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Starsector 0.98a is out! (03/27/25)

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Messages - blackrave404

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1
A little update about mining strength rebalance/extension of mods I use
First of all
Quote
Fighter wings and modules with appropriate weapons count towards their parent ship's mining strength. Built-in weapons are also counted.
Is in the end of mining ship/tool list.
That clarified most of my prior confusions.
Oh, if only I could read :'( ...

Secondly
After all said and done
Athame (giant drill frigate from ICE mod) got mining strength of 1010
Mostly because it's built-in Fission Drill when calculated by formula based on vanilla energy weapons gives 1000 mining strength (I decided to run with it for lulz)
BALANCE :D :D :D

My fleet before I started messing with ModSettings files was ~880, after it bumped to ~950, so I think I did mostly ok job.

2
Take a look at the modsettings.json (data\config) that comes with nexerelin. That'll probably answer all your questions if you compare to in game list.
Yeah will have to do.
In-game stuff just confuses me more and more.

Update: If someone's curious- yes mining counts built-in weapons. Even in fighters/drones. What's confusing is that mining list includes hulls and LPCs with built-in stuff as if they inherently have bonus mining strength (regardless whether they have it or not). Plus one more confusing aspect of LPCs is that total mining strength is result of adding up total number of units that LPC produces. Meaning that if LPC is for 6 drones then single drone mining strength (with set bonuses if there are any) is multiplied by 6.
Meaning I will have to start balancing from weapons then LPCs and then hulls (I was doing it other way around). It's going to be a long night...

3
Honestly I just winged it based on vibes and comparisons to similar weapons (e.g. different variations of Hammer). "Otherwise less useful ships can have a bit of mining strength, as a treat" might also have been a consideration, don't really remember.

Another question- does mining strength of built-in weapons and fighters/drones is counted like any other equipment?
Because if not then I need to add it to ships themselves.

I'm asking because some ships are listed as mining ships when you request list of ships and equipment that can mine.
But codex doesn't show that they have anything special about them.
Some don't even have Salvage gantry. But they do have built-in equipment.
A bit confusing.

And similarly- does weaponry on fighters/drones is counted independently or do I need to add it to LPCs themselves?
Let's say fighter has Hammer-class Torpedo. Is it enough to have Hammer-Class Torpedo as mining weapon or does LPC need to have mining strength as well?

P.S. Just compared some built-in gear strength to listed ship strength and it matches. Weird. So if I understand built-in weapons make ships appear on the list, but ships themselves have no mining strength? Hmmm, need to do a bit more digging in files themselves.

4
Honestly I just winged it based on vibes and comparisons to similar weapons (e.g. different variations of Hammer). "Otherwise less useful ships can have a bit of mining strength, as a treat" might also have been a consideration, don't really remember.

So basically "make *** up as best as you can"?
This is what I was afraid of

Will have to make up some rules based on active systems that seem to be able to aid mining and descriptions of dedicated salvage/mining ships.
At least as far as ships go.

As far as weapons go will have to figure out things.
Probably will include similar weapons to vanilla ones and everything that mentions mining.

And strength will be based on size and DP/OP and damage type(plus boost for salvage and mining stuff)
For example anything that does decent damage to armor/hull is probably good enough to carve and blow up rocks.

Hell, half tempted to rebalance EVERYTHING including vanilla ships/equipment by developing some logical guide lines.
I need to make a spreadsheet...

5
I have a question about mining
I'm adding mining strength to various mods that have ships, fighters/drones and weapons that look like they should aid mining
But I ran into a bit unexpected problem- assigning mining strength.
How do you balance them?
Tried looking in vanilla mining strengths and only got confused.
Is there some formula/principle that was followed?
What exactly goes into determining mining strength?

6
Mods / Re: [0.95.1a] Ore Refinery v0.65 - 03/10/22
« on: December 02, 2022, 09:55:33 AM »
So in some sense yes

Ah, I see. Thanks.

7
Suggestions / Re: Grouping ships together
« on: December 02, 2022, 02:31:12 AM »
You can already group ships together with CTRL + number.

How that escaped me?
Me big dumdum, I guess :-\

8
Suggestions / Grouping ships together
« on: December 01, 2022, 11:36:59 PM »
What I was thinking while taking out yet another Pirate vengeance fleet (they for some mysterious reason dislike when I keep raiding their bases) is that currently ships operate all alone (minus carriers of course) and orders are necessary to avoid them getting full on surrounded and pummeled from all sides.

Maybe we could group them into wings/detachments/squadrons/whatever name is for group of ships?
Do the usual RTS thing of Crtl+number to group selected ships together.
Not only useful for quick selection (just press number) but maybe do more with it- make ships from same group stick together and, if AI can do it, do more advanced stuff like one ship moving in front of another that has high flux or is overloaded to shield it while it vents.

9
Mods / Re: [0.95.1a] Ore Refinery v0.65 - 03/10/22
« on: December 01, 2022, 11:01:18 PM »
Wanted to ask something.
I noticed that refining keeps using up raw resources till it runs out.
What happens when insufficient amount gets used up?
Are those resources gone or does mod remembers unfinished refining progress from previous time and resumes?

Basically if (numbers pulled out of my rear) platinum needs 100 ore, you have 140, refining gives 1 platinum but uses 140 ore, if I acquire 60 more ore and refine that, will one more platinum be made or initial 40 and later 60 ore are gone?

10
Discussions / Re: How do i train myself to stop saving instead of loading?
« on: November 22, 2022, 11:19:07 PM »
Clearly, we learn by suffering. ;)

F5 & F9 are not unique to Starsector, lots of games use them. Better to get used to it rather than changing it, imo.

Ah, suffering of not being able to remap QS&QL buttons...

11
Mods / Re: [0.95.1a] Fleet Size By DP
« on: November 22, 2022, 11:17:16 PM »
There are mods that modify how automated ship points work: I would suggest looking into those mods to see if they provide what you're looking for.  I'm probably not going to include any significant changes to automated ships in this mod for a couple reasons:

1. The DP multiplier is calculated for the purposes of the Automated Ships skill and its readiness penalty, not its actual in-battle DP cost: last I checked the multiplier shouldn't be getting applied to the overall fleet score, so a Radiant should count as 60 DP for max fleet size regardless of core installed (barring things like Derelict Contingent, etc.)

2. Since there are a few mods that already affect Automated Ships (either the scaling or player skill itself) I don't think there's much value in reinventing the wheel, plus keeping the scope of the mod limited helps avoid potential conflicts with those same mods.

Thanks will take a look at that mod

12
Mods / Re: [0.95.1a] Fleet Size By DP
« on: November 20, 2022, 12:59:42 AM »
I think I found a solution to that and posted it on the previous page:
Quote
Spoiler
Changing my QC skill settings to this let me get my Radiant to 60% readiness at least:

Spoiler
#Automated Ships
   "QC_USE_AUTOMATED_LIMITS":false,
   "QC_USE_AUTOMATED_LIMIT_LINEAR_SCALING":true, #Mostly benign plans, implemented
   "QC_USE_AUTOMATED_LIMIT_DYNAMIC_SCALING":false, #Evil plans, unimplemented
   "QC_AUTOMATED_POINTS_THRESHOLD":70, #If limits are enabled but scaling is not, limit = this
   "QC_AUTOMATED_POINTS_THRESHOLD_DIVISOR":5, # If linear scaling enabled, limit = Battlesize / this
   "QC_AUTOMATED_MAX_CR":80, #The maximum CR that an AI ship can reach. Does not affect fleet limit.
[close]
Not perfect, but at least the ship is functional now... kinda fuzzy on what all that did, but whatever works.
[close]
You can also start using 'Better Deserved S-Mods', it makes the Efficiency Overhaul mod give +20% max combat readiness when built-in. That'd bring that forty percent up to sixty even without altering the numbers.

Ok, as temp solution, but I would still prefer if next mod update would include option for adjustment or flat 1/6th of max fleet points (since in vanilla max autoships are set to 5/30 if I remember correctly- it's been a while)
Because disabling this mod would return me to the world where Salvage Gantry takes same fleet space as Paragon and that's... painful.

13
Discussions / Re: How do i train myself to stop saving instead of loading?
« on: November 20, 2022, 12:29:24 AM »
Change Quickload button to F8 and put finger in gaps before pressing them.
Pay attention on which side of your finger button resides before you press it
(Started doing it after accidentally quicksaved with 5hp right before ubersoldaten boss battle in RtCW. That was "fun", but I somehow managed.)
F5-F9 combo is pretty bad, since both buttons reside on the right side of your finger.
F5-F8 is better since save is on the right side, while load is on the left side, so it feels different and, after you get used to it, should give you a pause if you're about to press wrong button.
At least it helped me, but then again I've been doing this for a while.

14
Mods / Re: [0.95.1a] Fleet Size By DP
« on: November 20, 2022, 12:13:24 AM »
**EDIT**  Correction, it shows as triple, quadruple, etc on the fleet composition data, but doesn't actually add the multiplier to the above 'All Ships' total.  Pardon my confusion.  So more of a display quirk, less of an actual DP problem.

AKSHUALLY it's still a problem, since Alpha Radiant is 240 points, while max auto ship points are 120, meaning that max combat readiness of said Alpha Radiant is 40% due to being 120 points overboard.
Would be great if we could adjust automated ship points like we can with overall fleet size (at least I didn't find where I can adjust it)
Because I would like to field at least one Alpha Radiant at full CR, since I like the Radiant class
I mean that's OP *** REDACTED are fielding and I would love to outbullshit them with even more OP design lol
I like this mod, but inability to adjust automated ship points tempts me to disable it.

15
Suggestions / Re: Illegal goods and licensing
« on: November 11, 2022, 07:47:15 AM »
Small addition about AI cores.
Licenses to carry those probably wouldn't be limited to TT only.
REDACTED hunters would be expected to have AI cores in cargo holds after all.
Maybe AI core license would be based on trust level and number of cores you hand in?
Basically Gamma cores have value of 1, Beta cores 2 and Alpha cores 3 or 4, that is modified by trust level.
Each point being 1 month of AI core license
So handing 6 Gammas and 3 Betas would grant you year long license if relationship are neutral (longer if better, shorter if worse)

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