Global.getSector().getPersistentData().put("Your Achievement's id", true);
This idea has been thrown around for a long time, but now it has been made! Albeit in a mod. Will try it out later when I have the time.
I tried a little bit in devmode, that's a pretty cool new feature. It can definitely screw with balance but i guess that''s the idea. Still, i have a few questions.Thanks for your correction and I will correct it soon!
I'm not sure what each upgrade precisely does before i "buy" it. Durability probably improve the armor and hull, but i'd like to know by how much with each upgrade. Also, i'm still not sure what WeaponProficiency does. Also, "flexibility" should probably be renamed as "mobility".
What does the ship quality stand for? My fully upgraded Paragon got a 0.66 (rough) score while my Onslaught XIV have 1.24 (good), i'm not sure what is changing.
I guess the OrderShip System is still work-in-progress, but i'm still curious to know what it is going to be.
In the future, it would be cool if that feature will be available at a station rather than having to Ctrl+Q. It's not a big problem, but it feel a bit clunky.
Otherwise, a few translation mistakes :
---
"Welcome to ExtraSystem." Instead of "Welcome to ExtraSystem?"
"Choose the function you want." Instead of "Choose what the function you want"
"Welcome to the ShipLevel System." Instead of "Welcome to ShipLevel System"
"Resources available." Instead of "There are the resouces you have at present"
"Upgrade cost." Instead of "The resouces you have to cost on upgrade"
"100% chance of success." Instead of "100% of possibility in success"
"Congratulation, the upgrade succeeded." Instead of ""Congratulation? The upgrade succeeded."
---
Anyway, that's a pretty interesting mod. I'll definitely use it when i'll feel like screwing around in campaign.
(http://i.imgur.com/6BByqcq.png)A mod that make your ships stronger and stronger.DownLoad (http://www.mediafire.com/download/ggumo11k5dwqiy3/0.7.1a_ExtraSystem_0.1.1a.rar)Press Ctrl+Q to call the Interaction in campaign.
Use different resources to upgrade your ship.
*The ShipLevel System*
Each ship has a random quality about 0.5~1.5. It decides the cost and the degree of upgrade.
Upgrade has about 40% chance of success at the minimum.
-What is decided by the abilities-
The efficiency-
Frigate:100% Destroyer:80% Cruiser:60% Capital Ship:40%
-
Durability:
Hullpoints, armor, weapon health, engine health
WeaponProficiency:
Weapon range, weapon damage, rate of fire
Logistics:
CR per deployment, weapon ammo, crew, ship repair rate, CR recovery, fuel use
Mobility:
Max speed, acceleration, deceleration, max turn rate, turn acceleration
Technology:
Flux capacity and disspation, weapon flux cost, shield efficiency
Screenshots:Spoiler(http://i.imgur.com/qwZEIon.png)
(http://i.imgur.com/4GL8goT.png)
(http://i.imgur.com/TEe9EVv.png)
(http://i.imgur.com/2NCp1vd.png)
(http://i.imgur.com/CuipBrQ.png)
(http://i.imgur.com/fJwQfpp.png)[close]
ChangeLog:SpoilerCode1.13 0.1.0f released
1.17 fixed some bug and translation mistakes.
0.1.1a released[close]
Great! At last someone made it! Maybe it should be added extent of improvement to the list ship hullmods? It will make possible display of new characteristics in a ship card.
Would be excellent to see the ships improved in this way at NPC. It is interesting to be at war by the improved ship, but it is even more interesting to be at war against them.
I think the AI makes uses of upgraded ships. I just captured a Paladin in my campaign and realized it was slightly improved already.
Great! At last someone made it! Maybe it should be added extent of improvement to the list ship hullmods? It will make possible display of new characteristics in a ship card.
Would be excellent to see the ships improved in this way at NPC. It is interesting to be at war by the improved ship, but it is even more interesting to be at war against them.
I think the AI makes uses of upgraded ships. I just captured a Paladin in my campaign and realized it was slightly improved already.
Well. You know, it's hard to show these information in a "ship card".Great! At last someone made it! Maybe it should be added extent of improvement to the list ship hullmods? It will make possible display of new characteristics in a ship card.
Would be excellent to see the ships improved in this way at NPC. It is interesting to be at war by the improved ship, but it is even more interesting to be at war against them.
I think the AI makes uses of upgraded ships. I just captured a Paladin in my campaign and realized it was slightly improved already.
Small improvement is almost not noticeable. I meant added NPC fleet level. We will allow opportunity to meet fleet 10/25/50/*** levels of improvements. It can be specified in the name of fleet on similarity of types of fleet ("Mixed", "Assault" and other) in SS+.
And still there was a wish that there was an opportunity to conduct improvement of the vessel being in storage menu. After 20+ levels the cost of improvement in resources the simply enormous. Or can be necessary to make improvement simply for money?
P.S. I nevertheless am not enough the improved display of modifications. I seized the ship and learned that it is improved only when decided it to improve. Display of levels in a ship card is necessary.
Also it would be desirable to know as far as each improvement influences.
1. I simply suggest to add the description to the category "Hullmods". It will look as "Hullmods: Omni Shield emiter, Heavy Armor, Technology lvl 53, Durability lvl 5." Thanks to it it will be possible to learn the level of improvements from NPC.Well. You know, it's hard to show these information in a "ship card".Great! At last someone made it! Maybe it should be added extent of improvement to the list ship hullmods? It will make possible display of new characteristics in a ship card.
Would be excellent to see the ships improved in this way at NPC. It is interesting to be at war by the improved ship, but it is even more interesting to be at war against them.
I think the AI makes uses of upgraded ships. I just captured a Paladin in my campaign and realized it was slightly improved already.
Small improvement is almost not noticeable. I meant added NPC fleet level. We will allow opportunity to meet fleet 10/25/50/*** levels of improvements. It can be specified in the name of fleet on similarity of types of fleet ("Mixed", "Assault" and other) in SS+.
And still there was a wish that there was an opportunity to conduct improvement of the vessel being in storage menu. After 20+ levels the cost of improvement in resources the simply enormous. Or can be necessary to make improvement simply for money?
P.S. I nevertheless am not enough the improved display of modifications. I seized the ship and learned that it is improved only when decided it to improve. Display of levels in a ship card is necessary.
Also it would be desirable to know as far as each improvement influences.
Okay, so making a comparison: Here's a Xiakou Capital (Tiandong), base.Ahh! I think i made some mistakes! :o
(http://i.imgur.com/RxJNYVt.png)
And fully upgraded; excluding skill modifiers.
(http://i.imgur.com/Goo5ef3.png)
So you're seeing a 50% increase to most stats. This may seem like a lot, but keep in mind it took tens of thousands of raw materials to reach this stage. I estimate it'd take at least 15-20 million credits worth of stuff to max out a capship, depending on market conditions, failure rates, and whether markets have enough goods to fulfill the requirements in the first place.
The effect of logistic upgrades needs to be boosted for it to be anywhere near the cost.
From what I can see, the effect of ship quality only affects upgrade cost.
How many levels are there per upgrade type exactly?Seriously, there is so much information to show but i can try it.
Also, I think it's possible to show variable values in hullmods, I think Neutrino has something like that. They had the Neutronium Plating hullmod that showed the actual bonus armor health pool of the ships that changed when you increased or decreased it's armor.
Any chance of getting a Burn Speed boost added to the mobility upgrade?Hmmm, please wait for the following updates.
Sorry, I honestly do this out of the hope that ES can improve since the premise is solid, but is this really necessary?I just put the loading screen for fun, my friend, and I actually didn't think about anything else, just "Ohhhh the loading screen can be replaced and it must be interesting to replace it with my own picture" and then I did that. Maybe I should remove it ughhhh....
81816 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 32
81816 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 33
82160 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.Es_ShipLevelFleetData.apply(Es_ShipLevelFleetData.java:59)
at com.fs.starfarer.campaign.BuffManager.applyBuffs(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source)
at data.scripts.SSPModPlugin.onGameLoad(SSPModPlugin.java:319)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.oO0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.h.super(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.o00000(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$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
But i want to make ES can be removed without any bugs and can just continue playing, if i add a hullmod, it will crash while removing.A valid concern ... I wonder if its possible to script so that such a 'fake hullmod' only appears when looking at the info of a ship, or in refit screen? That way it won't be saved and causes no crashes.
Breaks when loading preservation. It seems to me because of your modification. And it already not for the first time.Well, never seen this kind of bug before...Let me do some null check.Code81816 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 32
81816 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 33
82160 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.Es_ShipLevelFleetData.apply(Es_ShipLevelFleetData.java:59)
at com.fs.starfarer.campaign.BuffManager.applyBuffs(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source)
at data.scripts.SSPModPlugin.onGameLoad(SSPModPlugin.java:319)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.oO0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.h.super(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.o00000(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$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
14604135 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerExceptionWhen and where?
java.lang.NullPointerException
at data.scripts.campaign.Es_ShipLevelFleetData.<init>(Es_ShipLevelFleetData.java:45)
at data.scripts.campaign.Es_ExtraSystemController.advance(Es_ExtraSystemController.java:73)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(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$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
is the error i got also how do u do the code thingy
hi really like the idea of this mod but doesnt seem to work for me. what it seems to do is just buff the ships info card without actually giving the ships the buff. i mean after putting 3 points in technology and 2 in mobilityDownload again? I may be upload the wrong version.
my ship should have 6936 flux and 198 top speed according to the ship infocard but when i try it out in simulation my top speed is 180 and my flux is 6137 bassicly the same stats as the refit screen.
i am using starsector +, nexerelin, various faction mods and v0.1.1g of this mod
The fuel use reduction is niceDepends on the faction/ship though.
150048 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.Es_ShipLevelFleetData.apply(Es_ShipLevelFleetData.java:59)
at com.fs.starfarer.campaign.BuffManager.applyBuffs(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source)
at data.scripts.SSPModPlugin.onGameLoad(SSPModPlugin.java:326)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.U.o00000(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$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Got a "fatal: null" error as well, after trying to load a saved game with some of the ships modified with this mod. Here is the log:Did you download the new version? There is nothing in (Es_ShipLevelFleetData.java:59) source code now.Code150048 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.Es_ShipLevelFleetData.apply(Es_ShipLevelFleetData.java:59)
at com.fs.starfarer.campaign.BuffManager.applyBuffs(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source)
at data.scripts.SSPModPlugin.onGameLoad(SSPModPlugin.java:326)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.U.o00000(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$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Hopefully it gets fixed, did like the mod.
Doesn't work. Improvements are displayed in a card but no more.Did you update the mod and upgrade new ships?Spoiler(http://i.imgur.com/TSLSVAj.png)
(http://i.imgur.com/MHhAdVn.png)
(http://i.imgur.com/6bJ1zy6.png)
(http://i.imgur.com/2du7amx.png)[close]
Doesn't work. Improvements are displayed in a card but no more.Look.Spoiler(http://i.imgur.com/TSLSVAj.png)
(http://i.imgur.com/MHhAdVn.png)
(http://i.imgur.com/6bJ1zy6.png)
(http://i.imgur.com/2du7amx.png)[close]
I began this game today. Mod it was updated long before it.Doesn't work. Improvements are displayed in a card but no more.Look.Spoiler(http://i.imgur.com/TSLSVAj.png)
(http://i.imgur.com/MHhAdVn.png)
(http://i.imgur.com/6bJ1zy6.png)
(http://i.imgur.com/2du7amx.png)[close]Spoiler(http://i.imgur.com/iYCIp4q.png)
(http://i.imgur.com/km8OG2x.png)[close]
I began this game today. Mod it was updated long before it.Well, the 0.1.1g actually be replaced for several times, just download again and have a try?
It was 0.1.1g the version. You changed this version?I began this game today. Mod it was updated long before it.Well, the 0.1.1g actually be replaced for several times, just download again and have a try?
yepIt was 0.1.1g the version. You changed this version?I began this game today. Mod it was updated long before it.Well, the 0.1.1g actually be replaced for several times, just download again and have a try?
Thanks. Now works.yepIt was 0.1.1g the version. You changed this version?I began this game today. Mod it was updated long before it.Well, the 0.1.1g actually be replaced for several times, just download again and have a try?
I agree with DrakonST, upgrading capital ships with several types of resources can quickly become a chore. It could be interesting to see a version with a more convenient upgrade price.If to use one "supplies" that it is possible to improve the ships right after fight. It is former very coolly. ;D
I agree with DrakonST, upgrading capital ships with several types of resources can quickly become a chore. It could be interesting to see a version with a more convenient upgrade price.
I agree with DrakonST, upgrading capital ships with several types of resources can quickly become a chore. It could be interesting to see a version with a more convenient upgrade price.If to use one "supplies" that it is possible to improve the ships right after fight. It is former very coolly. ;D
But it is possible to leave also "Rare metals".
I agree with DrakonST, upgrading capital ships with several types of resources can quickly become a chore. It could be interesting to see a version with a more convenient upgrade price.I agree with DrakonST, upgrading capital ships with several types of resources can quickly become a chore. It could be interesting to see a version with a more convenient upgrade price.If to use one "supplies" that it is possible to improve the ships right after fight. It is former very coolly. ;D
But it is possible to leave also "Rare metals".
Anyway , there is a way.mods\Extra System\data\config\skill_resource_ratio.csv .This is about the resources' factor.
Bonuses of crew don't work.Well...May be the game itself's bug. I did nothing special for it.Spoiler(http://i.imgur.com/YmbMPnD.png)[close]
Anyway , there is a way.mods\Extra System\data\config\skill_resource_ratio.csv .This is about the resources' factor.
Will there be an implementation of how to tell if you've modified a ship without having to bring up the mod menu?
There should be a list of upgrades on the fleet-screen tooltip when you mouse over it.
Because the upgrade base value depends on the hull base value i think.Anyway , there is a way.mods\Extra System\data\config\skill_resource_ratio.csv .This is about the resources' factor.
That is useful but we can't really edit how much more capitals use in relation to other classes. If we nerf the ratio there then upgrading smaller ships will become super cheap.
Hope this is being upgraded for the new .7.2 release!? ( if it needs to be? )Mod works in 0.7.2 RC-1/2. You can use without fears.
Also is there a cap ( Max level? ) on how far you can improve a ship?
Think i've only taken a ship to level 10 in each so far but at level 10 the stats haven't gone up that much from base??
The mod does not work in battles. Whenever I upgrade a ship and then use Run Simulation in Refit, the stats reverts back to the original. No bonuses.I don't have this problem in my game though
The mod does not work in battles. Whenever I upgrade a ship and then use Run Simulation in Refit, the stats reverts back to the original. No bonuses.the screen that lets you chose the ships to battle doesnt seem to show the new stats but in battle they do have the new stats.ie i have the ibb eagle it has 8800 hull in the reinforce screen but shows the proper amount of hull of 14821 in the battle hud and everywhere else.
I'm not sure I'm happy with the % chance to apply though - its the kind of thing that promotes savescumming, which I'm never a fan of.
I'd rather the extra cost via % chance to fail just became flat extra cost and the chance was always 100.
1426041 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.Es_ShipLevelFleetData.<init>(Es_ShipLevelFleetData.java:40)
at data.scripts.campaign.Es_ExtraSystemController.advance(Es_ExtraSystemController.java:73)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(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)
OK so I played around with this for awhile and I have to say that while it is a nice idea, it has a few problems. This of course doesn't include the obvious power creep that this mod adds to SS, which is unneeded.2 - Stupid question. Read the mod description once again. This question calls into question all your other claims.
Extra system problems
#1: Most ships are BELOW normal quality (which defines how effective boosting with it is)
#2 Quality is not well defined. It is labeled on a scale between .5 and 1.5. Does that mean that Extra system would make the ship WORSE?
#3 RNG when applying upgrades. Just make this *** more expensive instead
#4 Extra system unpauses the game automatically when you exit out of the interface. Would like to see it like Console commands does it OR better yet, make it a station!
#5 Ships are rerolled with save transfer. This could be fixed with the ability to improve the quality of the ship
#6 You can upgrade more times with caps (25 times) then with frigs (10 times). This, combined with the RNG of quality makes it a pain in the hand to upgrade everything again after Save Transfer. Just make them all the same number of times and or allow us to make more than one "point" of upgrade
#7 Being able to upgrade anywhere is a bit OP
The only vital issue of it mod is that there is no balance. Completely improved ship of quality 1.5(Or even 1.0) to become the unstoppable monster and in this case AI isn't capable to destroy this monster(example - Paragon, NGO Donar, SS+ Victory. Each of these ships easily destroys ANY fleet. One against fleet.). AI just have no opportunity to resist for player. Ai has to receive completely improved ships.It's balanced enough,compared to some op mods with op ships.You can not easily get a ship that "is able to be a monster".Most of capital ships you get have quality between 0.6~0.9,and when finally you get a high quality (monster) ship,you may have to pay ten times cost of getting this ship for 25% enhancement.Enhanced Victory is just Victory which originally can battle against fleets,and is no batter than two Victories that player can get more easily.
Rarity is never a valid balance factor.Or credit cost for that matter!