skills. I haven't invested a lot of time in testing that scenario, but it is logical considering the game treats xp, levels and skills merely as loosely coupled concepts.

In short - my advice is to use 'Save as copy' after enabling this mod on an existing save!

Below is a visual comparison of how the vanilla (red) xp requirements looks vs. those with the mod enabled (blue). As you can see, the difference in requirement for level 36 is negligible, while for level 103 the difference is ~ 90%:


2
As per subject. Abandon a colony, then directly press 'Q' or press the button in top left.

java.lang.NullPointerException
   at com.fs.starfarer.campaign.ui.intel.E.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.OutpostItemRow.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.supernew.super(Unknown Source)
   at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.whilesuper$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.whilesuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.UITable.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.F.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.D.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.while.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.J.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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)

3
Bug Reports & Support / [0.9a-RC10] Potential Tech-Mining issue (SOLVED)
« on: November 23, 2018, 02:00:04 AM »
Hello. Not 100% sure whether this is an issue, or just me misunderstanding mechanics. Either way, consider I have the following:

A. Fully built colony. Has tech-mining on a 'scattered ruins'.
B. Two new colonies, both have tech-mining on 'extensive ruins'.

The issue I am having is that I get a monthly report for colony A, saying which items were found in the ruins. However, for B, I never got a single report or any items delivered at all. They are producing resources to the stockpile as expected though.

Is there a gameplay reason that prevents tech-mining from returning monthly hauls with blueprints etc.? Thanks for any help :)

edit: after pondering this for a while.. could it be that all tech-mining delivers their resources to a single colony? That would be a perfectly sane, although not quite obvious reason for this :D

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