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Suggestions / Re: More threats and rewards in the Orion-Persean Abyss
« on: March 05, 2024, 12:59:21 AM »
I wonder which of these blank lines handles the [SPICY BONUS] elements?
It is a mystery.
It is a mystery.
Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
The League crisis could stand to begin a little bit later...Tbf, this would probably help a bit with some of the issues that people have had.
...they could make a bit more of an effort to protect the supply fleets - keeping a fleet watching over them...Having one of the support fleets guard each supply fleet possibly might be a good thing.
iirc the skills do have a floor, though idk how much sou need to spam to reach itI'm not sure they do have a floor (aside from 0), just a very aggressive diminishing returns thing going on.
To get your fighter bonus down to 1/5 of normal (ie: +10% replacement etc) you need to have ~42 fighter bays.
And having 50 bays only pushes it down to +8%.
It looks like the bonus drops off like:
8 bays = full bonus (+50%)
10 bays = *0.8 (+40%)
16 bays = *0.5 (+25%)
20 bays = *0.4 (+20%)
42 bays = *0.2 (+10%)
50 bays = *0.16 (+8%)
You probably could get the bonus effect down to 1% (or less), but you'd need a lot more bays to do it than you'd ever realistically have.
Certainly much more than I have on hand rn.
To me, the system almost feels too slow, but I guess that's the difference between vanilla and modded runs.Same.
Just tried using Engage on a Venture and Tempest and, yes, it kills the 0-flux boost.Tried the same using a Heron full of Mining Pods - same.
I've always thought the ability to assign officers that have no skills but exist to add behavior settings to ships would be nice. Add that to support doctrine or something.That's been floated a couple of times previously independantly of skills, and never seemed to have any interest.
When you are doing SO, you have no point defence.I can put PD guns on a ship with overrides, and they shoot at missiles + stuff just fine.
Version 1.12.1 (December 25, 2020)Try updating the mod.
- Renamed Revenant to Nightwalker
// BEGIN LEVEL 7 OFFICERS
// fast high-tech ship
t = new CryopodOfficerTemplate();
t.elite.add(Skills.TARGET_ANALYSIS);
t.elite.add(Skills.ENERGY_WEAPON_MASTERY);
t.elite.add(Skills.FIELD_MODULATION);
t.elite.add(Skills.GUNNERY_IMPLANTS);
t.elite.add(Skills.SYSTEMS_EXPERTISE);
t.base.add(Skills.COMBAT_ENDURANCE);
t.base.add(Skills.HELMSMANSHIP);
TEMPLATES_EXCEPTIONAL.add(t, 10f);
// slow high-tech ship
t = new CryopodOfficerTemplate();
t.elite.add(Skills.HELMSMANSHIP);
t.elite.add(Skills.ENERGY_WEAPON_MASTERY);
t.elite.add(Skills.FIELD_MODULATION);
t.elite.add(Skills.GUNNERY_IMPLANTS);
t.elite.add(Skills.ORDNANCE_EXPERTISE);
t.base.add(Skills.TARGET_ANALYSIS);
t.base.add(Skills.COMBAT_ENDURANCE);
TEMPLATES_EXCEPTIONAL.add(t, 10f);
// hull/armor tank, low tech
t = new CryopodOfficerTemplate();
t.elite.add(Skills.DAMAGE_CONTROL);
t.elite.add(Skills.IMPACT_MITIGATION);
t.elite.add(Skills.POLARIZED_ARMOR);
t.elite.add(Skills.BALLISTIC_MASTERY);
t.elite.add(Skills.TARGET_ANALYSIS);
t.base.add(Skills.MISSILE_SPECIALIZATION);
t.base.add(Skills.GUNNERY_IMPLANTS);
TEMPLATES_EXCEPTIONAL.add(t, 5f);
t = new CryopodOfficerTemplate();
t.elite.add(Skills.ORDNANCE_EXPERTISE);
t.elite.add(Skills.IMPACT_MITIGATION);
t.elite.add(Skills.POLARIZED_ARMOR);
t.elite.add(Skills.BALLISTIC_MASTERY);
t.elite.add(Skills.TARGET_ANALYSIS);
t.base.add(Skills.MISSILE_SPECIALIZATION);
t.base.add(Skills.GUNNERY_IMPLANTS);
TEMPLATES_EXCEPTIONAL.add(t, 5f);
// phase ship
t = new CryopodOfficerTemplate();
t.elite.add(Skills.IMPACT_MITIGATION);
t.elite.add(Skills.FIELD_MODULATION);
t.elite.add(Skills.TARGET_ANALYSIS);
t.elite.add(Skills.SYSTEMS_EXPERTISE);
t.elite.add(Skills.COMBAT_ENDURANCE);
t.base.add(Skills.POLARIZED_ARMOR);
t.base.add(Skills.ENERGY_WEAPON_MASTERY);
TEMPLATES_EXCEPTIONAL.add(t, 10f);
// generally-ok-for-most-ships, take 1
t = new CryopodOfficerTemplate();
t.elite.add(Skills.FIELD_MODULATION);
t.elite.add(Skills.ORDNANCE_EXPERTISE);
t.elite.add(Skills.TARGET_ANALYSIS);
t.elite.add(Skills.POINT_DEFENSE);
t.elite.add(Skills.GUNNERY_IMPLANTS);
t.base.add(Skills.HELMSMANSHIP);
t.base.add(Skills.COMBAT_ENDURANCE);
TEMPLATES_EXCEPTIONAL.add(t, 5f);
// generally-ok-for-most-ships, take 2
t = new CryopodOfficerTemplate();
t.elite.add(Skills.FIELD_MODULATION);
t.elite.add(Skills.ORDNANCE_EXPERTISE);
t.elite.add(Skills.TARGET_ANALYSIS);
t.elite.add(Skills.IMPACT_MITIGATION);
t.elite.add(Skills.GUNNERY_IMPLANTS);
t.base.add(Skills.HELMSMANSHIP);
t.base.add(Skills.COMBAT_ENDURANCE);
TEMPLATES_EXCEPTIONAL.add(t, 5f);
// SO, ballistic weapons
t = new CryopodOfficerTemplate();
t.elite.add(Skills.COMBAT_ENDURANCE);
t.elite.add(Skills.TARGET_ANALYSIS);
t.elite.add(Skills.SYSTEMS_EXPERTISE);
t.elite.add(Skills.DAMAGE_CONTROL);
t.elite.add(Skills.IMPACT_MITIGATION);
t.base.add(Skills.FIELD_MODULATION);
t.base.add(Skills.BALLISTIC_MASTERY);
TEMPLATES_EXCEPTIONAL.add(t, 5f);
// SO, energy weapons
t = new CryopodOfficerTemplate();
t.elite.add(Skills.COMBAT_ENDURANCE);
t.elite.add(Skills.TARGET_ANALYSIS);
t.elite.add(Skills.SYSTEMS_EXPERTISE);
t.elite.add(Skills.DAMAGE_CONTROL);
t.elite.add(Skills.IMPACT_MITIGATION);
t.base.add(Skills.FIELD_MODULATION);
t.base.add(Skills.ENERGY_WEAPON_MASTERY);
TEMPLATES_EXCEPTIONAL.add(t, 5f);
// END LEVEL 7 OFFICERS