1
Modding / Re: [0.98a-RC5] Space Rave
« on: April 01, 2025, 07:04:44 PM »
i give this mod an 8/10 and it kicks ass
Starsector 0.98a is out! (03/27/25)
Knowledge constructs seem purpose built for the concealed stations. If you haven't found one, it's a relatively tough fight against a fully smoded level 9 mastery remnant fleet. After you win, you can slot in one of your ships and it will get some minor random stat changes, bonus timeflow, and lose all its cr. After that you get to loot the station which will always have 3-5 constructs of the ship you slotted in as well as some constructs for other ships and possibly other rare loot.Ah, thanks for correcting me on that. I'm currently playing with a handful of new mods, and I didn't realize concealed stations were a part of this. From what you said, I think this justifies the existence of knowledge constructs. I haven't been able to crack open a concealed station just yet with my fleet.
It's because they gain a mastery point at every non combat exp, regardless of how small the exp gain is. Stumbling upon a ship graveyard gives you like 10 mp on the spot even though each ship is only worth 1k exp or something. So the mp gain ratio of combat ships and civ ships is really proportionate to how much exploration you do. If you do a lot of exploration and not a lot of combat, yeah your civ ships are going to be fully mastered very quickly, especially if you only have a few types. On the plus side, this means keeping a bunch of random civ ships in your fleet is a nice way to rack up mastered ships for cyber augmentation skill.Yeah, I was playing last night and figured out the "any non-combat XP == MP" mechanic for civ ships. I'm still of the belief this is too frequent, though. I get in plenty of fights, but all my civ ships are 90% - 100% mastered while most of my combat ships are below 50% mastered.
Meanwhile combat ships get a semi random amount of mp from combat. Killing a huge doomstack of remnants might give you 10 mp or it might give you 30 mp, it's kind of ridiculous how big the range can get. There's also the problem of the random distribution of mp. It is affected a bit by how much mp the ship already has but it is quite annoying to solo 80% of the enemy fleet but half the mp goes to a different ship.That explains why MP gain on my combat ships is so inconsistent... I'd agree that this needs to be re-thought. I'm fine with some randomness applied to ships that participate in combat but don't do much damage -- that'll ensure ships that play supporting roles don't get neglected. But I do think damaging enemy ships should be the largest metric for granting MP, especially if the ship is piloted by the player. It's disappointing to perform super well but only get like 1 MP for my flagship.
2.Awarding permanent effects on player level-up is a good solution; I agree that it'd help with the "in-between" levels that don't give skill points.
Understandable, and it is part of my design ethos to avoid such skills when possible. This is why those hard limits stats are pretty much almost only available in Management, aside from Limit Breaker in Automation and as you mentioned Flux Regulation. I did not want to remove those skills, as they are iconic vanilla effects, but since i already figured that they could get in the way of fun, im not really planning to do anymore of the same kind.
At some point im planning to add some "Level up" effects, mostly to fill out levels where you dont get a skillpoint. Those would include things like
- Extra XO XP Gain
- +1/2 Officers in Fleet
- +1/2 Officer levels
- +1 Officer Elites
Using those i could replace some of the current "permanent" effects and give Management some new ones, still officer related, just more fitting to the system. However i think il keep "Best of the Best" as it is, as i think i did a good job at not making that one inconvenient (The inactive s-mods just reactivate when you re-assign the officer).
@ Psiyon:Derp somehow missed that.
[overlay rendering stuff]
If I might offer a potential idea: Why not utilize a overlay to signify that a ship is a (D) variant? Something like the standard battle-damage overlay, but probably a lot more subtle. Seems like the (D) variants in general seem a bit desaturated, and have some basic wear and tear on them--at least in my mind, it doesn't seem too crazy to accomplish those visuals with an overlay on the ship sprite. Added benefit: (D) variants can be randomized a bit so they don't all share the same sprite (and will no longer lack visuals indicating degradation), and the intensity of the overlay could be ramped up based on how many (D) mods it has--could allow some interesting moments in combat where players can quickly take out hostiles that are clearly degraded.Another reason why I have wanted the the hand crafted D hulls to be seperate from the generated ones: Modder burn out. The reason why I say this is because several modders are now lamenting the fact that they will basically HAVE to make D skins for ALL of their ships because vanilla has some hand built D skins. And knowing how perfectionistic some of these guys get, I know that it will just lead to more and more stress for them
... but vanilla mostly doesn't have custom D skins for everything. And for started-normal-but-became-(D)-from-being-recovered ships, all of them are currently using the basic default sprite.
So right now actually the hand-made D hulls are separate from the generated ones, in the way you're thinking. Unless I'm missing something?