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Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Author Topic: [0.9.1a] Better Colonies 1.4  (Read 13622 times)

Techpriest

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[0.9.1a] Better Colonies 1.4
« on: October 29, 2019, 07:27:50 PM »


Quote
For those that prefers a more civilized way of late-game colony management.

As of 1.3, this mod now requires LazyLib

Better Colonies is a mod for those who enjoy late-game colony management. Simple as. There are also new setting.json that the more experienced player can start editing in the folder.

Compatibility
Do not use in a current save with Vayra's Sector where the colonial factions are already established. You can use the mod in a new save with Vayra's Sector. Saves will be bricked when Vayra's Sector is saved before Better Colonies.
Otherwise, feel free to use it in a current save.

Changes
  • Max Industry Cap at Population 1/2/3/4/5/6/7/8/9/10 increased from 1/1/1/2/3/3/4/4/4/4 to 1/1/1/2/3/3/4/4/5/5.
    • +1 Max Industry at Population 9+
  • Commerce may even produce income... if the planetary conditions are mild.
  • Orbital Stations are now commandeered by an officer up to a max level of 8 (from 0).
    • An officer at this level may have 3 maxed skills.
  • Battle Stations are now commandeered by an officer ranging from 8 up to a max level of 17 (from 6).
    • An officer at this level may have 6 maxed skills.
  • Star Fortresses are now commandeered by an officer ranging from 17 up to a max level of 26 (from 12).
    • An officer at this level will have 9 maxed skills.
  • Levels of Mercenary Officers are now determined by the market's size. The higher the market size, the higher the possible max officer level and so on for lower.
  • A Station commandeered by an Alpha Core will be level 29 given Gunnery Implants as a guaranteed skill. (Alpha Core would be level 20 in vanilla, this value is now able to be changed in the mod folder's setting.json whereas vanilla is hardcoded.)
  • Cryorevival Facility will now produce organs when the market is a Free Port and has a certain population size above 4.
Tech-Mining QOL


  • Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left.
  • Tech-Mining's Decay is now a random variable, with no longer a constant of losing 5% each month.
  • Alpha Core now modifies Tech-Mining's Yield and Decay Rate by +15%.
[close]
Administrators Rework
Tier 0,1,2 Administrators System are reworked into 6 different types of Administrators you can possibly hire. Their hire cost are much lower than vanilla, but their maintenance will be 2.5x their hiring cost. The spawning rate of the Tier 0,1,2 was also 50%,45%,5% which made it incredibly difficult to find more talented administrators which the new tier system addresses. You can now change their spawn rate in settings.json.
  • Tier Zero (1000) [35%]: Administrator has no skills.
  • Tier One (2000) [20%]: Administrator has one level in a colony skill.
  • Tier Two (4000) [15%]: Administrator has one level in 3 colony skills.
  • Tier Three (6000) [15%]: Administrator has three levels in 1 colony skill.
  • Tier Four (8000) [10%]: Administrator has three levels in 2 colony skills.
  • Tier Five (10000) [5%]: Administrator has three levels in 2 colony skills and 1 level in 1 colony skill.
[close]
[close]

Credits
@SpaceMonster - Created a code in the public domain to manipulate max industries.
@Wyvern - Created a code to replace industries during mid-saves.
@isaacssv552 - Helped with Tech-Mining stuff.
[close]
« Last Edit: January 11, 2020, 07:41:52 AM by Techpriest »
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Barracuda

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Re: [0.9.1a] Grimdark 1.0
« Reply #1 on: November 03, 2019, 02:37:53 AM »

Shame this mod isn't out yet! I love the idea of all these changes
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I_is_nublet

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Re: [0.9.1a] Grimdark 1.0
« Reply #2 on: November 04, 2019, 07:16:37 AM »

Shame this mod isn't out yet! I love the idea of all these changes
Agreed!
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I_is_nublet

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Re: [0.9.1a] Grimdark 1.0
« Reply #3 on: November 05, 2019, 07:09:18 PM »

Im not trying to rush you or make you put a solid date on release, but I am definitely interested and invested in this mod. And I would like to play it. So any idea when an approximate release will happen?
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Techpriest

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Re: [0.9.1a] Grimdark 1.0
« Reply #4 on: November 12, 2019, 11:03:07 PM »

Like next week? I've been experimenting with a lot of stuff lately.

Innominandum

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Re: [0.9.1a] Grimdark 1.0
« Reply #5 on: November 13, 2019, 12:41:06 AM »

In the Persean Sector, there is only a grim dark fate that awaits for the Starfarer.
Clickbait, kinda had my hopes up looking at the Title, not to dissuade you but most of the changes make the game easier and 'Grimdark' is not a word one usually associates with 'easy'.
As for the Industry value changes and Tech mining requiring no industry slot, ergo removing tags 'Industry', 'Industrial' and replacing them with 'Structure' in Industries.csv ... would love to see that override done in a mod, haven't seen it so far.
As for Inspiration for adding 'hardship', a word often associated with 'Grimdark' one can look up Ruthless Sector by Sundog.
                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             
« Last Edit: November 13, 2019, 12:45:03 AM by Innominandum »
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Techpriest

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Re: [0.9.1a] Grimdark 1.0
« Reply #6 on: November 13, 2019, 07:51:36 PM »

In the Persean Sector, there is only a grim dark fate that awaits for the Starfarer.
Clickbait, kinda had my hopes up looking at the Title, not to dissuade you but most of the changes make the game easier and 'Grimdark' is not a word one usually associates with 'easy'.
As for the Industry value changes and Tech mining requiring no industry slot, ergo removing tags 'Industry', 'Industrial' and replacing them with 'Structure' in Industries.csv ... would love to see that override done in a mod, haven't seen it so far.
As for Inspiration for adding 'hardship', a word often associated with 'Grimdark' one can look up Ruthless Sector by Sundog.
                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             
It used to be much harsher but the changes are still in testing.

Innominandum

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Re: [0.9.1a] Grimdark 1.0
« Reply #7 on: November 14, 2019, 09:23:53 AM »

It used to be much harsher but the changes are still in testing.
Cool beans, in regards to the changes to industries.csv, i doubt that most people would have a problem with just manually overwriting it with the modified one.

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Techpriest

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Re: [0.9.1a] Better Colonies 1.1
« Reply #8 on: December 07, 2019, 02:17:50 PM »

Been a long month, but finally released.

Techpriest

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Re: [0.9.1a] Better Colonies 1.1
« Reply #9 on: December 12, 2019, 07:46:57 PM »

Changelog 1.2:

  • Users can now put in 999 max industries or w/e at their vanilla setting.json. The script for this mod no longer hardcaps the industry for pop 9 and 10 to 5.
  • Adjusted a few coding to make sure there are less problematic bugs when you merge it in a save-game.
  • Admin Maintenance Bonus reduced from 3.0x their hiring cost to 2.5x their hiring cost.

NephilimNexus

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Re: [0.9.1a] Better Colonies 1.2
« Reply #10 on: December 16, 2019, 06:35:25 PM »

Question: When you say a station may be have an officer in command, does that mean the station itself spawn an officer for itself or does the player have to manually transfer one of their fleet officers to the station?
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Techpriest

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Re: [0.9.1a] Better Colonies 1.2
« Reply #11 on: December 17, 2019, 10:02:17 AM »

Question: When you say a station may be have an officer in command, does that mean the station itself spawn an officer for itself or does the player have to manually transfer one of their fleet officers to the station?
Ah the wording seems weird. All stations have an officer approximate to that level now (whereas level one never had an officer)

Arcagnello

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Re: [0.9.1a] Better Colonies 1.2
« Reply #12 on: December 19, 2019, 02:26:30 AM »

Can this mod work in conjuction with Nexerelin? It would be amazing!
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Histidine

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Re: [0.9.1a] Better Colonies 1.2
« Reply #13 on: December 19, 2019, 03:16:03 AM »

  • Orbital Stations are now commandeered by an officer up to a max level of 8 (from 0).
    • An officer at this level may have 3 maxed skills.
  • Battle Stations are now commandeered by an officer up to a max level of 17 (from 6).
    • An officer at this level may have 6 maxed skills.
  • Star Fortresses are now commandeered by an officer up to a max level of 26 (from 12).
    • An officer at this level will have 9 maxed skills.
  • A Station commandeered by an Alpha Core will be level 29 given Gunnery Implants as a guaranteed skill. (Alpha Core would be level 20 in vanilla, this value is now able to be changed in the mod folder's setting.json whereas vanilla is hardcoded.)
Question: When are station officers below their max level? I'm not sure I've encountered a level 1 station whose officer's level was below 8.
If star forts' officers are consistently at 26 it feels like putting an alpha core on them is pretty useless (only gains 3 levels).

Can this mod work in conjuction with Nexerelin? It would be amazing!
I've been running both in my current game, works fine so far (I didn't go looking for bugs or anything though).
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Techpriest

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Re: [0.9.1a] Better Colonies 1.2
« Reply #14 on: December 19, 2019, 01:33:24 PM »

Question: When are station officers below their max level? I'm not sure I've encountered a level 1 station whose officer's level was below 8.
If star forts' officers are consistently at 26 it feels like putting an alpha core on them is pretty useless (only gains 3 levels).
I've been running both in my current game, works fine so far (I didn't go looking for bugs or anything though).
You bring up a good point, I will write new code for OrbitalStation.java to generate a level of 1-8 for orbital station, 9-17 for battle station and 18-26 for star fortress. This will make the Alpha Core worth to be put on them since it guarantees a higher level.
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