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

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Messages - Captain Bowlegged Bill

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Thanks guys, that explains a lot.

I fooled around with some of the settings and reinstalled the latest magiclib.  That made the station defense missions a lot more reasonable.  But I never figured out how to fix the IBB stuff all the way.  Since then sometimes they are just fine, other times not so much.

Those IBB missions must be brutal by design then.  Glad to know nothing is broken on my end.

2
Mods / Re: [0.96a] More Military Missions (v0.0.2)
« on: January 25, 2024, 04:13:23 AM »

Thank you for this awesome mod!  I thought a lot of this stuff was base game until the fleets became too large to contend with and I started looking into what wemt wrong.  I changed that "DMDifficultyGrowth" to 0, but the fleets are still twice as big as the text descriptor says they will be.


I'm not sure what you mean? Do you have a screenshot?

Sadly, I do not.  I tweaked dmdifficulty growth along with anything else that looked relevant in any mod that affected combat and eventually deleted/updated magic lib, (which I read somewhere had something to do with fleet generation).  I also installed the FleetsizebyDP mod to keep my own point totals from getting crazy.  After that, the problem went away entirely.

Here is what my problem was:

The enemy fleets kept getting bigger, so to compensate I'd go past the 30 ship limit and just pile on stuff since burn rate isn't important for this.  Figure I had around 38 ships and 1000ish points.  The station commander would tell me I'd be facing "at least 2 fleets with 50 ships with a combined strength of 1400ish points.  For comparison your fleet has 1000ish points and our battle station has 180 points." Those numbers are from memory and might be junky.

When the enemy fleets arrived, the bigger fleet was usually double the estimated point amount and double the number of ships (not counting fighters).  I had the same exact problem with bounty missions - the actual fleet was usually twice as big as the estimate given in the mission text.  It was ludicrous! 

At first I documented what I was doing.  Then I just started flailing.

I suspect updating magiclib was the solution, but with all the other changes, I have no evidence for that.

As an aside, I also had a lot of memory leak problems.  Those disappeared as well.  Same save file.

But everything is working fine now, bounties and station defense are reasonable again.






3
Mods / Re: [0.96a] More Military Missions (v0.0.2)
« on: January 15, 2024, 01:43:23 PM »
Hey! Just a question, I saw the setting DMDifficultyGrowth and I have a few questions:

1) Is this growth permanent?

Yes, however the difficulty of each mission is randomly chosen between min difficulty and max difficult.  The min difficulty is determined by the size of the station plus your fleet, and the max difficulty is essentially DmDifficultyGrowth multiplied by the strength of the largest fleets you ever defeated for this mission type.  If you lower it to 0 then the fleet size will always be based on min difficulty.

Quote
2) Is it for that specific station or for all stations?

All stations.

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3) Is the growth exponential or linear?

Exponential.  So yes if you keep winning eventually the game will spit out a fleet too large for you to handle, so you have to be selective about which mission to take.

Thank you for this awesome mod!  I thought a lot of this stuff was base game until the fleets became too large to contend with and I started looking into what wemt wrong.  I changed that "DMDifficultyGrowth" to 0, but the fleets are still twice as big as the text descriptor says they will be.  There is a similar problem with the IBB missions, where the target bounties are 2-4 times bigger than expected.

Does anyone know where the last battle size is saved so I can get in there and change it to something more manageable?  Alternatively, if magiclib is generating fleets, is there a known magiclib problem where it makes fleets 2-4 times bigger than the mod asks for?  And if so... how do/where do I fix it?

Thank you again!  Great ideas in this mod - ought to get the boss man to include them in the base game.  Other than enemy fleet size, it's been very stable for me.

4
Anyone know which mod(s) inflate enemy fleet numbers?

For station defense missions and IBB missions sometimes the AI gets 60+ ships and Thousands of DP. 

Right now I have a single-fleet bounty where the target has 14 capitals and another 50 ships *not counting fighters*.

Based on browsing the forums, this does not appear to be base game behavior.  My settings file still shows "maxShipsInAIFleet":30.

The closest setting I could find so far has been "DmDifficultyGrowth" in the MoreMilitaryMissions mod, but that seems to specify defense missions only.

Any help would be appreciated - I have not inflated the player fleet size setting and I suspect if I do the AI will just scale up even further.  EDIT:  I forgot to mention, the game starts warning about memory leaks when I bump into one of these big IBB fleets.

My character is level 18 (max increased to 40) and the cycle is 224.

And here is the enabled mods list:
 
Spoiler
"$$$_trailermoments",
  "advanced_gunnery_control_dbeaa06e",
  "anotherportraitpack",
  "armaa",
  "CAS",
  "cmutils",
  "lw_radar",
  "diableavionics",
  "HexShields",
  "illustrated_entities",
  "internalaffairs",
  "Imperium",
  "lw_lazylib",
  "lockedAndLoaded",
  "lunalib",
  "MagicLib",
  "Mayasuran Navy",
  "MoreBarMissions",
  "MoreMilitaryMissions",
  "JYDR",
  "wisp_perseanchronicles",
  "planet_search",
  "scalartech",
  "SEEKER",
  "swp",
  "spacetruckin",
  "sun_starship_legends",
  "scf",
  "tahlan",
  "timid_tmi",
  "US",
  "XhanEmpire",
  "audio_plus",
  "shaderLib"
[close]

Thank you!

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