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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - thedarkgod

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I agree yeah. That particular system needs some refinement and that's part of what fleet dialogue is supposed to accomplish. In particular it will get its balancing values from settings in each faction file so that modders can heavily customize the assistance or cease fire features. That is also a good place to put any caps on the reward or whether or not rep is lost, etc.

Conceptually Fleet Dialogue is mostly finished I just need to finish converting the substantial amount of dialogue from rules to the merging spreadsheet and set up all of the code that pulls it from there for each column. After that, I will rework the portion of code you were looking at to pull info from the faction files instead of having it hard coded.

That seems like a smart solution, I'm not sure how far along you are, but if you do release another beta before finishing said changes, do change "relativeStrength + 0.25" into a fixed number like "1.25" or so for credits, fuel, and, supplies respectively, to mitigate said linear increase bug though, since fixing said bug shouldn't need any other change to the code.

Let me know if you need any assistance converting the dialogue by the way, if its a relatively straightforward conversion of format I should be able to whip up a script for it, to save a little bit of time.

Edit: figured out how to compile the mod, supplanting the bonus reward calculations from supplies does mitigate the issue, but we still get a a linear increase that gives you values in the 100s of thousands when you have high fleet points, I think the way to go about this would be to have the reward exponentially level off towards some reasonable value, since that would give a decent amount of cash to lower level players and some sane value to high level players as well.

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Requesting assistence is very broken as is, just by having a large fleet I can get 500k plus credits from any maxed out faction, like the player faction, and 300k plus from any friendly one, per request!

It needs both re-balancing (it scales waaay too much with player fleet size), an addition of negative rep even on success, as well as a hard cap on resources given.

I would personally also exclude requesting credits from the player faction, or give a negative multiplier to resources given to you.

Edit: Did a little bit looking around, and I believe the offending line for the insanely high credits given to the player is: "credits = (int) (credits * (relativeStrength + 0.25));" which means that with a big fleet you can get to absolutely insane values from a tiny patrol fleet, unsure how to get the mod to read the changes in src to test this hypothesis tho. (Additional de-incentives for flying around begging for cash still needs be implemented even with this glaring bug fixed, like a negative rep on success like suggested before)

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Modding / [Archean order] Request Assistance broken balance
« on: April 05, 2022, 05:05:54 AM »
Requesting money from a friendly ship is vastly more effective than actually making money the money myself, rendering the economy pointless, more detail on my post on the mod page.

Just realized that this likely isn't the place to put mod specific reports, so sorry about that.

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