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Messages - bonomel

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1
Hey sorry for the late reply. Currently I am on a bit of a Starsector hiatus, so I haven't been around much! Good to hear you like this little mod, thanks.

Also thanks for the suggestion. It's a neat idea, but not something that I would be interested in making right now :) Officers and skills will be overhauled in the next big update, so any work I would do on this will very likely be all for naught. But we'll see. Whenever I come back to the game, I might look into doing a bit of modding again too. Who knows, right? :D

2
FYI, the title still indicates that the mod is version 1.0.

Thank you! Didn't notice that before!

3
Updated! No changes other than version numbers bumps.

4
Hey! Just checking in here to say that I will update the mod soon. As others have confirmed that the mod works just fine, it should come down to the administrative action of bumping the version number.

5
Would this work in 0.8.1? It seems like it would from first glance.

Yeah I think it should. The game files on which the mod is based didn't change. Can't be 100% sure since I didn't test it on that version though :)

6
Is it possible to change how the XP curve is graded by editing the script? I'd like a little more levels for the XP I've got currently but the default rate you've put in is a bit too lenient for my tastes.

Ofcourse. I suggest fiddling with the multipliers, because that is where the magic happens:

Code
float mult1 = (1f + (float)level) * 0.5f * (float)level * 1f;
float mult2 = (1f + (float)p1level) * 0.5f * (float)p1level * 0.25f;
float mult3 = (1f + (float)p2level) * 0.4f * (float)p2level * 0.15f;
float mult4 = (1f + (float)p3level) * 0.3f * (float)p3level * 0.1f;

The definitions of mult3 and mult4 are what you are after (and also what I changed / added) and in particular the values 0.4, 0.15, 0.3 and 0.1. This is all *very* sensitive to changes, as each of the previous multipliers also apply to those in the next 'bracket'. So a tiny change of i.e. 0.005 already has a noticeable effect in the higher levels. Try adjusting those a bit and see what works :)

I've thought about making a config option to allow easy customization of the curves, but I ultimately I decided to go with something worked for me and not over-complicate it.

7
Thanks buddy! I was hoping for a mod like this as soon as I started .9a

Anytime!

Thanks for the mod, starting as industrious scavenger still leads to need for more command points in later battles, which, in turn, requires personal deployment, which, in it's turn, requires some combat capabilities ::)

You're welcome! Exactly why I made this :)

My character is level 92 without this mod.

I regret nothing.

 :o that's very impressive!

8
Hey, just installed this and it works great. I like it! Thanks for making it.

Glad to hear!

Huh, this sounds great!

Ill download it and see how it goes, keep up the good work!


Cheers. Curious to hear how it works for you!

The player is already OP as hell... this sounds unnecessary

 ;D lol yeah isn't it great?

9
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%:


10
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)

11
Bug Reports & Support / Re: [0.9a-RC10] Potential Tech-Mining issue
« on: November 23, 2018, 07:00:43 AM »
Cheers!

12
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

13
General Discussion / Re: Custom level progression after 40
« on: August 24, 2017, 04:11:08 AM »
The level 40 wall was bugging me as well, so I've ended up tweaking the level progression script to make leveling faster, but only after level 40. Might be useful for you guys so I thought I'd share :)

In the graph below you can see the difference, XP requirement (e4) for level up on the vertical axis:

https://www.dropbox.com/s/4rybdiq4ehtlmo2/7fh83d.png?dl=0

Get the script here if you'd like to give it a whirl. Keep in mind that the game still tracks your XP even after you reached the max level, so after you get some new XP it will bump you up to the appropriate level for the bracket. My current save went from 40 to 56 after discovering a derelict ship :p

https://www.dropbox.com/s/9g3zek4p2e5709q/LevelupPluginImpl.java?dl=0

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