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Messages - Swwatter

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Modding / Re: Flagship Remnant?
« on: May 14, 2021, 03:49:08 PM »
Ok, you cant use the console command mod to add/remove the automated hull mod

But you can have an officer in a remnant ship and a ai core in a to a non automated ship.

First aquire the ship you want, then save the game.

Then go into the appropriate ship data and find the built in hull mods

If you want an officer pilot a remnant, remove the hullmod "automated" (you may need to replace the hullmod with something else if there isnt any other mod, i suggest "advancedcore)"

If you want an ai core pilot, say, an onslaught, add hullmod "automated"

Reload your game. You now can do what you want, this can be used to have an remnant flagship.

If you want to then put ai cores in the same type of ship, simply reverse what youve done

Hi there,

I've tried what you explained and replaced Automated with Advanced Core, however when I reloaded the game it didn't actually remove the Automated hull mod and instead simply added Advanced Core. Automated is no longer in the save file though, so I am not sure why it isn't working. Do you have any suggestions?

Edit: Never mind, I was trying to do it through the save game file rather than the ship hull file. All sorted. Thank you so much!

2
For all those who are looking for an updated version of this with 0.9.5a, Panterodactyl has made multiple versions to suit your needs here: https://fractalsoftworks.com/forum/index.php?topic=20535.0

Edit: Mods/Admins please remove if this is considered thread highjacking.

3
I made a pretty quick edit that raises the maximum level to 30 while still roughly keeping the same levelling pace up to 15, without massively inflating the experience needed to get story points. Modified the XP_PER_LEVEL array and the XP_REQUIRED_FOR_STORY_POINT_GAIN_AT_MAX_LEVEL_MULT float to be:
Spoiler
Code
	public static float XP_REQUIRED_FOR_STORY_POINT_GAIN_AT_MAX_LEVEL_MULT = 1f;

public static long [] XP_PER_LEVEL = new long [] {
0, // level 1
20000,
30000,
40000,
50000,  // level 5, ramp up after
100000,
200000,
300000,
400000,
500000, // level 10, ramp up after
700000,
900000,
1100000,
1300000,
1500000, // level 15
1700000,
1900000,
2100000,
2300000,
2500000, // level 20
2700000,
2900000,
3100000,
3300000,
3500000, //level 25
3700000,
3900000,
4100000,
4300000,
4500000, //level 30
};
This means that you need 53,640,000 experience to level up to 30, roughly equal to to ~50mil needed to reach 103 in the OG version of this mod. In my last playthrough of Nex, I got to level 83, which on this scaling is equivalent in experience to level 21. I feel like level 30 is the most balanced max level when exceeding vanilla restrictions, as it allows you to complete all 4 trees and then double-complete 2 more trees, which means you can get all the bonuses for ruling a colony/controlling admins in addition to getting a full suite of tech and combat skills. It's just gonna take you a damn long time to get there. The limited skill choice, and the relatively slow rate of gain, means that skill choice is still important, but you no longer have to be paranoid about selecting the skills that can't be removed, like the capstone Tech skill, or the officer skills--you can eventually, given enough time, get more skill points to correct your mistake.

Edit: Let me be clear, the player will still be drastically overpowered even with the cap only at 30 rather than the "true cap" at 40, but having the cap at 40 eliminates the entire point of the skill rework in the first place--to make levelling up more meaningful, make skill choices actually important. If I were designing this as something from a game-design/mechanics standpoint, rather than just a "I want to be the God Emperor of Mankind" standpoint, I'd change the max level to 25. The player would be able to fully "specialize" in one skill set while still being able to "jack of all trades" in the other 3 skills or specialize into 2 skill sets while being able to dip a little bit into the remaining 2. Basically, make it so that if the player wants to be a super colonial magnate with all colony skills, they have to sacrifice fairly significant levels of logistic and combat ability to do so, rather than just outright not allowing the player to do it.
[close]

Where did you find those lines? Or did you replace the skillpointsperlevel in the settings.json folder?

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