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

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Author Topic: [0.95.1a] Adjustable Skill Thresholds 1.2.0  (Read 161336 times)

Seamus Donohue

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Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
« Reply #75 on: April 02, 2024, 06:52:11 AM »

Nevermind, I forgot to update the Java Runtime Environment in Starsector as per https://fractalsoftworks.com/forum/index.php?topic=25974.0

I've got it working, now.
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Polyvessel Pilot, Capsule Cleared

KalHirol

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Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
« Reply #76 on: December 17, 2024, 06:51:59 PM »


This mod still works with 0.97 and such since it just edits numeric values.

This is the easiest way to get a fleet of automated ships working by increasing the talent threshold from 120 to WAY HIGHER.

Also I think a lot of the other values dont make a lot of sense anymore in a modded game with fleets bigger than vanilla.

All you have to do is edit the value to your liking, like increasing the automated ship threshold to 1200 instead of 120  8)
and you can also edit the "game version" in the mod_info.json so the mod is not flagged for being outdated
(if you dont know what to do, just copy the game version text line from a current mod).

Finally my robots can conquer the universe with normal CR.
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swmn64

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Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
« Reply #77 on: March 26, 2025, 12:55:57 PM »

This may be way out of scope, but how could I change a skill's threshold limit to instead be a deployed limit?

EXAMPLE: could I change Fighter Uplink and Carrier Operations skill limit variables from "carrier_group_fighter_uplink_fighter_bay_threshold" to "...fighter_bay_deployed"?

One way i can think of would be to apply a formula instead of a number (please forgive the sloppy non-java sudo code, it's been a while):

"carrier_group_fighter_uplink_fighter_bay_threshold": Y * FleetTotal / max(Deployed,1)

So that the Skill Bonus = X*min(Threshold / FleetTotal,1) would become Bonus = X*min((Y*FleetTotal/Deployed) / FleetTotal,1) --> Bonus = X*min(Y / Deployed,1)

Where X is the original max bonus value, Y is the old threshold value, FleetTotal and Deployed are dynamic game variables

Or alternatively, can we make the skills only apply max bonus to the first 8 (or whatever set value) fighter bays deployed, and not apply any effects to additional fighter bays or reinforcements?
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absolute power corrupts absolutely... except in my case...
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