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)

Pages: 1 ... 79 80 [81]

Author Topic: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs  (Read 768277 times)

Twilight Sentinel

  • Captain
  • ****
  • Posts: 334
    • View Profile
Re: [0.97a] Starship Legends 2.5.0 - Extra flavor for ships, crew, and NPCs
« Reply #1200 on: February 14, 2024, 11:12:08 AM »

It's 75% bonus exp per s-mod on a frigate, 50% for a destroyer, 25% for a cruiser, and 0% for a capital.
Logged

Sundog

  • Admiral
  • *****
  • Posts: 1723
    • View Profile
Re: [0.97a] Starship Legends 2.5.0 - Extra flavor for ships, crew, and NPCs
« Reply #1201 on: February 14, 2024, 12:14:05 PM »

It's 75% bonus exp per s-mod on a frigate, 50% for a destroyer, 25% for a cruiser, and 0% for a capital.
Ah, you're right! Well, I'm a putz. I thought bonus XP was still granted for building-in s-mods with low OP costs, not smaller ship sizes.
I think that makes the solution pretty obvious: 100K/200K/300K/400K per s-mod, depending on ship size.

I think there's a variant in another mod where the request refunds the SP you put in the ship - maybe like that?
Yeah, I think that's an event from Nex? Generally I'm not a fan of refunding SP, and I think it's more interesting to offer an exchange of one resource for another anyway.

Sundog

  • Admiral
  • *****
  • Posts: 1723
    • View Profile
Re: [0.97a] Starship Legends 2.5.1 - Extra flavor for ships, crew, and NPCs
« Reply #1202 on: February 19, 2024, 09:50:19 AM »

Starship Legends 2.5.1
Save-compatible with previous versions




- Fixed a rare crash on the intel screen caused by a broken famous flagship event
- Changes to the bar event where someone offers to buy one of your famous ships:
   - Each installed s-mod increases the price by 100/200/300/400K credits (depending on the ship size) instead of always 400K
   - Crew contracts are no longer part of the deal when the ship isn't currently part of your fleet

Twilight Sentinel

  • Captain
  • ****
  • Posts: 334
    • View Profile
Re: [0.97a] Starship Legends 2.5.1 - Extra flavor for ships, crew, and NPCs
« Reply #1203 on: February 25, 2024, 02:30:16 PM »

Got my first Legendary ship and read through the storyteller in the bar.  That's a wonderful reward, especially in that it actually pulls the highlights from previous fights and how you got the ship.

https://i.imgur.com/5pFJFEa.png

It did pick good highlights, like a fight against a high end bounty where I got a desperate kill on an enemy capital, whose explosion took the Daedalus out at the same time.  As well as the fight against the TT crisis mercs, which was the most difficult fight I've had in this campaign.
Logged

Sundog

  • Admiral
  • *****
  • Posts: 1723
    • View Profile
Re: [0.97a] Starship Legends 2.5.1 - Extra flavor for ships, crew, and NPCs
« Reply #1204 on: February 25, 2024, 09:41:46 PM »

Thanks for the feedback! Glad you liked the event  ;D
Also, I don't think I actually thanked you for pointing out what I was missing with the whacky s-mod cost adjustment for that other bar event. So thanks for that as well!

sawert42

  • Ensign
  • *
  • Posts: 24
    • View Profile
Re: [0.97a] Starship Legends 2.5.1 - Extra flavor for ships, crew, and NPCs
« Reply #1205 on: March 06, 2024, 12:14:43 AM »

I think that the Rugged trait isn't applied correctly, cause i understand that it's a flat bonus per lasting damage, so if my bonus is 9% and i have 5 D-mods i should get +45% hull integrity.
But in my current game i have ship with base hull of 10,000, and it has +30% from Exotic technologies, +24% from Durable trait, +9% From Rugged trait and i have 5 D-mods on that ship, and +10% From insulated Engine Assembly, So if Rugged is flat for every D-mod i should have a total of 109 Bonus Hull integrity which should put me at 20,900 Hull but i have 18,500 instead and no i don't have any D-mods decreasing Hull.
And just fyi, i'm playing on 0.96 version of starsector and my Starship Legends version is 2.3.0, but i didn't saw that being fixed in the changelogs.
Logged

Sundog

  • Admiral
  • *****
  • Posts: 1723
    • View Profile
Re: [0.97a] Starship Legends 2.5.1 - Extra flavor for ships, crew, and NPCs
« Reply #1206 on: March 06, 2024, 12:46:37 PM »

Thanks for pointing that out! So it turns out Durable and Rugged don't stack correctly. Only the last one to be applied takes effect because both traits are from the same hullmod and they both modify the same stat. In your case, it's actually the Durable trait that isn't being applied, while Rugged is being applied in full (10,000 * (1 + 0.3 + 0.1 + 0.45) = 18,500). Looks like these are the only trait types that have this problem. I should be able to force them to stack manually. Hoping to get a patch out soon!

Sundog

  • Admiral
  • *****
  • Posts: 1723
    • View Profile
Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1207 on: March 06, 2024, 01:35:20 PM »

Starship Legends 2.5.2
Save-compatible with previous versions




- Fixed the two trait types that affect hull integrity not stacking their effects


@sawert42: Thanks again for the thorough report! Those numbers really helped me pin down the root cause, and I really appreciate you going through the change log to make sure it hadn't already been fixed. There's a good chance you won't have any issues if you use this version with your 0.96 save if you just edit the gameVersion in mod_info.json. No promises though, so keep a backup save if you try it!

sawert42

  • Ensign
  • *
  • Posts: 24
    • View Profile
Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1208 on: March 06, 2024, 08:46:28 PM »

Glad i could help, also thanks for the fast fix, tried it and so far the game works and my ship has correct amount hull.
Logged

Wyvern

  • Admiral
  • *****
  • Posts: 3784
    • View Profile
Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1209 on: March 12, 2024, 01:16:31 PM »

Would you mind clarifying, please, exactly what the "Skilled Engineers" trait does?

I ask because "+X% repair rate" could be referring to the rate at which hull and armor is restored in the campaign, ala the Field Repairs skill, or it could be referring to the rate at which disabled weapons and engines are repaired during combat, ala the Damage Control skill, or even potentially both.
Logged
Wyvern is 100% correct about the math.

Sundog

  • Admiral
  • *****
  • Posts: 1723
    • View Profile
Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1210 on: March 12, 2024, 06:18:49 PM »

It affects both, although I'm pretty sure that wasn't always the case. Generally I try to make traits do everything people are likely to think they do based on their anemic descriptions (that's not always practical, but for the most part...). If you ever want to know the *exact* effect of a trait you can go to this page and Ctrl+F the trait type ID. It's all code, but it's usually pretty readable.

Axisoflint

  • Ensign
  • *
  • Posts: 38
    • View Profile
Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1211 on: March 22, 2024, 11:18:07 AM »

Just wanted to say that I thought it was a really neat that the storyteller could tell a story about your own ship that gives you a story point. Didn't know that was even a thing and had it randomly pop up and it was just... really neat, so thanks :)
Logged

Sundog

  • Admiral
  • *****
  • Posts: 1723
    • View Profile
Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1212 on: March 22, 2024, 06:01:06 PM »

Glad you enjoyed it! Thanks for taking the time to say so ;D

KingApin

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1213 on: March 27, 2024, 08:17:52 PM »

How can I check my fleet reputation and loyalty?
Logged
Pages: 1 ... 79 80 [81]