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Starsector => Mods => Topic started by: bonomel on November 27, 2018, 07:55:01 AM

Title: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
Post by: bonomel on November 27, 2018, 07:55:01 AM
Latest version, tested with 0.9.1a:
Download 1.1 (https://drive.google.com/uc?export=download&id=1OGwpJ0Su4Cakn3kG34cAHG47cVTEUuVp) Works fine with existing saves!

Version for 0.9a
Download 1.0 (https://drive.google.com/uc?export=download&id=1FTtmFiolIbzbszC4Fe8WUHtm_PEfrUn1)

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?

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%:

(https://drive.google.com/uc?export=download&id=10eYD2mu58ZT-VAqKkv4Xlm8kFESWESno)
Title: Re: [0.9a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: Milk on November 27, 2018, 11:44:09 PM
Hey, just installed this and it works great. I like it! Thanks for making it.
Title: Re: [0.9a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: code99 on November 28, 2018, 12:57:38 AM
Huh, this sounds great!

Ill download it and see how it goes, keep up the good work!
Title: Re: [0.9a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: TrashMan on November 28, 2018, 06:33:15 AM
The player is already OP as hell... this sounds unnecessary
Title: Re: [0.9a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: bonomel on November 28, 2018, 08:34:22 AM
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?
Title: Re: [0.9a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: Hazard on November 28, 2018, 09:01:17 AM
This is neat, nice job.  :)

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

I'm curious, why did you feel the need to point this out? Does the existence of this mod somehow negatively affect your own enjoyment of Starsector?
Title: Re: [0.9a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: Reinhark on November 28, 2018, 09:20:03 AM
My character is level 92 without this mod.

I regret nothing.
Title: Re: [0.9a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: Kulverstukass on November 28, 2018, 09:36:51 AM
My character is level 92 without this mod.

I regret nothing.
Eight levels more and you could build your own nexus!

;D lol yeah isn't it great?
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 ::)
Title: Re: [0.9a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: travhill20 on November 29, 2018, 11:22:20 AM
Thanks buddy! I was hoping for a mod like this as soon as I started .9a
Title: Re: [0.9a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: bonomel on November 30, 2018, 12:38:24 AM
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!
Title: Re: [0.9a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: arwan on November 30, 2018, 04:42:24 AM
wait does that mean that graph mean i would normally need almost 200,000,000 exp to hit level 84. that is quite the curve. if i get to max level i may just install this to see my level jump LMAO
Title: Re: [0.9a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: Ali on November 30, 2018, 06:20:40 AM
Just to say thanks!!! For doing this..
Currently i, as mentioned edit settings to get to 103 but in the end usually jus end up adding xp long before I would've got there..

This mod will give me cause to play to 103 normally so can't wait to add this to my manadatory mods for all playthroughs!! :D
Title: Re: [0.9a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: Cyan Leader on November 30, 2018, 06:34:41 AM
Amazing, thanks a lot for making this.
Title: Re: [0.9a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: Hussar on November 30, 2018, 07:55:19 AM
I do actually love the idea and are looking forward to trying it out! If it works well, this might become one of must have mods for any playthrough as long as point sinks like aptitudes are still in play. Thanks!
Title: Re: [0.9a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: PeepingPeacock on November 30, 2018, 07:58:40 AM
Now I don't have to cheat with console commands anymore, this is wayyyy more balanced.

Fantastic work!
Title: Re: [0.9a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: Ambient on November 30, 2018, 08:04:55 AM
Good stuff, I was looking forward to getting some of the industry passives but never wanted to waste the points.
Title: Re: [0.9a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: Baxter on December 11, 2018, 04:34:08 AM
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.
Title: Re: [0.9a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: bonomel on December 11, 2018, 06:04:15 AM
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.
Title: Re: [0.9a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: Baxter on December 12, 2018, 01:09:26 AM
So if I set those numbers to 2x what they are currently would that increase the exp required to level up (according to your new scale) to 2x the amount at each level? I haven't done any proper thinking about programming since uni. Maybe I should sit down and have a proper study.
 
The easiest option for me as a user would be a CFG file where I can set the level at which the exp scaling changes, and by what factor it does compared to vanilla (Like from level 50 onwards the rate of increase is half of what it is from levels 1-49 for example)

Actually now I want to see how simple it would be to change the exp scaling past a certain level from an exponential increase to a linear one instead.
Title: Re: [0.9a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: Agalyon on December 25, 2018, 08:36:44 PM
Would this work in 0.8.1? It seems like it would from first glance.
Title: Re: [0.9a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: bonomel on December 26, 2018, 12:45:03 PM
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 :)
Title: Re: [0.9a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: Ali on May 17, 2019, 11:20:40 PM
Hopin your still active to update this essential mod m8!? I can't start a new playthrough & try out all the new stuff without it!!  ;D
Title: Re: [0.9a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: Cyan Leader on May 18, 2019, 12:38:04 AM
Should be working fine in .9.1, I'm doing a run with it and it's been smooth.
Title: Re: [0.9a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: Ali on May 18, 2019, 02:50:44 AM
Ah great, cheers Cyan!  :)
Title: Re: [0.9a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: DrakonST on May 18, 2019, 04:27:14 AM
I confirm, it works fine on 0.9.1.
Title: Re: [0.9a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: eidolad on May 20, 2019, 05:26:23 PM
I also confirm that I've just run a character in .91a to level 54 without issue...
Title: Re: [0.9a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: bonomel on May 21, 2019, 12:58:38 AM
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.
Title: Re: [0.9a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: vorpal+5 on May 26, 2019, 11:32:02 AM
Would this mod works on an ongoing game?
Title: Re: [0.9a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: Se7ventySix on May 26, 2019, 12:01:50 PM
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 levels.

Yep!!
Title: Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
Post by: bonomel on May 27, 2019, 02:13:22 AM
Updated! No changes other than version numbers bumps.
Title: Re: [0.9.1a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: Buddah on July 20, 2019, 11:05:42 AM
So I downloaded this and stuck it in my mod folder but it doesn't seem to be working. Just hit level 50 and I'm capped out. Anyone seen that happen?
Title: Re: [0.9.1a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: canned Tomatoes on July 20, 2019, 04:57:18 PM
So I downloaded this and stuck it in my mod folder but it doesn't seem to be working. Just hit level 50 and I'm capped out. Anyone seen that happen?
It works as you would expect for me.
As for troubleshooting
Version 1.1 of the mod? On the right Game version?
And you checked the box in the launcher?
Have you unzipped the downloaded file?
After all that, you could check with version checker if it is activated in your game.

And you could start a new character, use console commands and give yourself a lot of xp to see if SkilledUp works.
That is everything I can think of that might be wrong.
Title: Re: [0.9.1a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: Buddah on July 20, 2019, 07:01:15 PM
User error on this one.....I forgot to turn it on ::)
Title: Re: [0.9.1a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: Ranakastrasz on October 15, 2019, 01:04:06 PM
This mod is great!

For a while, I've run a rule in my game, limiting what skills I can pick.
Specifically, I can only have 2+2x skillpoints in each tree, with x being the least number of skillpoints in any tree.

Aside from meaning I can't quite rush to get a t3 skill as trivially as before, the general idea is to let me use all four trees, especially combat, without feeling like I was making a bad decision. Combat boosts are fun, but poor investments compared to things that buff your whole fleet.

The downside was that although I could remove the upper player level, the exponential(Quadradic?) experience cost was still a problem. So this mod fixes that.

Only thing I could request is some constants to modify and comments in the file to easily explain how it works, or maybe just a scalar. I am not exactly good with looking at code and getting an equation, or modifying said equation.
Title: Re: [0.9.1a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: Salano on October 17, 2019, 07:18:32 PM
FYI, the title still indicates that the mod is version 1.0.
Title: Re: [0.9.1a] SkilledUp 1.0 - Sane character progression after level 50!
Post by: bonomel on October 18, 2019, 10:42:20 AM
FYI, the title still indicates that the mod is version 1.0.

Thank you! Didn't notice that before!
Title: Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
Post by: Noviastar on November 02, 2019, 02:55:32 AM
This sounds really neat.  as the skill system requires 12 levels just to be able to unlock ass aspects at lev 3 you can quite quickly run into this game becoming a XP grinding fest.  Just park your massive fleet in a high warning sector and fight for months.  just to get 1 combat level... 

The space lord just gets bored of winning. 

The game as it is makes you kinda choose to run a empire, command a ship, manage a fleet, or do random stuff.  You might be able to manage 2 of these things well.
Title: Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
Post by: Kalarima on February 20, 2020, 10:47:56 AM
Thanks for the mod it has become my must have mod for the game :)

Is there any chance of making something similar for officers aswell btw? i know you can change game rules to allow them to lvl up above 20 but the game wont give you the normal skill choice so you cant actually do it it seems...
Title: Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
Post by: bonomel on February 26, 2020, 12:07:33 AM
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
Title: Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
Post by: NephilimNexus on February 26, 2020, 01:56:09 AM
Is there any chance of making something similar for officers aswell btw? i know you can change game rules to allow them to lvl up above 20 but the game wont give you the normal skill choice so you cant actually do it it seems...

Not sure what you mean.  Go into the game's own base files and raise their level limit to 29.  Just don't go over 29.  Works fine.

Starsector\starsector-core\data\config\settings.json

Line 453:

   "officerMaxLevel":29,

And you're done.
Title: Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
Post by: Serenitis on February 27, 2020, 10:54:16 AM
Just don't go over 29.
For clarity, what happens when you set an officer to have more than 29 levels is; they level up, but have no possible skills to choose from as there's no more room in the bar, so the skill points cannot be spent and sit there forever being a mild annoyance.

It won't break your game. But it doesn't give you any benefit, and just looks untidy. And that's terrible!
Title: Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
Post by: NephilimNexus on February 27, 2020, 04:12:41 PM
^ What they said.
Title: Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
Post by: Sordid on April 02, 2020, 01:50:22 PM
What a fantastic mod! Thank you very much for making this.

The only change I'd suggest is to cap character level at 100 for the sake of having a nice round number. Just give the player those three extra skill points at the start, speed up the tedious early game a bit as well.
Title: Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
Post by: Amen on June 05, 2020, 07:28:09 AM
Just don't go over 29.
For clarity, what happens when you set an officer to have more than 29 levels is; they level up, but have no possible skills to choose from as there's no more room in the bar, so the skill points cannot be spent and sit there forever being a mild annoyance.

It won't break your game. But it doesn't give you any benefit, and just looks untidy. And that's terrible!

That sad  :'(
Maybe add additional window or something like that can resolve this problem?
Title: Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
Post by: Flacman3000 on December 28, 2020, 01:08:37 AM
Hey man, I love your mod but is there a way to modify it to 50% more than your original values its to fast leveling up I find myself getting leveled up easily. And I have no clue what your custom multipliers do would you mind giving me a point in the right direction?
Title: Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
Post by: Saint Mattis on February 18, 2021, 08:24:09 PM
Just here to say thank you!
Title: Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
Post by: nilloc93 on March 26, 2021, 11:32:55 PM
I'm not sure if its even possible but i'd like to suggest that if/when you update this mod if you could bring back the old skill system? The new one kinda sucks.
Title: Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
Post by: kokuto on March 27, 2021, 11:28:47 PM
Would like a 0.95 version of the mod when possible
Title: Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
Post by: Cy420 on March 28, 2021, 03:04:42 AM
I'm not sure if its even possible but i'd like to suggest that if/when you update this mod if you could bring back the old skill system? The new one kinda sucks.

you're just too used to having an overpowered character with this mod :D

Until this mod gets updated I suggest you edit your settings file (notepad will do,it's just a simple text file) in the "\starsector-core\data\config" folder, you can find the line ""playerMaxLevel" , "skillPointsPerLevel", and "storyPointsPerLevel" and edit the to your liking, I think the function of this mod having additional levels and the XP mechanics behind it is pretty much in the new version of the game because you get xp and storypoints even after reaching max level 15.

I'm trying a playthrough with max level 30, to see if any problem happens, already tried just adding more points per level and that one works fine

Also, aside from the xp curve implementation this mod was fairly simple i think, implementing the old skill system back into the new version of the game sounds like a lot more work now with the completely changed ui and story points added.

And I agree, the previous system felt better but we were also more used to it, I think that was like 34 skills and they were tiered by 3, meaning you had nearly a 100 choices, with 35 skillpoints. but 2 out of 3 choice was just a buff to previous skills, now it's 40 skills and they give bigger,better bonuses, but you also can only choose 15, however every point gives you something new.
At the end of the day, the new system has pretty much the same amount of choices as the old one, but every point you spend gives you a bigger bonus than it did before.
What you are really missing, is more skillpoints, because that's what you were used to with the old system and the extra 15 levels this mod gave, so i suggest you raise your level cap to 25-30 so in time you can have the OP spacemessiah you were used to, I'll do the same :D
Title: Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
Post by: DanRowan on March 29, 2021, 10:54:25 AM
Yep editing the config file works great, I changed the max level to 40 and the max level for my officer to 13 for my officers so they can get all the skills with the skill that gives them 1 more level. Seems to be working great so far just dosent have the awesome xp curve.
Title: Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
Post by: PeepingPeacock on March 29, 2021, 04:36:23 PM
Yep editing the config file works great, I changed the max level to 40 and the max level for my officer to 13 for my officers so they can get all the skills with the skill that gives them 1 more level. Seems to be working great so far just dosent have the awesome xp curve.

Doesn't that completely gimp your story points gains?
Just adding skill points per level seems cheaty to me, but because story points are tied to exp gains increasing max level means once you finally cap out you will be gaining story points significantly slower.

I was actually wondering how Bonomel is going to address that problem if they decide to update.

Just accept less story points for more levels? Or do something like freeze the exp required once you hit level 15 so that story points don't get more expensive?
Title: Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
Post by: DanRowan on March 29, 2021, 05:13:44 PM
Yeah the progression of getting points does slow down a lot, really if there was a way to have a separate xp value for story points that would be the best way to do it. You can only set the value of the amount of story points you get per level or I would say another think you could do is give SP based on the amount of XP required for the next level on a curve like he did before.
Title: Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
Post by: Panteradactyl on March 31, 2021, 11:57:09 AM
I made a pretty quick edit that raises the maximum level to 30 while still roughly keeping the same levelling pace up to 15, without massively inflating the experience needed to get story points. Modified the XP_PER_LEVEL array and the XP_REQUIRED_FOR_STORY_POINT_GAIN_AT_MAX_LEVEL_MULT float to be:
Code
	public static float XP_REQUIRED_FOR_STORY_POINT_GAIN_AT_MAX_LEVEL_MULT = 1f;

public static long [] XP_PER_LEVEL = new long [] {
0, // level 1
20000,
30000,
40000,
50000,  // level 5, ramp up after
100000,
200000,
300000,
400000,
500000, // level 10, ramp up after
700000,
900000,
1100000,
1300000,
1500000, // level 15
1700000,
1900000,
2100000,
2300000,
2500000, // level 20
2700000,
2900000,
3100000,
3300000,
3500000, //level 25
3700000,
3900000,
4100000,
4300000,
4500000, //level 30
};
This means that you need 53,640,000 experience to level up to 30, roughly equal to to ~50mil needed to reach 103 in the OG version of this mod. In my last playthrough of Nex, I got to level 83, which on this scaling is equivalent in experience to level 21. I feel like level 30 is the most balanced max level when exceeding vanilla restrictions, as it allows you to complete all 4 trees and then double-complete 2 more trees, which means you can get all the bonuses for ruling a colony/controlling admins in addition to getting a full suite of tech and combat skills. It's just gonna take you a damn long time to get there. The limited skill choice, and the relatively slow rate of gain, means that skill choice is still important, but you no longer have to be paranoid about selecting the skills that can't be removed, like the capstone Tech skill, or the officer skills--you can eventually, given enough time, get more skill points to correct your mistake.

Edit: Let me be clear, the player will still be drastically overpowered even with the cap only at 30 rather than the "true cap" at 40, but having the cap at 40 eliminates the entire point of the skill rework in the first place--to make levelling up more meaningful, make skill choices actually important. If I were designing this as something from a game-design/mechanics standpoint, rather than just a "I want to be the God Emperor of Mankind" standpoint, I'd change the max level to 25. The player would be able to fully "specialize" in one skill set while still being able to "jack of all trades" in the other 3 skills or specialize into 2 skill sets while being able to dip a little bit into the remaining 2. Basically, make it so that if the player wants to be a super colonial magnate with all colony skills, they have to sacrifice fairly significant levels of logistic and combat ability to do so, rather than just outright not allowing the player to do it.
Title: Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
Post by: Cy420 on March 31, 2021, 04:35:24 PM
I think Alex wants us to farm storypoints for respec between expeditions/warfare/colonizing cycles, but yeah it just feels like your boxed in. Level 30 seems like a nice balance.
Another thing i was thinking about is maybe, 2 skillpoints from level 15-20
Title: Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
Post by: QuinnDexter on April 03, 2021, 04:40:41 AM
Edit: I adjusted bonomel's mod with the changes proposed by the posters above, with maximum level 30 and adjusted story point gains. It's a quick and dirty edit, and first time trying this, so use at your own peril.
Title: Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
Post by: Swwatter on April 04, 2021, 01:27:55 AM
I made a pretty quick edit that raises the maximum level to 30 while still roughly keeping the same levelling pace up to 15, without massively inflating the experience needed to get story points. Modified the XP_PER_LEVEL array and the XP_REQUIRED_FOR_STORY_POINT_GAIN_AT_MAX_LEVEL_MULT float to be:
Spoiler
Code
	public static float XP_REQUIRED_FOR_STORY_POINT_GAIN_AT_MAX_LEVEL_MULT = 1f;

public static long [] XP_PER_LEVEL = new long [] {
0, // level 1
20000,
30000,
40000,
50000,  // level 5, ramp up after
100000,
200000,
300000,
400000,
500000, // level 10, ramp up after
700000,
900000,
1100000,
1300000,
1500000, // level 15
1700000,
1900000,
2100000,
2300000,
2500000, // level 20
2700000,
2900000,
3100000,
3300000,
3500000, //level 25
3700000,
3900000,
4100000,
4300000,
4500000, //level 30
};
This means that you need 53,640,000 experience to level up to 30, roughly equal to to ~50mil needed to reach 103 in the OG version of this mod. In my last playthrough of Nex, I got to level 83, which on this scaling is equivalent in experience to level 21. I feel like level 30 is the most balanced max level when exceeding vanilla restrictions, as it allows you to complete all 4 trees and then double-complete 2 more trees, which means you can get all the bonuses for ruling a colony/controlling admins in addition to getting a full suite of tech and combat skills. It's just gonna take you a damn long time to get there. The limited skill choice, and the relatively slow rate of gain, means that skill choice is still important, but you no longer have to be paranoid about selecting the skills that can't be removed, like the capstone Tech skill, or the officer skills--you can eventually, given enough time, get more skill points to correct your mistake.

Edit: Let me be clear, the player will still be drastically overpowered even with the cap only at 30 rather than the "true cap" at 40, but having the cap at 40 eliminates the entire point of the skill rework in the first place--to make levelling up more meaningful, make skill choices actually important. If I were designing this as something from a game-design/mechanics standpoint, rather than just a "I want to be the God Emperor of Mankind" standpoint, I'd change the max level to 25. The player would be able to fully "specialize" in one skill set while still being able to "jack of all trades" in the other 3 skills or specialize into 2 skill sets while being able to dip a little bit into the remaining 2. Basically, make it so that if the player wants to be a super colonial magnate with all colony skills, they have to sacrifice fairly significant levels of logistic and combat ability to do so, rather than just outright not allowing the player to do it.
[close]

Where did you find those lines? Or did you replace the skillpointsperlevel in the settings.json folder?
Title: Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
Post by: Panteradactyl on April 04, 2021, 05:42:15 PM
I made a pretty quick edit that raises the maximum level to 30 while still roughly keeping the same levelling pace up to 15, without massively inflating the experience needed to get story points. Modified the XP_PER_LEVEL array and the XP_REQUIRED_FOR_STORY_POINT_GAIN_AT_MAX_LEVEL_MULT float to be:
Spoiler
Code
	public static float XP_REQUIRED_FOR_STORY_POINT_GAIN_AT_MAX_LEVEL_MULT = 1f;

public static long [] XP_PER_LEVEL = new long [] {
0, // level 1
20000,
30000,
40000,
50000,  // level 5, ramp up after
100000,
200000,
300000,
400000,
500000, // level 10, ramp up after
700000,
900000,
1100000,
1300000,
1500000, // level 15
1700000,
1900000,
2100000,
2300000,
2500000, // level 20
2700000,
2900000,
3100000,
3300000,
3500000, //level 25
3700000,
3900000,
4100000,
4300000,
4500000, //level 30
};
This means that you need 53,640,000 experience to level up to 30, roughly equal to to ~50mil needed to reach 103 in the OG version of this mod. In my last playthrough of Nex, I got to level 83, which on this scaling is equivalent in experience to level 21. I feel like level 30 is the most balanced max level when exceeding vanilla restrictions, as it allows you to complete all 4 trees and then double-complete 2 more trees, which means you can get all the bonuses for ruling a colony/controlling admins in addition to getting a full suite of tech and combat skills. It's just gonna take you a damn long time to get there. The limited skill choice, and the relatively slow rate of gain, means that skill choice is still important, but you no longer have to be paranoid about selecting the skills that can't be removed, like the capstone Tech skill, or the officer skills--you can eventually, given enough time, get more skill points to correct your mistake.

Edit: Let me be clear, the player will still be drastically overpowered even with the cap only at 30 rather than the "true cap" at 40, but having the cap at 40 eliminates the entire point of the skill rework in the first place--to make levelling up more meaningful, make skill choices actually important. If I were designing this as something from a game-design/mechanics standpoint, rather than just a "I want to be the God Emperor of Mankind" standpoint, I'd change the max level to 25. The player would be able to fully "specialize" in one skill set while still being able to "jack of all trades" in the other 3 skills or specialize into 2 skill sets while being able to dip a little bit into the remaining 2. Basically, make it so that if the player wants to be a super colonial magnate with all colony skills, they have to sacrifice fairly significant levels of logistic and combat ability to do so, rather than just outright not allowing the player to do it.
[close]

Where did you find those lines? Or did you replace the skillpointsperlevel in the settings.json folder?

It's in Starsector-core\data\plugins\LevelupPluginImpl.java file. I'll just create a new mod with these edits and upload it. Be easier that way.
Title: Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
Post by: Cyan Leader on April 05, 2021, 01:54:55 AM
I feel that the balance of the levels in vanilla is in a good place now. Ideally I'd like this mod to remove the XP scaling after level 15, so the jump to, say, 15->16 would be the same as 22->23, in that way the story points progression wouldn't be affected.
Title: Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
Post by: Jet Black on April 05, 2021, 06:05:25 AM
Separate the story points from the level ups. After 15 make xp required to level grow exponentially to level and cap at max skills. Leave story points taking the same amount to gain as they did vanilla post 15.
Title: Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
Post by: danando123 on May 04, 2021, 06:09:20 PM
New to SS, hoping this will get a 0.95 update :)
Title: Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
Post by: Swwatter on May 04, 2021, 06:28:28 PM
For all those who are looking for an updated version of this with 0.9.5a, Panterodactyl has made multiple versions to suit your needs here: https://fractalsoftworks.com/forum/index.php?topic=20535.0

Edit: Mods/Admins please remove if this is considered thread highjacking.