Fractal Softworks Forum

Starsector => Mods => Topic started by: stormbringer951 on March 31, 2021, 07:02:19 AM

Title: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: stormbringer951 on March 31, 2021, 07:02:19 AM
(https://img.shields.io/github/downloads/stormbringer951/adjustable-skills/total) (https://github.com/stormbringer951/adjustable-skills/releases/download/1.2.0/AdjustableSkillThresholds.zip)
Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0) compatible

Features:

Code
{
  "carrier_group_fighter_uplink_fighter_bay_threshold": 8,
  "crew_training_flux_regulation_op_threshold": 240,
  "tactical_drills_op_threshold": 240,
  "containment_procedures_field_repairs_op_threshold": 240,
  "phase_coil_tuning_op_threshold": 40,
  "automated_ships_op_threshold": 120,
  "bulk_transport_cargo_threshold": 2000,
  "bulk_transport_fuel_threshold": 2000,
  "bulk_transport_personnel_threshold": 5000,
  "derelict_operations_percentage_per_d_mod": 6
}

These are all set to vanilla values, edit them however you like in AdjustableSkillThresholds\data\config\settings.json (or in your own settings.json file or settings.json mod).

Changelog:
1.2.0 - 2022-01-02
- Updated skills compatibility and default starting numbers for 0.95.1a, and added support for configuring Derelict Operations DP discount % (pull req by cmp831)

1.1.0 - 2021-10-12
- Added support for Bulk Transport (thanks to cman0014)
- Updated default values in json (thanks to Satirical)

1.1.0 - 2021-10-12
- Initial release
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: Cyan Leader on March 31, 2021, 08:08:20 AM
Thank you, I'm looking forward to erasing a lot of these, but most especially the AI ships one.
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: rockguy434 on March 31, 2021, 12:37:23 PM
Im confused. This edits the skill tree or ordnance points of different hulls, fighters and weapons?
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: sector_terror on March 31, 2021, 01:08:04 PM
(https://img.shields.io/github/downloads/stormbringer951/adjustable-skills/total) (https://github.com/stormbringer951/adjustable-skills/releases/download/1.0.0/AdjustableSkillThresholds.zip)
Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0) compatible

Features:
  • Lets the player edit all the fighter bay and DP-related skill thresholds

Code
{
  "carrier_group_fighter_uplink_fighter_bay_threshold": 6,
  "crew_training_flux_regulation_op_threshold": 180,
  "weapon_drills_op_threshold": 90,
  "containment_procedures_field_repairs_op_threshold": 60,
  "auxiliary_support_op_threshold":5,
  "phase_corps_op_threshold": 30,
  "automated_ships_op_threshold": 30
}

These are all set to vanilla values, edit them however you like in AdjustableSkillThresholds\data\config\settings.json (or in your own settings.json file or settings.json mod).

Oh thank god, I have been looking into doing this myself for the last few days. thank you for much.
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: Morzord on March 31, 2021, 01:27:10 PM
Im confused. This edits the skill tree or ordnance points of different hulls, fighters and weapons?

Same I'm confused as well as to what this mod does. I haven't yet played the update though so I'm guessing its's related to that. Just sorting out my mod list for the update.
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: stormbringer951 on March 31, 2021, 01:39:18 PM
Im confused. This edits the skill tree or ordnance points of different hulls, fighters and weapons?
Same I'm confused as well as to what this mod does. I haven't yet played the update though so I'm guessing its's related to that. Just sorting out my mod list for the update.

It edits the skill tree. There are a number of skills where you only get the maximum benefit of the skill when you're under X DP limit/fighter bay limit. This mod externalizes those variables into settings so you can change those thresholds.

I actually miswrote the names in the settings file (it should say dp, not op, but I'll change that in a future update).
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: Golde on March 31, 2021, 03:22:52 PM
This mod is doing god's work.

Vanilla values are for literal ***.

to deploy 200/200 when npcs are rolling 20 cruiser / cap endgame fleets with limitless officers you'll be getting +1% damage and +3% cr with the default values.

If you try to maximize bonus at 180fp, you're literally ***.
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: dostillevi on March 31, 2021, 04:39:06 PM
So.. anyone have recommended settings for Vanilla CR battles?
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: Retry on March 31, 2021, 08:50:09 PM
Is it possible to add support for adjusting the peak bonus as well as the threshold point?  I generally don't care much for the threshold systems at all, but completely removing them from certain skills with no other changes would have... interesting implications.  (Auxiliary Support)
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: sector_terror on April 01, 2021, 09:12:18 PM
I should note that, when using this, any numbers that were high enough made claims to have problems with my RAM and vRAM being too low, despite this being the only mod I ran. No idea why but, there you go
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: Balefries on April 02, 2021, 12:46:36 AM
I should note that, when using this, any numbers that were high enough made claims to have problems with my RAM and vRAM being too low, despite this being the only mod I ran. No idea why but, there you go
Having the same notifications, except I'm running all of the faction mods available at this time except for the Kingdom of Terra and the Star Federation mod, with Adjusted Sector to boot. Have 8gb RAM and allocated 4gb, but still have the warning that it's too low.
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: Morzord on April 02, 2021, 07:37:00 AM
Im confused. This edits the skill tree or ordnance points of different hulls, fighters and weapons?
Same I'm confused as well as to what this mod does. I haven't yet played the update though so I'm guessing its's related to that. Just sorting out my mod list for the update.

It edits the skill tree. There are a number of skills where you only get the maximum benefit of the skill when you're under X DP limit/fighter bay limit. This mod externalizes those variables into settings so you can change those thresholds.

I actually miswrote the names in the settings file (it should say dp, not op, but I'll change that in a future update).

Having played the new version now I understand what this mod does now, Thanks for your explanation.
I kinda want to just get rid of all of these the way it is in vanilla makes me not want to get these skills at all.
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: Foffy123 on April 05, 2021, 12:46:21 AM
Firstly, thanks a lot for the mod, it really makes these skills a lot more palatable.

I know the mod description mentions only "fighter bay and DP-related thresholds", so is it possible that you could give a hint on where in the files one would edit the thresholds for Bulk Transport manually? I'm experienced with modding, but not with Starsector specifically.
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: stormbringer951 on April 05, 2021, 07:51:56 AM
Firstly, thanks a lot for the mod, it really makes these skills a lot more palatable.

I know the mod description mentions only "fighter bay and DP-related thresholds", so is it possible that you could give a hint on where in the files one would edit the thresholds for Bulk Transport manually? I'm experienced with modding, but not with Starsector specifically.

Ah, I'm adding the others, the mod description just mentions fighter bay and DP-related thresholds because those are the ones I got around to first and are currently in the downloadable mod. Several people have asked me about bulk transport  :P

To answer your actual question: most of the skill effect numbers thresholds are public variables defined in the skill classes in com.fs.starfarer.api.impl.campaign.skills - so you just need to change the associated variable for each thing.
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: Value86 on April 07, 2021, 01:21:13 PM
stormbringer951
Could you please add all the skills theshold??? Seems  I cant fiond them. Sorry, Im not a programmer, so I dont even know how java works.
Thanks!
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: Sanrai on April 16, 2021, 07:29:13 PM
Specifically could we get one for bulk transport? I have no clue why the bonus gets capped at 2000 for cargo and fuel, but 5000 for crew, something you need infinitely less of.
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: Eshir on April 22, 2021, 01:10:25 PM
Can you make a Adjustable High Scatter Amplifier setting too please?
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: Satirical on April 26, 2021, 04:19:17 PM
hello here are the new default values

{
  "carrier_group_fighter_uplink_fighter_bay_threshold": 8,
  "crew_training_flux_regulation_op_threshold": 240,
  "weapon_drills_op_threshold": 120,
  "containment_procedures_field_repairs_op_threshold": 60,
  "auxiliary_support_op_threshold":5,
  "phase_corps_op_threshold": 30,
  "automated_ships_op_threshold": 30
}
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: WeiTuLo on April 26, 2021, 05:55:23 PM
Does pasting this in the standard settings.json also work?
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: flamebuffer on May 03, 2021, 02:58:12 AM
Hi, Version Checker reports a "malformed JSON in remote version file at URL" for the mod.
I believe there is a mistake in mod's version file.

In file "adjustable_skill_thresholds.version" I see
Code
"masterVersionFile":"https://raw.githubusercontent.com/stormbringer951/adjustable-skills/master/resources/mod_info.json"

Maybe it should be changed to
Code
"masterVersionFile":"https://raw.githubusercontent.com/stormbringer951/adjustable-skills/master/resources/adjustable_skill_thresholds.version"
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: Malhavoc on May 09, 2021, 01:02:10 PM
This is almost exactly what I was looking for. Any chance there is a means of tweaking the "Special Modifications" skill to change the number of "Built-In" Hullmods permitted?
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: Yunru on June 06, 2021, 01:15:45 AM
Does this mod conflict with Truly Automated Ships (since that alters the relevant skill)?

Edit: Some light testing seems to indicate that it does indeed work fine. Not only do they not conflict, one doesn't override the other.

I should note that, when using this, any numbers that were high enough made claims to have problems with my RAM and vRAM being too low, despite this being the only mod I ran. No idea why but, there you go
It's entirely possible that it's a vanilla issue, but those debug checks only happen with mods enabled.
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: CrescentQuill on June 12, 2021, 11:06:10 AM
I can't seem to get this mod to work for some reason. I do have other Settings.json mods, but that hasn't caused conflicts among other mods that have that particular file, so I don't really know why it isn't taking affect.

EDIT: Nevermind, I figured it out. It was a mod conflict, if an odd one.
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: Big Bee on June 19, 2021, 04:20:09 AM
hey, could this have a version for the supply consumption treshold for makeshift equipment please?
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: shpooky on June 22, 2021, 07:34:51 PM
this mod no work me thinks
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: Big Bee on June 23, 2021, 04:49:28 AM
this mod no work me thinks

did you change the values in adjustableskilltresholds/data/config/settings.json file? they are all the default numbers until you change them so just installing the mod alone will change nothing.
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: shpooky on June 27, 2021, 11:36:46 PM
this mod no work me thinks

did you change the values in adjustableskilltresholds/data/config/settings.json file? they are all the default numbers until you change them so just installing the mod alone will change nothing.

yes.
nothing changed
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: shpooky on June 27, 2021, 11:41:59 PM
but that may be because i have the quality captains mod now that i think of it
it does stuff with skills that may be conflicting with this mod
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: IonDragonX on June 28, 2021, 10:14:36 AM
but that may be because i have the quality captains mod now that i think of it
it does stuff with skills that may be conflicting with this mod
Quality Captains does, indeed, have an entirely different settings file.
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: JAL28 on July 21, 2021, 01:08:52 AM
Tried to download this mod, when attempting to unzip the file I got an error message stating the mod is “not supported”. Inserting the given code into settings.json does not seem to change anything.

If it helps, I’m using a Mac and have Nexerelin installed
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: nocluewhatimdoing on July 22, 2021, 05:52:43 AM
What do I change the values to so I essentially remove these thresholds, same for what isn't listed?
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: Luciferos on July 31, 2021, 12:36:14 AM
Is it possible to add support for adjusting the peak bonus as well as the threshold point?  I generally don't care much for the threshold systems at all, but completely removing them from certain skills with no other changes would have... interesting implications.  (Auxiliary Support)

Seconding this - my reaction to Auxiliary Support is that this skill would function and balance much, MUCH better if it was balanced on a per-ship basis, perhaps with the multipliers tweaked down a bit. However, being able to adjust both the DP scaling cap and the multipliers to prevent very stupid things happening with Ventures and the like would be a good runner-up and probably a vastly simpler code hack
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: hydremajor on September 13, 2021, 06:36:47 AM
okay so lemme get this straight,

in the base game some skills loose effectiveness as the total DP value of your fleet goes up

so I'm GUESSING that by setting thoses impossibly high the skills never lose effectiveness ?

or am I supposed to do the opposite ?
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: Kadatherion on September 13, 2021, 10:38:50 AM
okay so lemme get this straight,

in the base game some skills loose effectiveness as the total DP value of your fleet goes up

so I'm GUESSING that by setting thoses impossibly high the skills never lose effectiveness ?

or am I supposed to do the opposite ?

Yes, it's pretty straightforward: if you want to always benefit from the full extent of the skills, just set the DP threshold here to a value your fleet won't ever reach (a few thousands will be more than enough even if you were to run with dozens of capitals). Just be aware that's gonna be EXTREMELY OP though, as most of these skills are very powerful and the more ships they apply to at full efficacy the more your fleet will curbstomp everything (or cost much less logistics than expected), but that's pretty much the idea we're here for, so have fun  ;)

As for me, I just raised the values to about 2/3x compared to vanilla, so that they work at 100% as long as I'm still running with a reasonable fleet with nothing bigger than cruisers, and the decay begins when I progressively put capitals in the mix too: feels like a more balanced - and interesting - tradeoff to me.
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: geminitiger on September 14, 2021, 07:48:42 AM
I just want to echo the previous requests to allow tweaks to all threshold values in the skills branch.
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: cman0014 on October 11, 2021, 03:55:32 PM
I just want to echo the previous requests to allow tweaks to all threshold values in the skills branch.

I have a pull request to add Bulk Transport threshold, but here (https://github.com/cma0014/adjustable-skills/releases/tag/1.0.1) it is in the meantime.
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: stormbringer951 on October 12, 2021, 11:43:58 AM
Version 1.1.0
(https://img.shields.io/github/downloads/stormbringer951/adjustable-skills/total) (https://github.com/stormbringer951/adjustable-skills/releases/download/1.1.0/AdjustableSkillThresholds.zip)

Changelog:
- Added support for Bulk Transport (pull req by cman0014)
- Updated default values (thanks to Satirical)

I have a pull request to add Bulk Transport threshold, but here (https://github.com/cma0014/adjustable-skills/releases/tag/1.0.1) it is in the meantime.

Saw the pull request, realized it's been like 7 months since the last release :-[. Thanks, merged those changes.

This is almost exactly what I was looking for. Any chance there is a means of tweaking the "Special Modifications" skill to change the number of "Built-In" Hullmods permitted?
hey, could this have a version for the supply consumption treshold for makeshift equipment please?
Seconding this - my reaction to Auxiliary Support is that this skill would function and balance much, MUCH better if it was balanced on a per-ship basis, perhaps with the multipliers tweaked down a bit. However, being able to adjust both the DP scaling cap and the multipliers to prevent very stupid things happening with Ventures and the like would be a good runner-up and probably a vastly simpler code hack
I just want to echo the previous requests to allow tweaks to all threshold values in the skills branch.

I'll have a look at all these requests in this thread and put out another release with a bunch of the other params.
Title: Re: [0.95a] Adjustable Skill Thresholds 1.1.0
Post by: Kobura on October 14, 2021, 07:23:25 AM
Bless you.
Title: Re: [0.95a] Adjustable Skill Thresholds 1.0.0
Post by: Xzaven on November 05, 2021, 03:41:53 PM
Hey, thanks so much for this mod! Finally I can have the skills fall off only in the late game, not in mid game already.


hey, could this have a version for the supply consumption treshold for makeshift equipment please?

Can you add an option for the treshold of fuel consumption from containment procedures too please?
Title: Re: [0.95a] Adjustable Skill Thresholds 1.1.0
Post by: EWarren on December 11, 2021, 10:46:55 PM
Great mod. Confirmed to be working as of 0.95.1a-RC5.
Title: Re: [0.95a] Adjustable Skill Thresholds 1.1.0
Post by: IonDragonX on December 12, 2021, 09:36:17 AM
@stormbringer951
This mod needs to be revised for 0.95.1a-RC5
Code
{
  "carrier_group_fighter_uplink_fighter_bay_threshold": 8,
  "crew_training_flux_regulation_op_threshold": 240,
>  "weapon_drills_op_threshold": 120, < Using an old value, current is 240
  "containment_procedures_field_repairs_op_threshold": 60,
>>  "auxiliary_support_op_threshold":5, << No longer a skill
>  "phase_corps_op_threshold": 30, < Using an old value, current is 40
>  "automated_ships_op_threshold": 30, < Using an old value, current is 120
  "bulk_transport_cargo_threshold": 2000,
  "bulk_transport_fuel_threshold": 2000,
  "bulk_transport_personnel_threshold": 5000
}
Field Repairs was added, threshold is 240
Containment Procedures has an added threshold of 240
On a side note, players would probably like to change the Derelict Operations 6% to their liking.
Title: Re: [0.95a] Adjustable Skill Thresholds 1.1.0
Post by: Zeppelin17 on December 14, 2021, 10:33:09 AM
How do I install this???
I downloaded the .zip, but it decompresses it in a .cpgz file
Title: Re: [0.95a] Adjustable Skill Thresholds 1.1.0
Post by: Midnight Kitsune on December 14, 2021, 11:25:15 AM
How do I install this???
I downloaded the .zip, but it decompresses it in a .cpgz file
Did you download it via the button on the first page? Which extraction software did you use? I get a normal extracted mod when I used WinRAR and downloaded it through the front page download button
Title: Re: [0.95a] Adjustable Skill Thresholds 1.1.0
Post by: stormbringer951 on January 02, 2022, 03:22:57 PM
Version 1.2.0
(https://img.shields.io/github/downloads/stormbringer951/adjustable-skills/total) (https://github.com/stormbringer951/adjustable-skills/releases/download/1.2.0/AdjustableSkillThresholds.zip)

Changelog:
- Updated skills compatibility and default starting numbers for 0.95.1a, and added support for configuring Derelict Operations DP discount % (pull req by cmp831)

Will probably get around to refactoring the mod and letting you edit all the numbers in a day or two.
Title: Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: Lethargic on January 02, 2022, 10:56:45 PM
Version 1.2.0
(https://img.shields.io/github/downloads/stormbringer951/adjustable-skills/total) (https://github.com/stormbringer951/adjustable-skills/releases/download/1.2.0/AdjustableSkillThresholds.zip)

Changelog:
- Updated skills compatibility and default starting numbers for 0.95.1a, and added support for configuring Derelict Operations DP discount % (pull req by cmp831)

Will probably get around to refactoring the mod and letting you edit all the numbers in a day or two.

Thank you for this mod. I'll wait the full release so player can edit everything
Title: Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: Minitialize on January 13, 2022, 10:54:57 PM
Thanks for the hardwork, will also be looking out for the update. Looking to change the makeshift equipment + containment procedures values, but until then, I suppose I can use this as it currently is.
Title: Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: Timtumm on January 27, 2022, 06:54:37 AM
I have a favor to ask. Can someone take each of these variables, and describe them in terms that a non-coder can understand? Please assume that we are not modders and just players.
Example:
variable_name: Right now the game soft-limits you to having 1 redacted ship by using this variable to severely limit the Combat Readiness. If you raise this variable, you can have more.
Title: Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: painapplez on January 30, 2022, 04:58:46 PM
Hey boss,

Would you mind adding:

private static final String INSTANT_TRANSFER_DP = "Neural_link_op_threshold";

NeuralLinkScript.INSTANT_TRANSFER_DP = getSettingsInt("Neural_link_op_threshold");

This allows one to edit Neural Link (thanks to Alex and Hiruma Kai) I believe.
Title: Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: Minitialize on February 03, 2022, 07:20:53 PM
I have a favor to ask. Can someone take each of these variables, and describe them in terms that a non-coder can understand? Please assume that we are not modders and just players.
Example:
variable_name: Right now the game soft-limits you to having 1 redacted ship by using this variable to severely limit the Combat Readiness. If you raise this variable, you can have more.

// This falls under one of the carrier-related skills in the leadership branch. This grants your fleet's fighter wings bonus stats which diminishes the more fighter wings your fleet has collectively.
  // This falls under the technology branch, Flux Regulation. I believe the count towards the threshold only includes warships from a player's fleet. If you possess a number of warships in which the collective DP goes beyond the number (240 in this case), the bonus it provides diminishes (which is +10% flux cap. & dissipation iirc).
  // This falls under the leadership branch, Tactical Drills. This grants your warships +5% bonus damage. If the total DP of your fleet's warships exceed the number (240 by default), the bonus diminshes.
  // This falls under the industry branch, containment procedures. Provides -50% crew lost stat modifier when suffering hull breaches. If the total DP of your fleet exceeds the number, the bonus diminishes.
  // This falls under the technology branch, Phase coil tuning. Counts only the phase ships in your fleet. Changing the values allows your phase ships to gain higher bonuses from this skill (I can't recall off the top of my head, apologies).
  // This falls under the technology branch, Automated ships. The higher the threshold, the more AI ships you can field without them suffering from lowered combat readiness.
  // These three all fall under the same skill in the Industry branch, Bulk Transport. Grants your fleet bonus (+50%) cargo/fuel/personnel depending on your fleet's total cargo, fuel and personnel respectively. If your fleet's total values for each threshold is exceeded, the bonus stat modifiers you get diminishes.
  // Falls under the industry branch, Derelict Operations. Reduces the deployment points of your ships with D-mods (6% per D-mod). The higher the value, the higher the reduction for deployment.
Title: Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: MarsInvicta on August 25, 2022, 12:01:05 PM
Hello, is it possible to separate crew training from flux regulation?
Title: Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: LeoSCfan on August 26, 2022, 10:25:01 PM
Hi! Would you kindly add the tactical drill +50% raid efectiveness to edit?, the other 5% damage from all ships is nice but gets diluted pretty quickly, could be used for roleplay purposes, and to lower your marines atrition rate
edit: also the marine casualty rate
Title: Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: strofkocz on October 10, 2022, 09:05:55 PM
Hate to be a pain, is there anyway to add makeshift supplies to the list? or can anyone give me a guidance on how i might make the change myself? I've tried messing around with the code but it has been a decade since i last touched modding and im pretty lost.

Thanks.
Title: Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: Adrian_M on November 12, 2022, 01:00:59 AM
Hey,

     By any chance, do you think Neural Link can be modified to support more than 2 ships ? I keep looking into NerualInterface.java, NerualLink.java and NerualLinkScript.java and I can't seem to identify where that limit is set...

I'm thinking a play-through with 4 Wunder Wanzer Virtuous skirmishers (diable avionics modular mecs) and having a working neural interface for all of them would be awesome (having them each with different load-outs) :D

Cheers
Title: Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: Donahue on December 08, 2022, 01:32:49 PM
Does this works with old save? I added the mod mid-way but doesn't see any changes to the numbers after having edited them in the settings.json.  I only see new changes in a new save/ fresh character.
Title: Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: Mech on December 19, 2022, 09:00:53 PM
I can't get this to work with an old save. How would i make it apply to it?
Title: Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: Mech on December 25, 2022, 08:33:01 PM
Hey i can't get this mod working with nexerelin is there a conflict?
Title: Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: supremequesopizza on December 27, 2022, 10:19:30 PM
Hey,

     By any chance, do you think Neural Link can be modified to support more than 2 ships ? I keep looking into NerualInterface.java, NerualLink.java and NerualLinkScript.java and I can't seem to identify where that limit is set...

I'm thinking a play-through with 4 Wunder Wanzer Virtuous skirmishers (diable avionics modular mecs) and having a working neural interface for all of them would be awesome (having them each with different load-outs) :D

Cheers
It's not a limit, in the mechanics of the skill it says it looks for the first ship in the list deployed and will swap to that.
It's a consequence of the toggle nature of the script vs scrolling.
Title: Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: Hyperkayak on January 25, 2023, 02:10:13 PM
Do you like BIG fleets?
I know I do.
Any chance this can be extended to the fuel-efficiency and supply usage thresholds of the industry skills (makeshift equipment and containment procedures)? Seeing these skill only helping out in single digit percents can be so disheartening :)
Title: Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: mllhild on February 19, 2023, 10:37:19 AM
oh thanks now I can finally have my skills actually be usefull with anything beyond a starting fleet. The base game version really doesnt scale properly to 1000 DP battles.
Title: Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: MorganOrgan on March 10, 2023, 01:25:39 AM
Would it be possible to change those skill values from command console level?
Title: Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: unslaught on March 23, 2023, 05:28:31 AM
Thank you for making this mod. This mod is very useful to tweak the skills to your like. Could I get your permission to share this mod on the chinese forum? As many of the chinese community may not browse the official forum frequently due to the language. Of course I shall credit you and give the original link, and when I finished, I shall link back here.
Title: Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: Zordiark Darkeater on March 23, 2023, 09:06:38 AM
So if i want to get rid of some of the tresholds do i need to set them to 0 or increase them to 999999 lol
Like the AI one for example.
Title: Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: tantananan on May 08, 2023, 09:00:15 AM
Does this still work in the .96 ?
Title: Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: Wuorg on May 11, 2023, 08:12:10 AM
Does this still work in the .96 ?

I can confirm that, at the very least, it does still properly modify the values it says it does. Since this is a very straightforward, lightweight mod I would be surprised if it caused any major issues, but if you encounter anything odd, you should probably start with any mods you are using outside of their intended version, regardless.
Title: Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: Djin on May 12, 2023, 08:05:16 PM
When I try to run this I get error: this mod requires a different version of the game.

It does not let me toggle it on. the client is 0.96a-RC8.
Title: Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: bowman on May 13, 2023, 09:48:01 AM
When I try to run this I get error: this mod requires a different version of the game.

It does not let me toggle it on. the client is 0.96a-RC8.

That's a safety feature of the game. Just edit the modinfo file's required game version, it just takes notepad.
Title: Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: Wuorg on May 13, 2023, 11:30:37 AM
When I try to run this I get error: this mod requires a different version of the game.

It does not let me toggle it on. the client is 0.96a-RC8.

That's a safety feature of the game. Just edit the modinfo file's required game version, it just takes notepad.

To be even more clear, this file can be found here: ...\Starsector\mods\AdjustableSkillThresholds\mod_info.json

Even though it is a .json, you can open it using notepad (Though I prefer Notepad++). Got to the line with "gameVersion" and change its value to "0.96a". In this instance, it is line 7. In the launcher, this will cause it to be highlighted yellow, but it will still be activatable. If that bothers you, simply change it to whatever the current version of the game is, instead of 0.96a.

Again, all this does is allow the game to attempt to run the mod. It changes nothing about its underlying compatibility; if some future update of the game borks the mod, this method won't fix it!
Title: Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: KonigallerWaffen on July 19, 2023, 01:42:58 PM
Can this be added mid-campaign? Or would I need a new save? (And whether it's safe to remove or not afterwards)
Thanks!
Title: Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: 0xc355 on August 18, 2023, 08:19:52 PM
Hi, thanks for the mod!

I like to run large fleets, so this mod makes things a bit nicer for my play through. I noticed that the mod didn't include makeshift equipment though, so I added it in. Dunno if anyone else is interested, but I uploaded the mod and updated the version number too.

You just need to add this to the data/config/settings.json too:

Code
  "makeshift_equipment_max_reduction_units": 100

Here's mine (with modified values):

Code
{
  "carrier_group_fighter_uplink_fighter_bay_threshold": 20,
  "crew_training_flux_regulation_op_threshold": 480,
  "tactical_drills_op_threshold": 480,
  "containment_procedures_field_repairs_op_threshold": 480,
  "phase_coil_tuning_op_threshold": 80,
  "automated_ships_op_threshold": 240,
  "bulk_transport_cargo_threshold": 4000,
  "bulk_transport_fuel_threshold": 4000,
  "bulk_transport_personnel_threshold": 10000,
  "derelict_operations_percentage_per_d_mod": 6,
  "makeshift_equipment_max_reduction_units": 300
}

I hope it's not a problem posting this by the way, please let me know if it is and I'd be happy to delete it.
Title: Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: merrowind on August 23, 2023, 04:10:23 AM
Hi, thanks for the mod!

I like to run large fleets, so this mod makes things a bit nicer for my play through. I noticed that the mod didn't include makeshift equipment though, so I added it in. Dunno if anyone else is interested, but I uploaded the mod and updated the version number too.

You just need to add this to the data/config/settings.json too:

Code
  "makeshift_equipment_max_reduction_units": 100

Here's mine (with modified values):

Code
{
  "carrier_group_fighter_uplink_fighter_bay_threshold": 20,
  "crew_training_flux_regulation_op_threshold": 480,
  "tactical_drills_op_threshold": 480,
  "containment_procedures_field_repairs_op_threshold": 480,
  "phase_coil_tuning_op_threshold": 80,
  "automated_ships_op_threshold": 240,
  "bulk_transport_cargo_threshold": 4000,
  "bulk_transport_fuel_threshold": 4000,
  "bulk_transport_personnel_threshold": 10000,
  "derelict_operations_percentage_per_d_mod": 6,
  "makeshift_equipment_max_reduction_units": 300
}

I hope it's not a problem posting this by the way, please let me know if it is and I'd be happy to delete it.

Hi! Thank you for working on the mod, but can you recompile it for Java 7? You have used SDK v8 but the game runs on v7 unless you manually update JRE.
Title: Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: 0xc355 on September 01, 2023, 02:26:20 PM
Ah I forgot. I recompiled it for JRE7 and attached it here. As a bonus, I also added in the Containment Procedures fuel reduction threshold as an option under "containment_procedures_fuel_use_reduction_max" as well.

Title: Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: Steel_Berserk on October 22, 2023, 04:11:04 AM
Ah I forgot. I recompiled it for JRE7 and attached it here. As a bonus, I also added in the Containment Procedures fuel reduction threshold as an option under "containment_procedures_fuel_use_reduction_max" as well.

I just tested it and seems to be working just fine, thanks 0xc355 for updating it and adding the missing values!
Title: Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: booyaboi on October 27, 2023, 04:40:35 AM
very cool my dude... no longer shall my beloved redacted capital suffer the indignity of not being captained by a alpha core...!!!
Title: Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
Post by: Xex on February 12, 2024, 01:41:42 AM
I assume this works in .97 because all it does is give you the ability to adjust the thresholds and nothing more. (simple text edit mod essentially?)