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?
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.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.
The part that isn't working is the required exp part, I noticed that it still needs 1.3m exp on level 13.
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 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.
I don't like the idea of being a god, but I hate reaching the level cap even more.
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.
"maxOfficersInAIFleet":10, # should match what a max-skill player can get
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.
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.
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.
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.
what is the vanilla value for exp/story point at max level?
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!
any chance to update the malformed JSON for this mod for version checker?
any chance to update the malformed JSON for this mod for version checker?
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.Uuh... help?Spoiler(https://i.imgur.com/yBbMISo.png)[close]
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.
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.
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 ?
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.
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.
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?
Hello, I could use the old 0.95 version, if you don't mind :)
I must be missing a dependency. Receiving an error. Help appreciated.Spoiler28700 [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]
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!I must be missing a dependency. Receiving an error. Help appreciated.Spoiler28700 [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.
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.
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.
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!
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...
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.
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.
Good mod. Also need it for officers
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.
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!
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.
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
22799 [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
public int getBonusXPUseMultAtMaxLevel() {
return (int) Global.getSettings().getFloat("bonusXPUseMultAtMaxLevel");
}
Sorry, been busy with work, didn't even know .96 released. I'll work on the mod tonight. Having to actually be reliable at work is horrible, I do not recommend it.
public int getPointsAtLevel(int level) {
return (int) Global.getSettings().getFloat("skillPointsPerLevel");
}
public int getMaxLevel() {
return (int) Global.getSettings().getFloat("playerMaxLevel");
}
public int getStoryPointsPerLevel() {
return (int) Global.getSettings().getFloat("storyPointsPerLevel");
}
public int getPointsAtLevel(int level) {
return (int) Global.getSettings().getFloat("skillPointsPerLevel");
}
public int getMaxLevel() {
return (int) Global.getSettings().getFloat("playerMaxLevel");
}
public int getStoryPointsPerLevel() {
return (int) Global.getSettings().getFloat("storyPointsPerLevel");
}
public int getBonusXPUseMultAtMaxLevel() {
return (int) Global.getSettings().getFloat("bonusXPUseMultAtMaxLevel");
}
This was easy, thanks.Spoilerthe file in data\scripts\plugins\LevelupPluginImpl has a piece that right now, looks like this:Codepublic int getPointsAtLevel(int level) {
return (int) Global.getSettings().getFloat("skillPointsPerLevel");
}
public int getMaxLevel() {
return (int) Global.getSettings().getFloat("playerMaxLevel");
}
public int getStoryPointsPerLevel() {
return (int) Global.getSettings().getFloat("storyPointsPerLevel");
}
for the mod to stop crashing on game start and work in 0.96, it should look like this:Codepublic int getPointsAtLevel(int level) {
return (int) Global.getSettings().getFloat("skillPointsPerLevel");
}
public int getMaxLevel() {
return (int) Global.getSettings().getFloat("playerMaxLevel");
}
public int getStoryPointsPerLevel() {
return (int) Global.getSettings().getFloat("storyPointsPerLevel");
}
public int getBonusXPUseMultAtMaxLevel() {
return (int) Global.getSettings().getFloat("bonusXPUseMultAtMaxLevel");
}[close]
Stopgap measures:
Its taking a while to update this. why not take matters into your own hands?
While OP bakes a a nice mod cake, we want , no ,NEED , our max level power fantasy simulator right NOW.
So
Do it yourself.
It probably will end the equivalent of mod butter but butter tastes so nice.
instructions:
Level 15 faster-er progression:
Go to:
Fractal Softworks->Starsector->starsector-core->data->config->settings
open settings.json with notepad
use search skill down (or up if you are at the end of file)
change: "skillPointsPerLevel":1,
for "skillPointsPerLevel":3,
this is the safest and easiest way to do it, and will "probably" not crash your game
Level 20 fast progression:
change: "skillPointsPerLevel":1,
for "skillPointsPerLevel":2,
and change
"playerMaxLevel":15,
for "playerMaxLevel":20,
this might crash something but is also probably fine
Sorry, been busy with work, didn't even know .96 released. I'll work on the mod tonight. Having to actually be reliable at work is horrible, I do not recommend it.
public int getBonusXPUseMultAtMaxLevel() {
return 3;
}
Dam i dont get it to work, even manuell :'(Well, I have attached mine, if you are still in trouble. Search for the following code in the attached file, then compare it to what you tried to do in your file:
Why isnt that a option in the menu of the pure game.
public int getBonusXPUseMultAtMaxLevel() {
return (int) Global.getSettings().getFloat("bonusXPUseMultAtMaxLevel");
}
So is the return of 3 what is intended or not? I don't understand. Does that mess up the XP curve or keep it as it should be?
+1 to this, we can wait!Sorry, been busy with work, didn't even know .96 released. I'll work on the mod tonight. Having to actually be reliable at work is horrible, I do not recommend it.
Ay men. Hold on and be well, the mod can wait 'til you're not swamped
Hello.I also like for a Lunalib integration so that i can set the maximum level and leveling skill (with presets)
Is it planned to update the mod for the current version of the game?
Thanks in advance for your reply
Fatal: DIRECTORY [[color=red]path to mod[/color]](data/config/settings.json) Expected a ',' or '}' at 82 [character 2 line 6]
# for building in s-mods
Minor issue, but "bonusXPUseMultAtMaxLevel":3 in the level 40 rapid settings config was missing a comma at the end. Don't know if it's like that with the other versions.
Thank you for being so active. =DMinor issue, but "bonusXPUseMultAtMaxLevel":3 in the level 40 rapid settings config was missing a comma at the end. Don't know if it's like that with the other versions.
...yeah it is, all the fast variants. Crap. Well, time to reupload the entire thing.
And it's fixed.
Is this mod able to be added to an existing save?
Any reason why the different max level variants level up at different speeds? Mistake or intended because isn't that what the standard and fast variants are for? I first tried to use the max lvl 20 standard version and ended up with lvl 16 in my save game. Then I tried the max lvl 25 standard version and instead ended up at lvl 18
standard lvl 25 download link doesn't work.The download is linked and set up correctly on my end; what's happening when you try to download it?
Nice work, appreciate the options.Merry Christmas to you to as well, and a happy new year!
And a merry xmas to you, bud!
Any word on an official update for r97 ?Any news captain? Have you exploded?
I'm testing just changing the version, and hoping nothing explodes
Been busy with work, sorry. I didn't even know there was a new release until now.Any word on an official update for r97 ?Any news captain? Have you exploded?
I'm testing just changing the version, and hoping nothing explodes
Been busy with work, sorry. I didn't even know there was a new release until now.Any word on an official update for r97 ?Any news captain? Have you exploded?
I'm testing just changing the version, and hoping nothing explodes
It works as is, zero changes necessary, aside from metadata changes to let the game know it'll work. I'll update the file as soon as I can.
I'll update the file as soon as I can.Take your time; IRL comes first. <3
would love to see this mod for 0.97 :)You can edit the mod_info.json file.
would love to see this mod for 0.97 :)You can edit the mod_info.json file.
would love to see this mod for 0.97 :)You can edit the mod_info.json file.
And how do you edit it for those who just started?
would love to see this mod for 0.97 :)You can edit the mod_info.json file.
And how do you edit it for those who just started?
save compatible?Yes.
There are some extra factors at work (bonus XP/SP related stuff) but you don't HAVE to tweak it if you're willing to accept the game generating a little bit more or less SP.