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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 - Chozo

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1
Mods / Re: [0.97a] Fleet Size By DP
« on: March 24, 2024, 09:48:30 AM »
New update, and by "new update" I mean "changed the mod_info.json file".  Ran a new campaign to verify that there are no issues with .97, but please let me know if you encounter anything that I might have missed.

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Mods / Re: [0.95a] Battletech Portrait Pack
« on: February 20, 2024, 09:47:52 PM »
Awesome looking portraits, can't wait to become a true Periphery warlord with this. Though when'll this be updated for 0.96?

Now, although any portrait pack without any code-based features should work fine if you update the version number in the mod_info.json.

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Mods / Re: [0.96a-RC7] Fleet Size By DP
« on: February 10, 2024, 10:07:01 AM »
I will never play Starsector without this until and unless it stops being updated, thanks for making it. I don't understand Alex' insistence on the 30-ship cap.

Agreed. I'm editing the modinfo for 0.97, let's see how it runs.

Based on the patch notes I don't think anything was changed that would impact the mod's functionality, but the update caught me at an awkward time so I haven't been able to check for myself.  Definitely recommend using a dummy save you don't care about to test first just in case.

4
At the moment they're too dependent on sector generation: both effects are strong, but not enough to justify themselves if the surrounding systems are low quality.

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Mods / Re: [0.95.1a] Fleet Size By DP
« on: May 05, 2023, 04:37:37 PM »
Initial update for v0.96.

Be advised that this is quick and dirty update: based on the update notes there shouldn't be any issues, but my current testing has been limited to "does not crash game on load/creating a new game" so caveat emptor if you are the sort of person who cannot live without your mods right after a new Starsector release.

Also added an option in the settings file to enable/disable the campaign level notification when over the DP limit.

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Mods / Re: [0.95.1a] Fleet Size By DP
« on: November 22, 2022, 01:47:38 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.

7
Mods / Re: [0.95.1a] Fleet Size By DP
« on: July 09, 2022, 08:54:16 PM »
Can this mod be added mid game or does it require a restart?

No issues if added midgame, but there are a few steps in the README if you need to disable it afterwards.

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Mods / Re: [0.95.1a] Fleet Size By DP
« on: June 07, 2022, 06:43:52 AM »
I like idea of this mod, could I post your mod to Chineses starsector forum? I'll keep the original link and author name.

That's fine, though I would need to make some changes to make the mod translation-friendly if that is an issue.

9
Modding / Re: [0.95.1a] Skip Story v1.0
« on: April 21, 2022, 04:10:20 PM »
How in the 7 Hells of Belliar is this not the number one mod in the list!?

Because it's built into Nex by default, so most of the people who want to skip the story are already covered.

10
Mods / Re: [0.95.1a] Fleet Size By DP
« on: April 06, 2022, 04:58:17 AM »
I was hoping someone had already ran into the issue and had a work around  Was not trying to make extra work for you  But if there is an easy solution that would be amazing.  Even if it just prioritized larger or more expensive ships.  Or if there was someway to make them all derelicts if not recoverable.  Either way thanks for looking into it.

-The max number of recoverable ships is hardcoded, so I'm thinking of a way to raise the limit without brute forcing it if possible.

-The game's post-battle recovery logic gives higher weighting to more valuable ships, so if you hit the salvage cap those ships will be prioritized.



11
Mods / Re: [0.95.1a] Fleet Size By DP
« on: March 17, 2022, 02:24:46 PM »
Hey!

Maybe it's just me, but my game stutters every 5-10s on campaign layer above ~15 ships in the fleet, the more ships I add - the more often and for longer duration it stutters.

Disabling the mod the way it's described in readme fixes the stuttering, so my save is safe, which is nice.

I have like 30-40 mods enabled, with 6 factions, so I can provide the list or more info if you want.

If I had to guess there's something with the notifications that is causing the game to stutter, or a possible conflict with another mod that runs a periodic script on the campaign layer.  If you want to continue using the mod in the interim, can you try the following: in the mod's settings.json, set overDPNotificationInterval to a high number (e.g. 600, 99999) and see if you still encounter consistent stuttering.  You may want to make a separate test copy of your save just in case.

12
Mods / Re: [0.95.1a] Fleet Size By DP
« on: March 07, 2022, 04:13:46 PM »
Hello running into a problem because of running this mod, but not caused by this mod.  So i am fielding a large fleet of destroyers and frigates.  But if i get into a large battle i can only recover a maximum of 30 ships.  I have looked for a work around but everything i look up addresses the recovery issue in vanilla if you have 30 ships in your fleet you cant recover.  Not the fact that there seems to be a hard cap on 30 recovery slots.

I ran into this in one run where I was spamming Diable frigates, but it didn't occur to me to change the handling.  I'll have to dig into the code to see where post-battle recovery is being handled, and what would be involved in changing the max number of ships that can be salvaged.

Quote
**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.

If it's under the Automated Ships category, then it's telling you what your effective DP is for the skill's readiness multiplier.


13
Mods / Re: [0.95.1a] Fleet Size By DP
« on: January 06, 2022, 06:50:34 PM »
I'll do a classic condescending knows-nothing-but-says-it-all attitude :

How is this not an option in the base game ? Why o why are we limited to 30 ships flat when "ship" could mean a dingy or a yacht ?

Because Alex generally makes a point of ensuring that if he lets you do something, he's tested and accounted for the edge cases (e.g. does the game explode if you try to deploy 200 Hounds at once?): there's a difference between making sure a feature works in the base game vs. the more "caveat emptor" world of modding.

14
Mods / Re: [0.95a] Fleet Size By DP
« on: December 11, 2021, 08:53:05 PM »
Quick and dirty update for 0.95.1a.

Updated the skill_data.csv file to match the new format in 0.95.1a.  I have not done any testing beyond confirming that the game doesn't crash on load: I don't suspect there will be any major issues, but since there is a new player skill that directly modifies ship DP costs I cannot say with 100% certainty until I have the opportunity to test more.  Probably save compatible, but realistically if you're playing modded you wrote off your previous saves after updating to the newest version.

If you are still on 0.95a, continue using the previous version (1.0.0): the download link for both versions are included in the OP for convenience.

If the Mod allready had this -> To Dos:

-"Potential implementation for NPC fleets"

How far are u to implement this?

Life things have prevented me from looking into this in any detail, and I suspect the implementation may have so little relation to the player-side code that I may end up splitting it into two separate mods if I do implement it.

15
Mods / Re: [0.95a] Fleet Size By DP
« on: October 06, 2021, 01:13:33 PM »
....The max readiness depends on the DP of any automated ship(s) in your fleet and their AI cores (if any): what are you running?
A Radiant with a fixed Alpha core. I think it's about 70 dp?

QC's Automated Ships limit scales based on your max battle size, but unless you're running a very large battle size you're probably over the skill limit and your max readiness is being reduced.


I don't use Quality Captains, but I do like to play with the Max Officer skill set to somewhere around 8-12, depending on what I'm up to, which is higher than vanilla.

Would this cause the same issue people using QC were having?

QC's DP limit is based on battle size (e.g. the max number of DP both sides can deploy in a battle), not player fleet size.  Vanilla's Automated Ships skill is a flat 30 DP.  Your max officer limit and/or this mod should not impact the skill in either case.

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