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Author Topic: [0.8a] Starsector+ 3.7.0  (Read 1328886 times)

Tartiflette

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
« Reply #1440 on: May 17, 2015, 08:12:08 AM »

You can expand your fleet far above the 100 points limit by having a lot of extra crew (especially elite ones) and accepting a lowered max CR. With maxed Logistic you can fairly easily get a 150/175FP fleet.
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Ahne

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
« Reply #1441 on: May 17, 2015, 08:35:16 AM »

Can you explain that a little bit? I just need more crew to increase the logistic points? How does that makes sense, i mean crew in general should use logistic points instead of giving me free logistic points to spend on ships.
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Tartiflette

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
« Reply #1442 on: May 17, 2015, 09:27:17 AM »

Oh they will consume more too and take their salary too, but you can also imagine having more extra crew will make the fleet slightly more efficient thus bigger.

In any case, 100 green crew gives you 1.4 logistics capacity, regular gives 1.65, veteran gives 1.85, and elites give 2.  As a result, each 100 green crew is a net +0.4 logistics capacity, regular is +0.65, veteran is +0.85, and elite is +1.  The excess crew is always taken from the bottom of your pool; if you have 300 elite, 300 green, and 400 skeleton crew, you have 200 green excess.

This is normally enough to boost up fleet size to 125 or something, at the cost of doubling (or worse) your daily upkeep costs.

On top of that you got skills that increase the max CR of all your ships, so you can increase your fleet further.
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Ahne

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
« Reply #1443 on: May 17, 2015, 09:41:14 AM »

Ok i will keep that in mind, thx! Anyway, is there a way how i can mod/change that i get +1 logistic point for every level i gain? I would really enjoy that change!
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Dark.Revenant

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[0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
« Reply #1444 on: May 17, 2015, 06:32:11 PM »

General improvement update, including new sounds, better balance, improved visuals, etc.  Saves might remain compatible, but I didn't really check.


Download Starsector+ 2.8.1
Download Mirror
- or -
Download Starsector+ 2.8.1 (No Music)
Download Mirror
(Requires LazyLib 2.0b)
(Requires ShaderLib Beta v1.06)

If you want to convert a save (from vanilla or an old version), use Save Transfer to keep your progress.

We also recommend Version Checker to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation!

Faction Downloads
Download Blackrock Drive Yards 0.7.4
Download Citadel 0.8.1
Download Exigency Incorporated 0.7.1b (Updated!)
Download Interstellar Imperium 1.8.2 (Updated!)
Download Junk Pirates / P.A.C.K. / ASP Syndicate 2.3.7
Download The Knights Templar 0.9.4e (Updated!)
Download The Mayorate 0.8.1 (slightly out-of-date)
Download SCY Nation 0.92b (Updated!)
Download Shadowyards Reconstruction Authority 0.5.2.3

Recommended Mods
Common Radar 1.1f
Console Commands 2.4b
Save Transfer 1.4.4
Simulator Overhaul 1.0c
Version Checker 1.4b

Optional Mods
Nexerelin 0.3.8b (Updated!)

Version 2.8.1
  • Player faction in Nexerelin now has SS+ features
  • Additional fleet variety
  • Added context-sensitive environment messages to the fleet encounter dialog
  • Arcade now has special ships
  • All crew types now give the same bonus to logistics rating
  • Nexerelin player faction configurable in nexerelinSettings.json
  • Explosions are flashier
  • New Autopulse, Thumper, and Phase Lance sounds (snizupgun)
  • Phase Lance now fires on a full charge
  • Archer ship system changed to Sensor Array from Fast Missile Racks
  • Vanguard OP increased to 80 from 75
  • Flak Drones are now more nimble and slowly regenerate
  • Improved cross-mod hullmod compatibility
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cpmartins

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
« Reply #1445 on: May 17, 2015, 07:22:26 PM »

Excelent! I was just waiting for a new excuse to start a new playthrough. Thanks for your efforts man.
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Xanderzoo

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
« Reply #1446 on: May 17, 2015, 08:56:17 PM »

Huh... I updated to this new version and the explosions don't look any different. What exactly did you change?
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Dark.Revenant

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
« Reply #1447 on: May 17, 2015, 09:56:37 PM »

There is a very brief but large flash when the ship explodes.
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Rap1d

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Ahne

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
« Reply #1449 on: May 18, 2015, 07:02:53 AM »

Is there a way to mod/change to get +1 logistic point for every level up?
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Creepin

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
« Reply #1450 on: May 18, 2015, 11:01:54 AM »

Ahne, I believe what you need is located in starsector/starsector-core/data/characters/skills/scripts/SkillData.java
Open it with notepad, search for the entries with "logistics" in them and edit.

Upd: actually, I've found a better way: there's commented out and thus disabled skill, Coordinated maneuvers, in starsector\mods\Starsector Plus\data\characters\skills\skill_data.csv
Open it with notepad, search for the entry started with #coordinated_maneuvers and remove #. It will give you 10 logistics point without feeling cheating like option above :)
« Last Edit: May 18, 2015, 11:17:36 AM by Creepin »
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Ahne

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
« Reply #1451 on: May 18, 2015, 01:05:01 PM »

thx for the info, i will try that.

By the way i don't call it "cheating" only because i want to get a more smooth gameplay experience and to outplay the fact that you currently have to spend massive amounts of skill/ability points into leadership only to be able to create "normal" sized fleet to engage bigger fleets properly.

greetings
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Blaank

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
« Reply #1452 on: May 26, 2015, 02:33:35 PM »

I'm looking to disable the crew pay thing.  Where would the variable for that be stored?
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Dark.Revenant

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
« Reply #1453 on: May 26, 2015, 05:51:04 PM »

You will have to pull apart and rebuild the .jar for that.  The script for crew payment is mainly an event class that contains the crew payment logic.  The fastest way of preventing the event from starting is to comment out the lines that instance it in the mod plugin script.
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Ali

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
« Reply #1454 on: June 02, 2015, 09:56:38 AM »

Really enjoyin SS+  ;D

Any chance the Sunder (U) can be boosted a bit more over the vanilla Sunder? For an upgraded / ultra version it doesn't seem to have much stat difference :-\

Otherwise great so far although still alot of ships to try out  :)
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