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Messages - Jasticus

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I really haven't had an issue with either of the skill trees, as I've just played with what was available. However with the comments that I've seen here, I'm wondering if some sort of compromise can be done due to various playstyles. Myself, for example - in every game I play I'm always interested in building things up, so naturally I'm drawn towards making colonies. As was said by Alex, this is a combat focused game, but that doesn't mean that there are other facets of the game that others like myself enjoy... and mods only make them better.

I'm thinking to allow anyone to get any skill they want right away. Don't lock it behind anything. They can obviously be linked to the four categories, but give those their own individual boost. The base skill will be ok, but it needs to be improved with story points for it to be really good. Story points can either become even more valuable or the amount you get can be slightly increased per level - and maybe even an option to spend an ever increasing amount of credits to get them. Unless that is already a thing and I just haven't found it yet.

The process:
So... you start a new game, and Helmsmanship is definitely the first thing you want. So you dump your first skill point into it. It gives +10% Maneuverability and +2% top speed. Doing this also gets you +1% universal weapons damage for picking a 'Combat' skill. You can dump up to 4 story points into Helmsmanship to boost it up to the full +50%/+10%, which will also unlock the Helmsmanship elite skill of the permanent 0-flux speed boost when not generating flux, and put you at +5% Universal Damage. You could potentially split it further and make everyone choose a path - Maneuverability only, top speed only, or the average mix of both like it currently is?

Next up you want to pick up Energy Weapon Mastery, so with skill point 2 you get that. It also grants +2% Sensor Range for picking up a technology skill. Again a choice, damage boost per level, or increased range, or a mix of both? Then the mastery skill of -10% flux when it is done, and you'll also be at +10% sensor range.

Skill point three goes into Phase Mastery because you found one of those early and want to play with it. Same as the previous two, with options for reduced cooldown or reduced hard flux generation, etc etc.. The universal damage can increase to 6%, and would cap out at 25% unless it was capped at say, 10% and another skill was boosted, like increased shield strength or armor.

This way, if I was actually ready to start a colony, I could finally get one when I was level 13 or 14 and not be forced to get one at level 5 if I wanted to go into the Tier 2 Leadership tree, for example.

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Mods / Re: 0.95a Grand.Colonies - More Building Slots
« on: April 14, 2021, 03:43:07 PM »
This looks interesting. Perhaps as an alternative to the compounding upkeep, there can be yet another building or option that lets you reroute some production to support the colony's dense infrastructure? Like a universal -1 to all production for every 4 structures added. (EDIT: starting with building 13)

Also - for those that choose to fiddle with settings that still allow colonies to get up to 10 pop, the increase in population could also offset the personnel shortage and reduce the upkeep by 1 or 2 for every level increase. So at 7 pop, building 17 would be ^3 rather than the 6 pop ^5.

It might be beyond the scope of what you intended, and money isn't usually an issue later, but it just got me thinking and I thought I would share. Thanks for the mod! Definitely gonna try it out.

3
Mods / Re: [0.95a] Roider Union 1.2.2
« on: April 14, 2021, 11:03:13 AM »
I honestly can't say with 100% certainty, so that may be the problem. I've started a lot of new games recently as I've added/adjusted mods.

Looks like it's time to start over again to check! Thanks for the reply.

4
Mods / Re: [0.95a] Roider Union 1.2.2
« on: April 13, 2021, 08:18:23 PM »
So honestly I didn't have the getInnerRadius() crash until I installed this latest version earlier today. Unlucky me? Or maybe because I'm using Adjusted Sector, or a faction conflict? I'm not using Nex yet, wanting to finish my current game before I use it.


Spoiler
996009 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with Tri-Tachyon for a rep change (479886.12, 4000.0)
996012 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Minor Weapons Cache, faction: Exalted
998065 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.getInnerRa dius(BaseThemeGenerator.java:1204)
   at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.getLocatio ns(BaseThemeGenerator.java:785)
   at scripts.campaign.fleets.Roider_MinerManager.pickLocation(Roider_MinerManager.java:195)
   at scripts.campaign.fleets.Roider_MinerManager.advance(Roider_MinerManager.java:128)
   at scripts.campaign.econ.Roider_Dives.advance(Roider_Dives.java:103)
   at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

5
Okay, to alleviate these concerns -

No, The AI core drop rates are not affected by this mod. They have their own group which is not touched. If you get less than before, that is probably just bad luck, unless another mod changes the numbers!

Yes, this mod affects the special item drop pools, BUT the total chance to get an item, vanilla or modded, stays the exact same.

Thanks, that's all I needed to read. I figured I had just gotten a bad seed or it was an overall change, but when I started seeing other comments it just made me wonder.

6
This might just be my luck, but I've received far fewer high-tier AI cores and colony items (e.g. automated drill) when compared to my run before adding this mod.
For comparison, I had maybe ~10 colony items and ~5 alpha-level cores after exploring 1/6th of the map without the mod, compared to one alpha-core I got from whacking a remnant nexus and two colony items with 1/4 of the map explored.

I usually lurk here, but had to comment that I noticed this too. I installed a bunch of mods though so I had no idea which one might be causing it.

According to my map I've 'cleaned' 49 individual systems (spread out from missions, probably 120+ planets surveyed and 20-40 ruins/derelicts?) so far since I started a fresh game with the mods. In that time, I've gotten 1 Alpha, 7 Betas, 7 Gammas, and 8 random colony items... and 5 corrupted nanoforges. ??? During my unmodded run I had nearly twice as many AI and like 5 alphas by this point.

I figured I just got a super unlucky seed or something so far, but then was scanning for mod updates and saw this and figured I should also toss in what I've noticed just in case there was an adjustment somewhere that is affecting things.

Otherwise, I still love the mod anyway.  :D

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