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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - Torashuu

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Mods / Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« on: December 14, 2022, 06:39:07 AM »
Question about the leveler hullmod range increase. For example: is it applied before or after ITU?

Specifically, said Pollard with a Diffusion Pulser (base range 600 su), built in hullmod Leveller Refit (+200 su on non-beam energy weapons) and ITU (+20% for destroyer class) yields:

( 600 +200 ) * 1.2 = 960
600 * 1.2 + 200 = 920 ?

I do enjoy playing with the leveller ships, they are quite the puzzle to figure out fleet wise. :)

Edit: The Fletcher and Ramey are tagged as automated ships in the ships.csv, but they spawn with the automated ships hullmod as non-built in. Which means you can remove the automated ship part. Is this intentional?

Modding / Re: [0.95.1a-RC6] Omega blueprint packs
« on: September 16, 2022, 11:52:59 AM »
This omega ships have same systems as base tesseract - separation in lesser ships?

The separation is still enabled, even better, if any of the child ships survive the combat it will not count as destroyed. However..
It will still be at 0% CR and HP.
It costs 24 supplies per month/deployment, and that is 5% of its CR total. But it recovers 20% of CR per day, so you are actually paying 96 supplies a day when its damaged or below max CR. And its a cruiser, and cruiser hull repairs is 5% a day, much slower than CR. So that is 20 days times 96 supplies is 1920 supplies for total recovery.

possible to make those more rare drops (via option toggle / settings ) ?
Still tinkering with my alternate acquisition method.
In the mean time you can adjust the drop rate by opening [starsector folder]\mods\OmegaBlueprints\data\campaign\special_items.csv and in the rarity column set a fraction (f.e. 0.01) which is used a multiplier to its droprate.

Mods / Re: [0.95.1a] Battlesize based skill DP values v0.2.0
« on: September 16, 2022, 11:39:40 AM »
I set my battlesize up but looks like I'm still only allowed 5 officers
Simply changing the battle size is not sufficient, the effect is only applied upon loading a game. So a save/reload cycle should do it.

Does this affect the AI as well?

Would like to know it aswell

It only affects the player.

Mods / Re: [0.95.1a] Battlesize based skill DP values v0.2.0
« on: August 02, 2022, 01:46:32 PM »
Yes, so for example the skill Crew training retains maximum effect up to 240 DP worth of combat ships in your fleet. This is 60% of the vanilla maximum (and according to  the last patch notes the default) battle size.

Now if you for example have changed your game to use 600 battle size instead, normally the skill limit would remain at 240. What this mod does it adjusts the skill limit, in this case, to 60% of 600 -> 360 DP. It will also increase the number of allowed officers.

This mod does not change the vanilla ship limit of 30 for the players fleet.

Basically it brings fleet skills up to par if you play with a modded battle size value. Or constrains a bit if you play with a <400 battle size.

Does that answer your question?

Mods / Re: [0.95.1a] Battlesize based skill DP values v0.2.0
« on: July 31, 2022, 04:02:38 AM »
New version is out with two changes, took way longer than I wanted but life gets in the way as it does.

Save compatible

- default battlesize set to 400 from 300
- default battlesize made configurable through mod settings

Mods / Re: [0.95.1a] Battlesize based skill DP values v0.1.2
« on: May 29, 2022, 01:16:21 PM »
The comment in the API says 300 (exhibit A), and since Alex reworked the skills in the last update I think we can be fairly confident he touched that part of the code recently. I don't believe 0.91 had such skill limits in place. Thus I am fairly confident the default is 300. I can try asking Alex to confirm though.

Exhibit A:

0.95.1a patchnotes says default battle size is changed to 400. hmm. I missed that.

Modding / Re: [0.95.1a-RC6] Omega blueprint packs
« on: May 29, 2022, 05:02:20 AM »
Yeah, what I am looking at now is to turn them into specific drops, basically beat'em-to-get'em. But as far as I can tell I am unable to alter existing mission logic, I can only add to it. So I am trying to figure out a way to get it done in a way that I like. Personally I find in a modded run that BP drops are overcrowded as is, so I'd rather avoid adding to that pool.

Mods / Re: [0.95.1a-RC6] Battlesize based skill DP values v0.1
« on: May 28, 2022, 12:13:49 PM »
Looked at the code and found out why the DP values were going up each time you load a save; Turns out you made it so that you multiply the current DP threshold value by the battlesize factor.
You need to reference/hardcode the vanilla values and multiply them instead or else you end up multiplying 40 into 53, 53 into 71, 94, 126 and so on.

Good catch, basic mistake on my part, patch is out that fixes it.

Mods / Re: [0.95.1a-RC6] Battlesize based skill DP values v0.1
« on: May 28, 2022, 03:38:04 AM »
Sir, may I ask for your permission to update it to the Chinese Starsector Forum( with your author infomation?
Yes. :)

Modding / Re: [0.95.1a-RC6] Omega blueprint packs
« on: May 28, 2022, 03:37:06 AM »
Sir, may I ask for your permission to translate your mod into Chinese and update it to the Chinese Starsector Forum( with your author infomation?
Sure no problem.

Mods / [0.95.1a] Battlesize based skill DP values v0.2.0
« on: May 26, 2022, 02:47:53 AM »
A mod that adjusts the skill DP limits based on the battlesize you set, rather than being static values. Changes get applied after game load, so if you change your battlesize limit, do a save/load cycle after to update the skills.

Additionally adjusts the maximum number of officers.

Example skill:
Values are the same at default battlesize:

..but scale as battlesize increases:

Code snippet that appears to show reasoing 300 is the default:



Nexerelin Version Checker

- Extract the archive into your Starsector\mods folder
- Open the game launcher and enable the mod in the Mods section


- default battlesize set to 400 from 300
- default battlesize made configurable through mod settings

-default values for industry skills fixed

-fixed issues where repeat loads would recursively alter the values. oops.

-inital release

Comments are invited!

Modding / Re: [0.95.1a-RC6] Omega blueprint packs
« on: May 26, 2022, 02:42:05 AM »
Good point.

Been looking at hooking the packages as rewards into the respective encounters, bit it looks tricky to add such into existing missions. No promises there.

Modding / [0.95.1a-RC6] Omega blueprint packs
« on: April 19, 2022, 12:19:45 AM »
Just a little mod that puts the Omega ships plus Ziggurrat and Omega weapons and into two blueprint packages for (ab)use by the player (faction).
  • Contains Spoilers, in case it was not obvious
  • It is horribly unbalanced
  • Ships and weapons each have a separate blueprint package

The blueprint packages are in the regular random drop pool, so you can encounter them in the usual places.
For bonus fun, sell them on the black market. If you dare.

What you are getting:



Save compatible, it adds two blueprint packages into the drop pool.


- Extract the archive into your Starsector\mods folder
- Open the game launcher and enable the mod in the Mods section

Its mostly for me about learning modding, but I figured there would be others out there looking to try this power trip without slogging through some files.


Comments are invited!

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: May 29, 2020, 12:36:56 PM »
Heavy Linear Autogun and GX Phased Blaster? (With Itano-6). Thats the default loadout anyway. :p

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: May 29, 2020, 12:04:53 PM »
Started a new game as Deserters, this time decided to mix in some (slow firing high shot damage) anti armor weapons, and doing much better. Poked around a bit in the blade breaker constellation, and figured Deserters actually have flux efficient weapons,  good shield efficiency and hard flux venting, which is perfect for keeping pressure the Blade Breakers! The fighters/bombers are still very dangerous in a prototype Sparrowhawk without complete shield coverage, but its doable.

Sold the second set of basic deserter blueprints to the pirates, which use ample of the new weaponry, but not many ships. Sadly didn't get the chance to loot any from them.

It also seems to me that the Slammer, Reef and Crasher are inspired by Homeworld: Deserts of Kharak's Gaalsien Honorguard Cruiser, Production Cruiser and Siege cruiser respectively. ;) #nomadiclifestyle #hovertankbesttank

The deserters seem not as specialized as DME, but much more generic high tech endurance fighters. Overal fights have been good, with me hitting all gameplay mechanics to make them work. (have to give good orders, right officers, really think about how many to deploy, and in which composition. Nearly always run into the edge of PPT.)
Now my fleet is the prototype sparrowhawk, 3 black lancers (lost 1 so far), 3 slammers (also lost 1 so far), 2 crashers (lost 2), 3 reefs (lost 5), a holdover d'Erlon, 4 tempest refits(lost 6 so far, definitely not as sturdy as the original :( ), Kentaurus, 6 Heavy Cargo Rigs and 2 Carabao's. Eventually the DME cargo/fuel ships will be phased out, way to much capacity now. Probably the Erlon as well when I got the chance to produce some more Reefs. (2 colonies, no cores, and built to avoid Pather interest/expeditions). But now working on a Bladewood, not sure if I'll stick with the Sparrowhawk. Working on mostly 200-300k bounties. Except tri-tachyon, tried those once and very quickly mashed the retreat button. (its what I lost most of my pre-colony DME fleet to, so many phase ships!). Everything is a challenge, with some ups and downs I can just about handle, while being forced to learn more about the game. A lot of fun!

Another question, DME has its gear spread over quite a few blueprint packs, is one supposed to obtain from the regular loot tables, or through some kind of (set of) mission(s)?

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