Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Torashuu

Pages: [1]
1
Mods / Re: [0.95.1a] Battlesize based skill DP values v0.2.0
« on: March 09, 2023, 04:56:31 AM »
Hi,

Would it be possible to make the "Officer Management" Skill adapte to the DP values ?

For exemple to up or down by 1 per 100 or 200 DP points, so it can remain relevant at highter DP.

Oh yeah, missed that, I'll fix it as soon as able.

2
Modding / Re: [0.95.1a-RC6] Omega blueprint packs
« on: March 09, 2023, 04:54:48 AM »
Thank you for making this mod. This is very useful to get the omega weapons you want for your build. Could I get your permission to translate this mod and share it on the chinese forum? I'll credit you and add the original link, when I finished, I will link back here.

Sure no problem.

500k cost seems less also, I would love if their DP is kind of balanced.

Yeah, price isn't ideal. Real life is getting in the way, but I still want to change it into a mission/exploration/event reward rather than random drop.

Can add a blueprint for omega fighters

I'll think about it.

3
Modding / Re: [0.95.1a-RC6] Omega blueprint packs
« on: September 16, 2022, 11:52:59 AM »
This omega ships have same systems as base tesseract - separation in lesser ships?

The separation is still enabled, even better, if any of the child ships survive the combat it will not count as destroyed. However..
It will still be at 0% CR and HP.
It costs 24 supplies per month/deployment, and that is 5% of its CR total. But it recovers 20% of CR per day, so you are actually paying 96 supplies a day when its damaged or below max CR. And its a cruiser, and cruiser hull repairs is 5% a day, much slower than CR. So that is 20 days times 96 supplies is 1920 supplies for total recovery.

possible to make those more rare drops (via option toggle / settings ) ?
Still tinkering with my alternate acquisition method.
In the mean time you can adjust the drop rate by opening [starsector folder]\mods\OmegaBlueprints\data\campaign\special_items.csv and in the rarity column set a fraction (f.e. 0.01) which is used a multiplier to its droprate.

4
Mods / Re: [0.95.1a] Battlesize based skill DP values v0.2.0
« on: September 16, 2022, 11:39:40 AM »
I set my battlesize up but looks like I'm still only allowed 5 officers
Simply changing the battle size is not sufficient, the effect is only applied upon loading a game. So a save/reload cycle should do it.

Does this affect the AI as well?

Would like to know it aswell

It only affects the player.

5
Mods / Re: [0.95.1a] Battlesize based skill DP values v0.2.0
« on: August 02, 2022, 01:46:32 PM »
Yes, so for example the skill Crew training retains maximum effect up to 240 DP worth of combat ships in your fleet. This is 60% of the vanilla maximum (and according to  the last patch notes the default) battle size.

Now if you for example have changed your game to use 600 battle size instead, normally the skill limit would remain at 240. What this mod does it adjusts the skill limit, in this case, to 60% of 600 -> 360 DP. It will also increase the number of allowed officers.

This mod does not change the vanilla ship limit of 30 for the players fleet.

Basically it brings fleet skills up to par if you play with a modded battle size value. Or constrains a bit if you play with a <400 battle size.

Does that answer your question?

6
Mods / Re: [0.95.1a] Battlesize based skill DP values v0.2.0
« on: July 31, 2022, 04:02:38 AM »
New version is out with two changes, took way longer than I wanted but life gets in the way as it does.

Save compatible

v0.2.0
- default battlesize set to 400 from 300
- default battlesize made configurable through mod settings

7
Mods / Re: [0.95.1a] Battlesize based skill DP values v0.1.2
« on: May 29, 2022, 01:16:21 PM »
The comment in the API says 300 (exhibit A), and since Alex reworked the skills in the last update I think we can be fairly confident he touched that part of the code recently. I don't believe 0.91 had such skill limits in place. Thus I am fairly confident the default is 300. I can try asking Alex to confirm though.

Exhibit A:


Edit:
0.95.1a patchnotes says default battle size is changed to 400. hmm. I missed that.

8
Modding / Re: [0.95.1a-RC6] Omega blueprint packs
« on: May 29, 2022, 05:02:20 AM »
Yeah, what I am looking at now is to turn them into specific drops, basically beat'em-to-get'em. But as far as I can tell I am unable to alter existing mission logic, I can only add to it. So I am trying to figure out a way to get it done in a way that I like. Personally I find in a modded run that BP drops are overcrowded as is, so I'd rather avoid adding to that pool.

9
Mods / Re: [0.95.1a-RC6] Battlesize based skill DP values v0.1
« on: May 28, 2022, 12:13:49 PM »
Looked at the code and found out why the DP values were going up each time you load a save; Turns out you made it so that you multiply the current DP threshold value by the battlesize factor.
You need to reference/hardcode the vanilla values and multiply them instead or else you end up multiplying 40 into 53, 53 into 71, 94, 126 and so on.

Good catch, basic mistake on my part, patch is out that fixes it.

10
Mods / Re: [0.95.1a-RC6] Battlesize based skill DP values v0.1
« on: May 28, 2022, 03:38:04 AM »
Sir, may I ask for your permission to update it to the Chinese Starsector Forum(https://fossic.org) with your author infomation?
Yes. :)

11
Modding / Re: [0.95.1a-RC6] Omega blueprint packs
« on: May 28, 2022, 03:37:06 AM »
Sir, may I ask for your permission to translate your mod into Chinese and update it to the Chinese Starsector Forum(https://fossic.org) with your author infomation?
Sure no problem.

12
Mods / [0.95.1a] Battlesize based skill DP values v0.2.0
« on: May 26, 2022, 02:47:53 AM »
Features:
A mod that adjusts the skill DP limits based on the battlesize you set, rather than being static values. Changes get applied after game load, so if you change your battlesize limit, do a save/load cycle after to update the skills.

Additionally adjusts the maximum number of officers.

Example skill:
Spoiler
Values are the same at default battlesize:


..but scale as battlesize increases:



Code snippet that appears to show reasoing 300 is the default:

[close]

Requirements:
None

Supports
Nexerelin Version Checker

Installation:
- Extract the archive into your Starsector\mods folder
- Open the game launcher and enable the mod in the Mods section

Download:



Changelog
Spoiler
v0.2.0
- default battlesize set to 400 from 300
- default battlesize made configurable through mod settings

v0.1.2
-default values for industry skills fixed

v0.1.1
-fixed issues where repeat loads would recursively alter the values. oops.

v0.1
-inital release
[close]

Comments are invited!

13
Modding / Re: [0.95.1a-RC6] Omega blueprint packs
« on: May 26, 2022, 02:42:05 AM »
Good point.

Been looking at hooking the packages as rewards into the respective encounters, bit it looks tricky to add such into existing missions. No promises there.



14
Modding / [0.95.1a-RC6] Omega blueprint packs
« on: April 19, 2022, 12:19:45 AM »
Features:
Just a little mod that puts the Omega ships plus Ziggurrat and Omega weapons and into two blueprint packages for (ab)use by the player (faction).
  • Contains Spoilers, in case it was not obvious
  • It is horribly unbalanced
  • Ships and weapons each have a separate blueprint package

The blueprint packages are in the regular random drop pool, so you can encounter them in the usual places.
For bonus fun, sell them on the black market. If you dare.

What you are getting:
Spoiler



[close]

Requirements:
None

Compatibility:
Save compatible, it adds two blueprint packages into the drop pool.


Installation:

- Extract the archive into your Starsector\mods folder
- Open the game launcher and enable the mod in the Mods section


Its mostly for me about learning modding, but I figured there would be others out there looking to try this power trip without slogging through some files.

Download:



Comments are invited!

Pages: [1]