Fractal Softworks Forum

Starsector => Mods => Topic started by: Panteradactyl on April 04, 2021, 06:55:15 PM

Title: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.1
Post by: Panteradactyl on April 04, 2021, 06:55:15 PM
Features:
Raises max player level to 20, 25, 30, or 40, while maintaining a vanilla-like levelling rate and Story Point gain, even at level cap.
Alternate "Fast" version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. This maintains an almost identical rate of Story Point and bonus experience per SP ratio as compared to vanilla.

You can change variants at any time on existing saves and it won't break anything, but if you go from any of the "Fast" variants to the any of the standard variants or go from a high max level to a lower max level, you will have negative experience progress shown in your character screen. Gaining more experience will reduce that deficit, but you will not gain you any Story Points until you are back in the black, at which point things continue as normal. To that end, I would advise against going from a high max level to a low max level, and strongly advise against going from any "Fast" variant to a standard variant.

Example of switching types: going from the 40 variant, while level 24, to the 25 variant will keep you at that same level, but you will have a deficit of around 4-4.5 million experience you need to make up before levelling/SP gain continues as normal, due to the difference in level scaling between the two. If you are at max level on the 25 variant, and switch to the 40 variant, you will be level 26, and most of the way to level 27, which will update as soon as you gain any experience. In an most extreme example, if you go from max level on the standard 25 variant to the fast 40 variant, you will reach level 37 when you gain any experience.

Notes on Balance:
A level of 20 is obviously very close to vanilla balance, level of 25 is what I personally consider to be the most balanced, a level of 30 is around the threshold of when things start to become overpowered, and a level of 40 is God-Emperor of the Persean Sector territory. However, as some have pointed to me, level 40 is almost a soft-cap due to the extreme total experience requirements, so even the max level of 40 variant is arguably balanced.

Additionally, level scaling on the Standard variants from level 1 to level 15 is almost identical to vanilla, so you will see very little difference at the lower levels--the intent behind this mod was to preserve vanilla balance as much as possible, and simply expand on the available skills you could get. For people who want to level up faster, I made the "Fast" variants: the "Fast" variants reduce the grind of levelling while ensuring Story Points remain a valuable resource. If you actually want to reach level 40 in a sane amount of time, I recommend using the "Fast" variant of 40. Otherwise, I recommend you use the standard variants to maintain a vanilla-like experience--which most mods will be balanced around.

Some information that might help you choose a variant is that the bonus experience from using Story Points effectively doubles your rate of experience gain, and on my last playthrough in Nex in 0.9.1a, I got around 20,684,924 experience before I 'won.' Factoring in the bonus experience from using Story Points like you would in 0.9.5a, that's 41,369,848 experience.

TL;DR: If you want what I think is most balanced/enjoyable, Standard 25. But, not everyone likes what I like, hence the options.

Downloads:
Standard Variants:
Level 20 version here (https://drive.google.com/u/0/uc?id=1Y-1uCAWDowFkUidhiZZ_9KLVms7ya6xw&export=download). Experience needed for max level: 23,980,000
Level 25 version here (https://drive.google.com/u/0/uc?id=1x3ItGaTqrY5SM_xT02Ht9YpSduJ_GCAv&export=download). Experience needed for max level: 33,480,000
Level 30 version here (https://drive.google.com/u/0/uc?id=17LkbvbnGRZEKOo5TsPQqrhA4o88yoOEG&export=download). Experience needed for max level: 43,490,000
Level 40 version here (https://drive.google.com/u/0/uc?id=12Ib3x43T3rfZGFbZQhsru9NJ2KO_F0Wn&export=download). Experience needed for max level: 65,680,000

Rapid Variants:
Level 20 Fast version here (https://drive.google.com/u/0/uc?id=1K1-gB_z2aCVsGLUGj1_wuSu3wLgNO-mR&export=download). Experience needed for max level: 11,990,000
Level 25 Fast version here (https://drive.google.com/u/0/uc?id=1EcdS9bnQRzdJ9y9vLEKPd41fUTBMbgGI&export=download). Experience needed for max level: 16,740,000
Level 30 Fast version here (https://drive.google.com/u/0/uc?id=1MVs7UuJEuTC3Azu_i7bxMxoNqVUx3Dxo&export=download). Experience needed for max level: 21,745,000
Level 40 Fast version here (https://drive.google.com/u/0/uc?id=1kFcvfEn7H3-xswmi5_-s6rqCHEjczglR&export=download). Experience needed for max level: 32,840,000

Download all versions here (https://drive.google.com/uc?export=download&id=1MHBUWEcxDMs01iM1ecOqXSy0jIKVP24g). Every variant in one .zip file.

For people still using 0.95a:
Download .95a versions here (https://drive.google.com/uc?export=download&id=19goos1BqCLhmsuNv7Y16tEMs0doeoS6t). Every variant in one .zip file.

Credits:
Special thanks to Bonomel for making the original max-level altering mod. I'm uploading this because I made the mod for myself, and figured I'd save people the trouble of having to do the same.

Changelog:
Version 1.0: Initial release
Version 1.1: Rapid version released, metadata updated, internal name changed to be consistent across variants so Starsector doesn't warn you that you're missing a mod if/when you change it.
Version 1.2: Compatibility with Nex for Rapid version. If you're using any of the standard variants, this update does nothing aside from a version number change.
Version 2.0: 0.95.1 compatibility/alterations, fixed malformed versionchecker file. Do not update unless you've switched to 0.95.1
Version 2.0: No version change; altered mod_info.json to match current Starsector Release Candidate, RC5.
Version 2.1: Fixed a problem with experience values in certain Rapid variants, and updated metadata to RC6.
Title: Re: [0.95a] A New Level (Of Confidence, and Power!)
Post by: Panteradactyl on April 04, 2021, 07:09:12 PM
If there are any issues, let me know. I didn't encounter any on my end, but as anyone in development knows, "it worked on my machine" almost never means it works elsewhere.
Title: Re: [0.95a] A New Level (Of Confidence, and Power!)
Post by: Chronia on April 04, 2021, 07:10:49 PM
Awesome! I'm not loving the new skill system, but uncapping it should definitely help, looking forward to trying this out.

Can I ask why you chose to distribute this with four versions? I see you have a settings.json that specifies the level, why not just direct users to edit that to whatever they want? Or does it explode if it's not a multiple of 5?
Title: Re: [0.95a] A New Level (Of Confidence, and Power!)
Post by: Panteradactyl on April 04, 2021, 07:37:14 PM
Awesome! I'm not loving the new skill system, but uncapping it should definitely help, looking forward to trying this out.

Can I ask why you chose to distribute this with four versions? I see you have a settings.json that specifies the level, why not just direct users to edit that to whatever they want? Or does it explode if it's not a multiple of 5?

It's got nothing to do with it being in a multiple of 5, I could make a version with a max level of 27, for instance. It has to do with maintaining consistent levelling pace, and ensuring sane story point gain at max level. If you set the max level to 25 while using the version I made for 40, you'd get story points 33% faster than in vanilla, and you'd reach max level more quickly, whereas if you use the 40 variant, you get it at exactly vanilla rate.

Basically, I need to make a 'bespoke' XP_PER_LEVEL array for each max level variant, which is why I only made 3. One is balanced, the other makes the player powerful, and the last makes the player completely broken. To give an option for everyone.
Title: Re: [0.95a] A New Level (Of Confidence, and Power!)
Post by: Tigrextreme on April 05, 2021, 02:29:45 AM
Can someone confirm that this mod doesn't work on the existing save before enabling this mod? Using mod on new save is fine though.

The part that isn't working is the required exp part, I noticed that it still needs 1.3m exp on level 13.
Title: Re: [0.95a] A New Level (Of Confidence, and Power!)
Post by: Jet Black on April 05, 2021, 06:11:59 AM
Would you consider making a version that can unlock all skills level 40 but after level 15 make xp required to level up increase exponentially? Keeping story points separate was a great idea also.

I don't like the idea of being a god, but I hate reaching the level cap even more.
Title: Re: [0.95a] A New Level (Of Confidence, and Power!)
Post by: It_that_watches on April 05, 2021, 09:41:03 AM
A wonderful addition to the game!
Thank you for giving us all the options too, you went that extra mile. :)
Title: Re: [0.95a] A New Level (Of Confidence, and Power!)
Post by: Panteradactyl on April 05, 2021, 12:49:05 PM
Can someone confirm that this mod doesn't work on the existing save before enabling this mod? Using mod on new save is fine though.

The part that isn't working is the required exp part, I noticed that it still needs 1.3m exp on level 13.
This mod does work on existing saves, and you can remove it or change options mid playthrough. For instance, if you go from the level 40 one to the level 25 one, and your level is 24 when you switch, when you start the game you will have around "-4,300,000 out of 4,000,000 experience gained towards next level." Experience gained will go towards making up that deficit, and you will not gain Story Points while your "needed experience" is negative, but you will resume gaining Story Points once you're out of the red.

And the EXP part is working as intended. I made the XP 'curve' similar to vanilla, though slightly lowered, to maintain a similar rate of player progression and Story Point gain. I wanted to increase the maximum level without altering the balancing of Story Points too much. In vanilla, it takes around 8,140,000 to reach level 15, and in all versions of this mod, it takes 7,140,000. However, reaching maximum level takes 37,140,000 total experience on the level 25 variant, 53,640,000 for the 30 variant, and 88,640,000 to get to 40. The level 30 one--what I originally built the balance around--takes roughly the same amount of total experience to reach max level as Bonomel's mod for 0.9.1a (51,061,576 total experience). Their mod was very much the inspiration for this one, and I wanted to make it so that you'd need a similar amount of total experience, as their work was very well balanced. One side note: due to the bonus experience from Story Point usage, the amount of experience you actually need to get for max level is actually halved, so 18,570,000 for 25, 26,820,000 for 30, and 44,320,000 for 40. Still very high numbers, but doable.

It won't be too difficult to make a new variant for each mod with faster levelling, so I'll do that. The problem is, the rate of Story Point gain will also increase if I make the levelling faster, so I'd have to lower the Story Points per level to maintain balance, otherwise you'd get way more Story Points than normal, and they'd no longer be the valuable resource Alex intended. I'm thinking roughly double the rate of levelling, and halve the Story Point gain, to keep SP balance. I'd personally still use the "Standard" 25 version, but it does take a while to level up once you start getting around level 20.

Which ties in nicely with my the next question I'm answering:
Would you consider making a version that can unlock all skills level 40 but after level 15 make xp required to level up increase exponentially? Keeping story points separate was a great idea also.

I don't like the idea of being a god, but I hate reaching the level cap even more.
I could, but you'd end up having a drastically slower rate of Story Point gain; the LevelUpPlugin interface has a getStoryPointsPerLevel() method, but player level isn't passed as an argument--I can't change it dynamically based on level, at least not with preexisting classes. The way I achieved vanilla-like rate of Story Point gain was by setting the XP_REQUIRED_FOR_STORY_POINT_GAIN_AT_MAX_LEVEL_MULT float to 1, and then letting the experience needed per level scale up to around 4,000,000 at max level. I wasn't able to separate the Story Point gain from levelling completely, I just changed the end-game balance to account for the increased amount of experience needed at max level.

And, to be frank, I'm not saying it's impossible--someone could make it so that the rate of Story Point gain per level is zero, and write a new class that tracks experience separately from levelling, adding Story Points when appropriate, but I can't. I simply don't have sufficient knowledge of how this game works internally, and I can't figure it out using the javadocs. If anyone is reading this who does know how to hook into the levelling and/or experience systems, I'd love the input, because I ran headlong into a concrete wall while trying to figure that out. I'm probably just being dumb and/or blind, and the answer is obvious, but it has eluded me.

I'd also like to point that it will still take a VERY long time to reach level 40; on my last Nex playthrough before .9.5a released, I got around 20684924 total experience by the time I had achieved what I call "end game status," where I had powerful colonies, a powerful ally, and had invaded and conquered several core worlds. Even with the aforementioned bonus experience from Story Point usage, that'd still only be level 28 if you were using the level 40 option, and level 38 if you were using the version with doubled levelling I'm planning to make.
Title: Re: [0.95a] A New Level (Of Confidence, and Power!)
Post by: Jet Black on April 05, 2021, 12:55:46 PM
Ah, that's no problem then. Thanks for your work on this and the reply!
Title: Re: [0.95a] A New Level (Of Confidence, and Power!)
Post by: Radicaljack on April 05, 2021, 02:17:48 PM
Gonna give this a go, any chance you could make a level 20 version as well? Hopefully the idiotic officer spam is resolved and other DP issues are sorted to make end game less terrible than it was in .91, using this to give myself a chance to survice the insanity of 20 officer fleets.
Title: Re: [0.95a] 'A New Level' (Of Confidence, and Power) a Max Level Increasing Mod v1.1
Post by: D00D on April 05, 2021, 07:33:45 PM
Does the enemy fleet size scale with your level? I heard the massive fleets are bad enough on level 15 already.
Title: Re: [0.95a] 'A New Level' (Of Confidence, and Power) a Max Level Increasing Mod v1.1
Post by: Tigrextreme on April 05, 2021, 08:44:28 PM
Ah, I see. Thank you for taking the time to explain.
Title: Re: [0.95a] A New Level (Of Confidence, and Power!)
Post by: Panteradactyl on April 06, 2021, 02:06:57 PM
Gonna give this a go, any chance you could make a level 20 version as well? Hopefully the idiotic officer spam is resolved and other DP issues are sorted to make end game less terrible than it was in .91, using this to give myself a chance to survice the insanity of 20 officer fleets.

Added a 20 variant due to a few people, yourself included, requesting it. Let me know what you think; I'm open to suggestions on altering the levelling curve, should it be steeper, gentler, et cetera. Also, the max number of officers in an AI fleet is now 10, the same as in a player-fleet. From the settings.json file in starsector-core:
Code
"maxOfficersInAIFleet":10, # should match what a max-skill player can get
Knew that information already due to my mucking around trying to figure something else out, and figured I'd share that information.
Title: Re: [0.95a] 'A New Level' (Of Confidence, and Power) a Max Level Increasing Mod v1.1
Post by: PreConceptor on April 06, 2021, 04:22:36 PM
Pretty sure the AI can get more than 10 officers because they will liberally employ mercenary officers - "officerAIMaxMercsMult":2 - and Redacted might just ignore the limit.
Title: Re: [0.95a] 'A New Level' (Of Confidence, and Power) a Max Level Increasing Mod v1.1
Post by: Panteradactyl on April 06, 2021, 05:39:07 PM
Pretty sure the AI can get more than 10 officers because they will liberally employ mercenary officers - "officerAIMaxMercsMult":2 - and Redacted might just ignore the limit.

Good point.
Title: Re: [0.95a] 'A New Level' (Of Confidence, and Power) a Max Level Increasing Mod v1.1
Post by: RedScorpion on April 07, 2021, 04:53:14 PM
Just want to say thanks for the mod, and for the detailed explanations in what may be considered balanced, what may not. It provided some good insight into considering which one to try (going to try regular 25). In my playthough, I'm coming up near max level in vanilla already, and enjoying it. But I'm at the point where I feel that I'm still only in the mid-game, and so many skills that will simply be left alone in my playthrough - I think this will enhance the experience. Not necessarily wanting to be overpowered, but something with a little more meat. And the steadily increasing experience points needed is a nice balance too, I don't mind if it takes some time/effort to keep advancing.

Thanks for putting it up!
Title: Re: [0.95a] 'A New Level' (Of Confidence, and Power) a Max Level Increasing Mod v1.1
Post by: Zangetsuke on April 10, 2021, 04:39:33 AM
Or you can just edit the max level and gain of storypoints/skillpoints in the settings of Starsector with Notepad++, anyone can do it without this mod.
Title: Re: [0.95a] 'A New Level' (Of Confidence, and Power) a Max Level Increasing Mod v1.1
Post by: robepriority on April 10, 2021, 05:36:11 AM
Or you can just edit the max level and gain of storypoints/skillpoints in the settings of Starsector with Notepad++, anyone can do it without this mod.

I think this mod gives custom SP curves so that you retain the 1-15 SP curve while having a level cap increase.
Title: Re: [0.95a] 'A New Level' (Of Confidence, and Power) a Max Level Increasing Mod v1.1
Post by: hydremajor on April 10, 2021, 09:28:24 AM
any chance you could release thoses in packs so we don't have to download them one by one ?
Title: Re: [0.95a] 'A New Level' (Of Confidence, and Power) a Max Level Increasing Mod v1.1
Post by: Panteradactyl on April 10, 2021, 12:11:28 PM
any chance you could release thoses in packs so we don't have to download them one by one ?
Aye, that'd be easy-peasy.
Title: Re: [0.95a] 'A New Level' (Of Confidence, and Power) a Max Level Increasing Mod v1.1
Post by: Panteradactyl on April 10, 2021, 02:16:38 PM
Or you can just edit the max level and gain of storypoints/skillpoints in the settings of Starsector with Notepad++, anyone can do it without this mod.
Yeah, most anyone could. But, not everyone knows how to--or doesn't feel comfortable--editing .java and .json files. Or maybe they don't have the tinkerer's inclination to spend the time trying to figure out how to keep things close to vanilla balance while increasing max level. So I figured, since I put in a bit of time to create this for myself, I'd upload it to save other people the trouble, and create a few variants so everyone has an option they'd like.

I think this mod gives custom SP curves so that you retain the 1-15 SP curve while having a level cap increase.
Still trying to figure out how to do that, I'm afraid. Right now, you still get 4 (or 2, if you're using Fast) Story Points per level, and uses an almost vanilla-- though slightly gentler--levelling curve to level 15, which then scales up to roughly 4 million experience points per level at max level with the multiplier for Story Point gain at max level set to 1. That way, the experience needed per Story Point at max level is roughly the same as compared to vanilla. Decoupling Story Points and experience was something I looked at, and am still looking at, but the only way I've figured out how to do it is really hacky and inefficient: using BaseCampaignEventListener, I could write something that checked if Story Points should be added whenever the player does any of the triggers in that class by looking at their raw experience as compared to some array I'd make.

The problem is that means that Story Point gain wouldn't occur regularly or smoothly, only when those specific triggers happen, so there's a good chance that you won't get a Story Point when you should, and instead get it a bit later, and every time any of those triggers happened it'd loop through the check--which could cause a minor drop in performance, especially on low-end computers and/or heavily modded installs. I don't like deploying things for other people to use that are jury-rigged unless there is literally no other way. Also, the gain for doing it that way is largely minimal, because you still need to scale experience needed per level up to a higher value, it's just that the ~4 million I chose for the final level was by virtue of it being how many experience points you need per 4 Story Points at max level in vanilla. The only real reason I'm still trying to figure it out is that I don't know how to do it, and I refuse to leave this problem unsolved.
Title: Re: [0.95a] 'A New Level' (Of Confidence, and Power) a Max Level Increasing Mod v1.2
Post by: TheToric on April 16, 2021, 02:35:58 PM
what is the vanilla value for exp/story point at max level?
Title: Re: [0.95a] 'A New Level' (Of Confidence, and Power) a Max Level Increasing Mod v1.2
Post by: Jet Black on April 16, 2021, 05:36:48 PM
Would you consider adding a new level of power officer edition to this? lol
Title: Re: [0.95a] 'A New Level' (Of Confidence, and Power) a Max Level Increasing Mod v1.2
Post by: Rain on April 16, 2021, 11:32:38 PM
what is the vanilla value for exp/story point at max level?

I believe it's 1 million XP/story point once you're at vanilla cap, if I've parsed the presentation right.
Title: Re: [0.95a] 'A New Level' (Of Confidence, and Power) a Max Level Increasing Mod v1.2
Post by: FreeBubbles on May 09, 2021, 10:24:19 PM
More xp required means slower story point gain I assume, can you cap story point generation?
For example, have 3 versions: every 250k/500k/1m xp gained grants a story point, ignore 4 points per level limit, ignore further level scaling (or it may scale up to this amount and then doesn't scale above that threshold).
Title: Re: [0.95a] 'A New Level' (Of Confidence, and Power) a Max Level Increasing Mod v1.2
Post by: nathan67003 on July 04, 2021, 08:25:41 PM
Hello, hello; just popping by to check a thing. Beyond level 20, I'm not restricted to the exclusive binary choices for skills, correct? For instance, I could take both of the level 1 combat skills without issue instead of having to choose one or the other.

Thank you for your time!
Title: Re: [0.95a] 'A New Level' (Of Confidence, and Power) a Max Level Increasing Mod v1.2
Post by: Marco on July 04, 2021, 08:33:23 PM
Hello, hello; just popping by to check a thing. Beyond level 20, I'm not restricted to the exclusive binary choices for skills, correct? For instance, I could take both of the level 1 combat skills without issue instead of having to choose one or the other.

Thank you for your time!

You have to wrap around to do that, meaning buying one of each pair of skills in a single tree. After that, it wraps around to the beginning and you can go through it again picking the other option for each pair.
Title: Re: [0.95a] 'A New Level' (Of Confidence, and Power) a Max Level Increasing Mod v1.2
Post by: nathan67003 on July 05, 2021, 03:34:25 PM
Sweet, exact response I was looking for. Tyvm!! ;D
Title: Re: [0.95a] 'A New Level' (Of Confidence, and Power) a Max Level Increasing Mod v1.2
Post by: 6chad.noirlee9 on July 05, 2021, 03:36:28 PM
.....there is a mod that makes it so you can pick any skill, any time (just like how .91 was)
Title: Re: [0.95a] 'A New Level' (Of Confidence, and Power) a Max Level Increasing Mod v1.2
Post by: Damienov on July 12, 2021, 07:32:48 AM
any chance to update the malformed JSON for this mod for version checker?
Title: Re: [0.95a] 'A New Level' (Of Confidence, and Power) a Max Level Increasing Mod v1.2
Post by: enigma74 on August 03, 2021, 03:58:47 PM
any chance to update the malformed JSON for this mod for version checker?

Yes please update the malformed JSON. I think the mod still works but the error shows up (Level 40, non-fast mod)
Title: Re: [0.95a] 'A New Level' (Of Confidence, and Power) a Max Level Increasing Mod v1.2
Post by: Panteradactyl on August 07, 2021, 01:55:47 PM
any chance to update the malformed JSON for this mod for version checker?

The mods work fine; but I'll have to figure out how the Version Checker works. I've been busy at work for a while, haven't had time for games. Wasn't even aware VC'd been updated for 0.9.5a.
Title: Re: [0.95a] 'A New Level' (Of Confidence, and Power) a Max Level Increasing Mod v1.2
Post by: Alisahah on August 12, 2021, 05:59:49 AM
Spoiler
(https://i.imgur.com/yBbMISo.png)
[close]
Uuh... help?
Since the only stats related mods is this one...and nexerilin i guess, but i've played multiple games with nex and this error never happen.
Am i the only one? anyone get anything similar to me? It's kinda annoying to see a long game save file just gone.

Fixed thanks to kind stranger, dunno why it happen though.
Title: Re: [0.95a] 'A New Level' (Of Confidence, and Power) a Max Level Increasing Mod v1.2
Post by: hydremajor on August 12, 2021, 09:36:11 AM
Will this get updated once the skill rework is added to the game ?
Title: Re: [0.95a] 'A New Level' (Of Confidence, and Power) a Max Level Increasing Mod v1.2
Post by: Panteradactyl on September 05, 2021, 01:37:34 PM
Spoiler
(https://i.imgur.com/yBbMISo.png)
[close]
Uuh... help?
Since the only stats related mods is this one...and nexerilin i guess, but i've played multiple games with nex and this error never happen.
Am i the only one? anyone get anything similar to me? It's kinda annoying to see a long game save file just gone.

Fixed thanks to kind stranger, dunno why it happen though.
That's a new one to me; I've only ever seen something like that when attempting to edit the save file manually and I put in an improper data type or string. Glad it got fixed, but this mod shouldn't have the ability to malform saves, all it does is change some internal values to alter how fast levelling happens and increase max level; it doesn't touch how the game saves the actual character stats. If you have the original, broken save file I'd like to take a look and see if my mod actually could have futzed with it in any way.

Will this get updated once the skill rework is added to the game ?
Yep. Should be simple to just re-adjust the max level and experience needed per level, if that's getting adjusted at all, to line up with the new vanilla. I'll probably update the mod the day it gets released. However, figuring out what I consider "balanced" and giving a recommendation off of that will take more time; I'd made a "prototype" of this mod shortly after 0.95 released, so I had prior experience messing about with what felt balanced. The skill rework is fixing my primary complaint about the skill system in 0.95, so I'll have to play with it a bit and find what I think works best.

tl;dr: Yes, it's gonna be updated, most likely on the day of release.
Title: Re: [0.95a] 'A New Level' (Of Confidence, and Power) a Max Level Increasing Mod v1.2
Post by: geminitiger on September 10, 2021, 05:36:39 AM
Just a note for anyone sitting on the fence between fast and normal, I'm 20 cycles into the game and hold 10 colonies making almost a million credits a month and I'm level 14.

Don't worry about fast being too fast, it's not.
 
Title: Re: [0.95a] 'A New Level' (Of Confidence, and Power) a Max Level Increasing Mod v1.2
Post by: hydremajor on September 11, 2021, 08:03:20 AM
any chance you could make it so the mod also freezes the benefit decay on certain skills so we get them at full power regardless of level ?
Title: Re: [0.95a] 'A New Level' (Of Confidence, and Power) a Max Level Increasing Mod v1.2
Post by: Kadatherion on September 11, 2021, 08:21:13 AM
any chance you could make it so the mod also freezes the benefit decay on certain skills so we get them at full power regardless of level ?

https://fractalsoftworks.com/forum/index.php?topic=20265.0

If you mean decay related to DP amount, this is perfectly compatible.
Title: Re: [0.95a] 'A New Level' (Of Confidence, and Power) a Max Level Increasing Mod v1.2
Post by: Valikdu on November 13, 2021, 12:23:04 PM
This mod will enable me to make vulgar displays of power \m/
Title: Re: [0.95a] 'A New Level' (Of Confidence, and Power) a Max Level Increasing Mod v1.2
Post by: Muffinut on December 03, 2021, 10:02:27 PM
Chiming in to say I appreciate you uploading this, and all of its variants. Level cap was something that bothered me in my first few play-throughs, so I appreciate you doing the work and compiling it for others.
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.0
Post by: Panteradactyl on December 10, 2021, 06:01:47 PM
Updated to 0.95.1

If there are any problems, or if you need the old 0.95 version, let me know. I'll reply as soon as possible; usually within the day.
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.0
Post by: Harlequin on December 10, 2021, 07:41:01 PM
The standard rate level 20 cap version of the mod does not appear in the mods list on the launcher when installed, although the standard 25 cap and accelerated level 20 cap versions show when I tested those.
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.0
Post by: Panteradactyl on December 10, 2021, 08:37:55 PM
The standard rate level 20 cap version of the mod does not appear in the mods list on the launcher when installed, although the standard 25 cap and accelerated level 20 cap versions show when I tested those.

I forgot a single bloody quotation mark on the mod_info.json file. Fixing it now; this isn't even worth a version change.
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.0
Post by: vietcongbongdong on December 11, 2021, 03:51:26 AM
Updated to 0.95.1

If there are any problems, or if you need the old 0.95 version, let me know. I'll reply as soon as possible; usually within the day.

Hello, I could use the old 0.95 version, if you don't mind :)

Thanks
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.0
Post by: epsilonflash on December 11, 2021, 01:17:43 PM
hey there, I was wondering about something. in this recent update, story point gain after reaching max level has been made separate from the usual story point gain while leveling up

Given that one of this mod's original features was altering how story points were gained after hitting the level cap, will it still alter story point gain in the latest version? or will the new vanilla story point gain system take over after reaching the level cap?
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.0
Post by: Panteradactyl on December 11, 2021, 06:36:32 PM
hey there, I was wondering about something. in this recent update, story point gain after reaching max level has been made separate from the usual story point gain while leveling up

Given that one of this mod's original features was altering how story points were gained after hitting the level cap, will it still alter story point gain in the latest version? or will the new vanilla story point gain system take over after reaching the level cap?

The way the new vanilla story point gain works is that it simply caps the story point EXP requirements at a certain level. Which, would be useful if the mod just simply continued the scaling of the experience past vanilla, using vanilla values for the first 15 levels; it does not. The lower levels have slightly to moderately reduced experience requirements compared to vanilla, to ensure you actually can reach the new max level in a reasonable amount of time, while still feeling a vanilla-like slowed progression as you get higher and higher into the levels. The level-cap-for-story-point-gain is only used on the level 40 variant, which scales to 4,400,000 experience required to go from level 39 to level 40. It caps the experience needed per story point gain to 4,000,000, which is equivalent to the Vanilla story point gain at 4,000,000--it takes 2,000,000 experience to get to level 15, and Vanilla has a multiplier for story point gain at max level of 2, so 4,000,000.

TL;DR: It uses the vanilla system.
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.0
Post by: Panteradactyl on December 11, 2021, 06:42:13 PM
Hello, I could use the old 0.95 version, if you don't mind :)

Not at all; it's uploaded and linked. Happy hunting captain.
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.0
Post by: swelldom on December 12, 2021, 03:13:32 AM
I must be missing a dependency. Receiving an error. Help appreciated.

Spoiler
28700 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.scripts.plugins.LevelupPluginImpl]
java.lang.RuntimeException: Error loading [data.scripts.plugins.LevelupPluginImpl]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/plugins/LevelupPluginImpl.java', Line 6, Column 13: Non-abstract class "data.scripts.plugins.LevelupPluginImpl" must implement method "public abstract long com.fs.starfarer.api.plugins.LevelupPlugin.getXPForNextLevel(int)"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File 'data/scripts/plugins/LevelupPluginImpl.java', Line 6, Column 13: Non-abstract class "data.scripts.plugins.LevelupPluginImpl" must implement method "public abstract long com.fs.starfarer.api.plugins.LevelupPlugin.getXPForNextLevel(int)"
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:10174)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:419)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
   at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
   ... 5 more
[close]
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.0
Post by: Panteradactyl on December 12, 2021, 04:56:07 PM
I must be missing a dependency. Receiving an error. Help appreciated.

Spoiler
28700 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.scripts.plugins.LevelupPluginImpl]
java.lang.RuntimeException: Error loading [data.scripts.plugins.LevelupPluginImpl]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/plugins/LevelupPluginImpl.java', Line 6, Column 13: Non-abstract class "data.scripts.plugins.LevelupPluginImpl" must implement method "public abstract long com.fs.starfarer.api.plugins.LevelupPlugin.getXPForNextLevel(int)"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File 'data/scripts/plugins/LevelupPluginImpl.java', Line 6, Column 13: Non-abstract class "data.scripts.plugins.LevelupPluginImpl" must implement method "public abstract long com.fs.starfarer.api.plugins.LevelupPlugin.getXPForNextLevel(int)"
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:10174)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:419)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
   at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
   ... 5 more
[close]

First glance, it looks like you're using the 0.95.1 version for 0.95. I'll have to check, but I think that's it.

Edit: Yeah, that's it. Use the 0.95 version; 0.95.1 changed the way levelling works slightly, which deprecated that method, meaning it's no longer in the plugin. However, 0.95 still uses that method, and when it doesn't see it defined, it throws out that error. The 0.95 version has a slightly different levelling curve but it's pretty much identical.
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.0
Post by: Athrahasis on December 12, 2021, 06:42:27 PM
Hello, a longtime lurker here currently around to update everything. Made an account just to say thank you for the work and sharing!
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.0
Post by: swelldom on December 13, 2021, 07:20:35 AM
I must be missing a dependency. Receiving an error. Help appreciated.

Spoiler
28700 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.scripts.plugins.LevelupPluginImpl]
java.lang.RuntimeException: Error loading [data.scripts.plugins.LevelupPluginImpl]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/plugins/LevelupPluginImpl.java', Line 6, Column 13: Non-abstract class "data.scripts.plugins.LevelupPluginImpl" must implement method "public abstract long com.fs.starfarer.api.plugins.LevelupPlugin.getXPForNextLevel(int)"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File 'data/scripts/plugins/LevelupPluginImpl.java', Line 6, Column 13: Non-abstract class "data.scripts.plugins.LevelupPluginImpl" must implement method "public abstract long com.fs.starfarer.api.plugins.LevelupPlugin.getXPForNextLevel(int)"
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:10174)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:419)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
   at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
   ... 5 more
[close]

First glance, it looks like you're using the 0.95.1 version for 0.95. I'll have to check, but I think that's it.

Edit: Yeah, that's it. Use the 0.95 version; 0.95.1 changed the way levelling works slightly, which deprecated that method, meaning it's no longer in the plugin. However, 0.95 still uses that method, and when it doesn't see it defined, it throws out that error. The 0.95 version has a slightly different levelling curve but it's pretty much identical.
Spot on. Thanks for the help. Downloaded the game right before the update apparently and didn't expect one so quickly. Very much appreciated and thank you!
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.0
Post by: Phil on December 13, 2021, 09:02:50 AM
Hi,

Firstly, thanks for this mod I love a soft cap instead of a hard cap in my games :)

Secondly, just checking if this is safe to use on an existing safe that's updated from 0.95 to 0.95.1? I do get a light warning about RC3 being expected but I have RC5? Is that ok?

Thanks again :)

Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.0
Post by: epsilonflash on December 13, 2021, 11:28:08 AM
hey there, I was wondering about something. in this recent update, story point gain after reaching max level has been made separate from the usual story point gain while leveling up

Given that one of this mod's original features was altering how story points were gained after hitting the level cap, will it still alter story point gain in the latest version? or will the new vanilla story point gain system take over after reaching the level cap?

The way the new vanilla story point gain works is that it simply caps the story point EXP requirements at a certain level. Which, would be useful if the mod just simply continued the scaling of the experience past vanilla, using vanilla values for the first 15 levels; it does not. The lower levels have slightly to moderately reduced experience requirements compared to vanilla, to ensure you actually can reach the new max level in a reasonable amount of time, while still feeling a vanilla-like slowed progression as you get higher and higher into the levels. The level-cap-for-story-point-gain is only used on the level 40 variant, which scales to 4,400,000 experience required to go from level 39 to level 40. It caps the experience needed per story point gain to 4,000,000, which is equivalent to the Vanilla story point gain at 4,000,000--it takes 2,000,000 experience to get to level 15, and Vanilla has a multiplier for story point gain at max level of 2, so 4,000,000.

TL;DR: It uses the vanilla system.

So if understood correctly, ultimately even the highest level cap version of your mod was already set up in a way that closely resembled what was included in this latest game version, and as a result only the level 40 variant got a slight "buff" to post-leveling story point gain. That's nice, it'll be good to have about the same feel as before since your mod managed to strike a pretty good balance when it comes to progression

Thank you very much for your time and the detailed explanation, and also for your work on this mod
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.0
Post by: ImperialGit on December 13, 2021, 12:00:40 PM
I'm sorry, but what do I have to alter in the file to make this work? Already updated the version number in the mod file...
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.0
Post by: Panteradactyl on December 13, 2021, 05:45:36 PM
Secondly, just checking if this is safe to use on an existing safe that's updated from 0.95 to 0.95.1? I do get a light warning about RC3 being expected but I have RC5? Is that ok?
Yes, and yes. I'll RC4 and RC5 were just minor bugfixes and didn't touch anything related to skills/levels, and 0.95.1 is save compatible with 0.95, which means so is this mod.

I'm sorry, but what do I have to alter in the file to make this work? Already updated the version number in the mod file...
...How? All of the variants of the LevelUpPluginImpl I have uploaded have getStoryPointsPerLevel defined. The only way I could think that this could happen is if you somehow deleted the LevelUpPluginImpl.java file or edited it in a way that caused Java to forget about it. Upload the starsector.log file, so I can try to figure out exactly what is going on. Also, try redownloading the mod, and don't edit anything, see if the issue still occurs.
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.0
Post by: Panteradactyl on December 13, 2021, 06:10:23 PM
Spot on. Thanks for the help. Downloaded the game right before the update apparently and didn't expect one so quickly. Very much appreciated and thank you!

As soon as I saw the update I immediately downloaded it and looked at what I needed to change.
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.0
Post by: NetworkingGuru on December 18, 2021, 08:50:49 AM
I'm sorry, but what do I have to alter in the file to make this work? Already updated the version number in the mod file...

FYI, I have the same issue.
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.0
Post by: Panteradactyl on December 18, 2021, 11:19:40 AM
I'm sorry, but what do I have to alter in the file to make this work? Already updated the version number in the mod file...

FYI, I have the same issue.

You are using the proper version, right? You've downloaded the 0.95.1 version for 0.95.1 or the 0.95 version for 0.95?

Because they are different. There's more to it than just changing a version file.
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.0
Post by: NetworkingGuru on December 19, 2021, 09:20:06 AM
I'm sorry, but what do I have to alter in the file to make this work? Already updated the version number in the mod file...

FYI, I have the same issue.

You are using the proper version, right? You've downloaded the 0.95.1 version for 0.95.1 or the 0.95 version for 0.95?

Because they are different. There's more to it than just changing a version file.

I'm using the version linked on the first page in conjunction with 0.95a-RC15

Edit: Just updated Starsector to the new version and this works properly now.
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.0
Post by: enigma74 on December 25, 2021, 10:51:13 AM
Thanks for the quick update to the new version!
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.0
Post by: pucin on January 15, 2022, 08:33:20 PM
Good mod. Also need it for officers
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.0
Post by: grinningsphinx on January 16, 2022, 08:15:26 AM
Good mod. Also need it for officers

officers cap out at 8, and once you  mentor them(which you should be doing if only for selection purposes), they gain xp at crazy rates. Theres only 8 slots for skill icons anyway. After that, youll have to venture out into the wildlands to find better offices with more skills elited.
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.0
Post by: Plasmatic on January 23, 2022, 02:36:42 AM
If I'm not mistaken level 35 is when we would be able to grab every skill in the game right?

Would it be possible to get a level 35 variant? or can i edit a level 30/40 variant to stop at 35?

Going beyond 35 seems pointless, as far as I understand it once you hit max level any addition xp goes towards addition story points, no need for any added skill points?

Found the config file, changed it to 35 on the standard variant and judging by the script, that seems to be roughly equal to xp needed at level 30 on rapid variant?
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.0
Post by: nomae on February 23, 2022, 10:52:53 AM
Love this mod, been using it in my modded runs a while now.

Just thought I'd point out a bug I ran into in the 30 rapid variant.  Upon reaching level 18, it required over 8 million xp to reach the next level.  It also granted me over 8 million bonus xp from use of a story point a while before I hit level 18.  I'm guessing based on my previous progression that it's using the total xp required to reach level 19 as the difference between 18 and 19.

edit:  Just looked at the script, it's in fact just an extra zero added to the xp required for level 19 and 20.
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.0
Post by: Panteradactyl on February 25, 2022, 04:35:30 PM
Love this mod, been using it in my modded runs a while now.

Just thought I'd point out a bug I ran into in the 30 rapid variant.  Upon reaching level 18, it required over 8 million xp to reach the next level.  It also granted me over 8 million bonus xp from use of a story point a while before I hit level 18.  I'm guessing based on my previous progression that it's using the total xp required to reach level 19 as the difference between 18 and 19.

edit:  Just looked at the script, it's in fact just an extra zero added to the xp required for level 19 and 20.

Thank you. I would've never noticed that one my own; I don't use the rapid 30 variant, so I would have never encountered that. I uploaded a fix. And updated the metadata so it no longer has that annoying yellow color. If there are any other issues, let me know.
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.1
Post by: Agalyon on February 26, 2022, 01:37:50 AM
Loving the mod so far, I've used it for a while but haven't hit max level yet and I wanted to ask a question. I'm not super familiar with story points yet so this may be obvious and I just don't get it, but when you say "vanilla-like Story Point gain, even at level cap" does that mean its similar to having a vanilla level cap in exp cost to get a story point at max level when the required exp is much higher, like say 30 or 40?

My understanding is if the level cap (and thus the exp needed to level) is raised, then the cost to get story points at max level would also increase correct? Or have you made it so it isn't impacted by your changes to level cap with the mod?

Thanks for any help!
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.1
Post by: Panteradactyl on February 26, 2022, 04:33:50 PM
Loving the mod so far, I've used it for a while but haven't hit max level yet and I wanted to ask a question. I'm not super familiar with story points yet so this may be obvious and I just don't get it, but when you say "vanilla-like Story Point gain, even at level cap" does that mean its similar to having a vanilla level cap in exp cost to get a story point at max level when the required exp is much higher, like say 30 or 40?

My understanding is if the level cap (and thus the exp needed to level) is raised, then the cost to get story points at max level would also increase correct? Or have you made it so it isn't impacted by your changes to level cap with the mod?

Thanks for any help!

TL;DR: I changed it so that the experience needed for story points at max levels isn't doubled over what you need for story points while levelling.

Long explanation of why that is/how the mod works:
Spoiler
In vanilla, you get 4 story points per level. Using a few examples to illustrate what I'll be saying: in vanilla, going from level 9 to level 10 takes 1,000,000 experience, so you get 1 experience point every 250,000 experience while at level 9. Going from level 14 to level 15 takes 2,000,000 experience, so you get 1 experience point every 500,000 experience while at level 14. However, once you hit level 15, XP_REQUIRED_FOR_STORY_POINT_GAIN_AT_MAX_LEVEL_MULT takes over, and multiplies that 2,000,000 experience to 4,000,000 experience, so, at level cap of 15, you need 1,000,000 experience points per story point, and it stays that way no matter how many story points you get.

In this mod, the standard variants at least, I've altered the levelling curve such that to reach max level (20, 25, 30, or 40 depending on the variant) it takes around 4,000,000 experience, and I've set the XP_REQUIRED_FOR_STORY_POINT_GAIN_AT_MAX_LEVEL_MULT to 1, so that, at max level, that 4,000,000 experience required per 4 story points remains 4,000,000 experience points, meaning that, exactly like in vanilla, it still takes 1,000,000 experience points per story point. The rapid variants have a slightly different set-up, and you only get 2 story points per level at max level, but you get double the bonus experience from using them, and each level only takes half as much experience, meaning that you still have the same overall rate of story point gain--1,000,000 experience per story point at or near max level. You actually get slightly more experience points with this mod, due to the fact it smoothly transitions up to 1,000,000 experience points per story point, as opposed to jumping immediately from 500,000 to 1,000,000.

If you need more clarification on any this, I'd be happy to explain. It's relatively simple, anyone could have made this mod, I was just the first person to make one public for 0.95. I figured that since I made the mod for myself, I could save other likeminded people the time and effort if I uploaded it where everyone could use it. That's also why there are so many different options--it saves someone else some time, and didn't take me all that much as I'd figured out a 'formula' for it.
[close]
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.1
Post by: Agalyon on February 26, 2022, 10:40:47 PM
Thank you very much, thats exactly what I was interested in. I really appreciate the detailed explanation!
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.0
Post by: Heukaryote975 on May 08, 2022, 04:50:42 AM
Good mod. Also need it for officers

officers cap out at 8, and once you  mentor them(which you should be doing if only for selection purposes), they gain xp at crazy rates. Theres only 8 slots for skill icons anyway. After that, youll have to venture out into the wildlands to find better offices with more skills elited.

There's a new mod called "Officer Extension" that does pretty good the same, you should try it ! :)

It's in the ModIndex, Utility mods !
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.1
Post by: Droll on May 08, 2022, 11:12:49 AM
I don't understand, how are people getting lvl 8 officers? I can't spawn above lvl 6 even with console commands and the highest I've actually seen is lvl 7 from pods.
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.1
Post by: Moth on May 14, 2022, 12:58:52 PM
hello i just wanted to ask if i could add this mod mid playtrough? i know for sure i prabobly can't remove it afterwards but im not so sure about adding it
Title: Re: [0.95.1a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v2.1
Post by: Brainwright on May 14, 2022, 01:40:53 PM
hello i just wanted to ask if i could add this mod mid playtrough? i know for sure i prabobly can't remove it afterwards but im not so sure about adding it

I've added this mod to at least three in-progress playthroughs, and moved up the level cap by switching out the mods one after the other.  It swaps in pretty well.