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Starsector 0.95a is out! (03/26/21)

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Author Topic: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!  (Read 129798 times)

Saint Mattis

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Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
« Reply #45 on: February 18, 2021, 08:24:09 PM »

Just here to say thank you!
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nilloc93

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Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
« Reply #46 on: March 26, 2021, 11:32:55 PM »

I'm not sure if its even possible but i'd like to suggest that if/when you update this mod if you could bring back the old skill system? The new one kinda sucks.
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kokuto

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Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
« Reply #47 on: March 27, 2021, 11:28:47 PM »

Would like a 0.95 version of the mod when possible
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Cy420

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Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
« Reply #48 on: March 28, 2021, 03:04:42 AM »

I'm not sure if its even possible but i'd like to suggest that if/when you update this mod if you could bring back the old skill system? The new one kinda sucks.

you're just too used to having an overpowered character with this mod :D

Until this mod gets updated I suggest you edit your settings file (notepad will do,it's just a simple text file) in the "\starsector-core\data\config" folder, you can find the line ""playerMaxLevel" , "skillPointsPerLevel", and "storyPointsPerLevel" and edit the to your liking, I think the function of this mod having additional levels and the XP mechanics behind it is pretty much in the new version of the game because you get xp and storypoints even after reaching max level 15.

I'm trying a playthrough with max level 30, to see if any problem happens, already tried just adding more points per level and that one works fine

Also, aside from the xp curve implementation this mod was fairly simple i think, implementing the old skill system back into the new version of the game sounds like a lot more work now with the completely changed ui and story points added.

And I agree, the previous system felt better but we were also more used to it, I think that was like 34 skills and they were tiered by 3, meaning you had nearly a 100 choices, with 35 skillpoints. but 2 out of 3 choice was just a buff to previous skills, now it's 40 skills and they give bigger,better bonuses, but you also can only choose 15, however every point gives you something new.
At the end of the day, the new system has pretty much the same amount of choices as the old one, but every point you spend gives you a bigger bonus than it did before.
What you are really missing, is more skillpoints, because that's what you were used to with the old system and the extra 15 levels this mod gave, so i suggest you raise your level cap to 25-30 so in time you can have the OP spacemessiah you were used to, I'll do the same :D
« Last Edit: March 28, 2021, 03:16:02 AM by Cy420 »
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DanRowan

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Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
« Reply #49 on: March 29, 2021, 10:54:25 AM »

Yep editing the config file works great, I changed the max level to 40 and the max level for my officer to 13 for my officers so they can get all the skills with the skill that gives them 1 more level. Seems to be working great so far just dosent have the awesome xp curve.
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PeepingPeacock

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Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
« Reply #50 on: March 29, 2021, 04:36:23 PM »

Yep editing the config file works great, I changed the max level to 40 and the max level for my officer to 13 for my officers so they can get all the skills with the skill that gives them 1 more level. Seems to be working great so far just dosent have the awesome xp curve.

Doesn't that completely gimp your story points gains?
Just adding skill points per level seems cheaty to me, but because story points are tied to exp gains increasing max level means once you finally cap out you will be gaining story points significantly slower.

I was actually wondering how Bonomel is going to address that problem if they decide to update.

Just accept less story points for more levels? Or do something like freeze the exp required once you hit level 15 so that story points don't get more expensive?
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DanRowan

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Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
« Reply #51 on: March 29, 2021, 05:13:44 PM »

Yeah the progression of getting points does slow down a lot, really if there was a way to have a separate xp value for story points that would be the best way to do it. You can only set the value of the amount of story points you get per level or I would say another think you could do is give SP based on the amount of XP required for the next level on a curve like he did before.
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Panteradactyl

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Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
« Reply #52 on: March 31, 2021, 11:57:09 AM »

I made a pretty quick edit that raises the maximum level to 30 while still roughly keeping the same levelling pace up to 15, without massively inflating the experience needed to get story points. Modified the XP_PER_LEVEL array and the XP_REQUIRED_FOR_STORY_POINT_GAIN_AT_MAX_LEVEL_MULT float to be:
Code
	public static float XP_REQUIRED_FOR_STORY_POINT_GAIN_AT_MAX_LEVEL_MULT = 1f;

public static long [] XP_PER_LEVEL = new long [] {
0, // level 1
20000,
30000,
40000,
50000,  // level 5, ramp up after
100000,
200000,
300000,
400000,
500000, // level 10, ramp up after
700000,
900000,
1100000,
1300000,
1500000, // level 15
1700000,
1900000,
2100000,
2300000,
2500000, // level 20
2700000,
2900000,
3100000,
3300000,
3500000, //level 25
3700000,
3900000,
4100000,
4300000,
4500000, //level 30
};
This means that you need 53,640,000 experience to level up to 30, roughly equal to to ~50mil needed to reach 103 in the OG version of this mod. In my last playthrough of Nex, I got to level 83, which on this scaling is equivalent in experience to level 21. I feel like level 30 is the most balanced max level when exceeding vanilla restrictions, as it allows you to complete all 4 trees and then double-complete 2 more trees, which means you can get all the bonuses for ruling a colony/controlling admins in addition to getting a full suite of tech and combat skills. It's just gonna take you a damn long time to get there. The limited skill choice, and the relatively slow rate of gain, means that skill choice is still important, but you no longer have to be paranoid about selecting the skills that can't be removed, like the capstone Tech skill, or the officer skills--you can eventually, given enough time, get more skill points to correct your mistake.

Edit: Let me be clear, the player will still be drastically overpowered even with the cap only at 30 rather than the "true cap" at 40, but having the cap at 40 eliminates the entire point of the skill rework in the first place--to make levelling up more meaningful, make skill choices actually important. If I were designing this as something from a game-design/mechanics standpoint, rather than just a "I want to be the God Emperor of Mankind" standpoint, I'd change the max level to 25. The player would be able to fully "specialize" in one skill set while still being able to "jack of all trades" in the other 3 skills or specialize into 2 skill sets while being able to dip a little bit into the remaining 2. Basically, make it so that if the player wants to be a super colonial magnate with all colony skills, they have to sacrifice fairly significant levels of logistic and combat ability to do so, rather than just outright not allowing the player to do it.
« Last Edit: March 31, 2021, 12:07:11 PM by Panteradactyl »
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Cy420

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Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
« Reply #53 on: March 31, 2021, 04:35:24 PM »

I think Alex wants us to farm storypoints for respec between expeditions/warfare/colonizing cycles, but yeah it just feels like your boxed in. Level 30 seems like a nice balance.
Another thing i was thinking about is maybe, 2 skillpoints from level 15-20
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QuinnDexter

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Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
« Reply #54 on: April 03, 2021, 04:40:41 AM »

Edit: I adjusted bonomel's mod with the changes proposed by the posters above, with maximum level 30 and adjusted story point gains. It's a quick and dirty edit, and first time trying this, so use at your own peril.
« Last Edit: April 03, 2021, 04:57:28 AM by QuinnDexter »
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Swwatter

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Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
« Reply #55 on: April 04, 2021, 01:27:55 AM »

I made a pretty quick edit that raises the maximum level to 30 while still roughly keeping the same levelling pace up to 15, without massively inflating the experience needed to get story points. Modified the XP_PER_LEVEL array and the XP_REQUIRED_FOR_STORY_POINT_GAIN_AT_MAX_LEVEL_MULT float to be:
Spoiler
Code
	public static float XP_REQUIRED_FOR_STORY_POINT_GAIN_AT_MAX_LEVEL_MULT = 1f;

public static long [] XP_PER_LEVEL = new long [] {
0, // level 1
20000,
30000,
40000,
50000,  // level 5, ramp up after
100000,
200000,
300000,
400000,
500000, // level 10, ramp up after
700000,
900000,
1100000,
1300000,
1500000, // level 15
1700000,
1900000,
2100000,
2300000,
2500000, // level 20
2700000,
2900000,
3100000,
3300000,
3500000, //level 25
3700000,
3900000,
4100000,
4300000,
4500000, //level 30
};
This means that you need 53,640,000 experience to level up to 30, roughly equal to to ~50mil needed to reach 103 in the OG version of this mod. In my last playthrough of Nex, I got to level 83, which on this scaling is equivalent in experience to level 21. I feel like level 30 is the most balanced max level when exceeding vanilla restrictions, as it allows you to complete all 4 trees and then double-complete 2 more trees, which means you can get all the bonuses for ruling a colony/controlling admins in addition to getting a full suite of tech and combat skills. It's just gonna take you a damn long time to get there. The limited skill choice, and the relatively slow rate of gain, means that skill choice is still important, but you no longer have to be paranoid about selecting the skills that can't be removed, like the capstone Tech skill, or the officer skills--you can eventually, given enough time, get more skill points to correct your mistake.

Edit: Let me be clear, the player will still be drastically overpowered even with the cap only at 30 rather than the "true cap" at 40, but having the cap at 40 eliminates the entire point of the skill rework in the first place--to make levelling up more meaningful, make skill choices actually important. If I were designing this as something from a game-design/mechanics standpoint, rather than just a "I want to be the God Emperor of Mankind" standpoint, I'd change the max level to 25. The player would be able to fully "specialize" in one skill set while still being able to "jack of all trades" in the other 3 skills or specialize into 2 skill sets while being able to dip a little bit into the remaining 2. Basically, make it so that if the player wants to be a super colonial magnate with all colony skills, they have to sacrifice fairly significant levels of logistic and combat ability to do so, rather than just outright not allowing the player to do it.
[close]

Where did you find those lines? Or did you replace the skillpointsperlevel in the settings.json folder?
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Panteradactyl

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Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
« Reply #56 on: April 04, 2021, 05:42:15 PM »

I made a pretty quick edit that raises the maximum level to 30 while still roughly keeping the same levelling pace up to 15, without massively inflating the experience needed to get story points. Modified the XP_PER_LEVEL array and the XP_REQUIRED_FOR_STORY_POINT_GAIN_AT_MAX_LEVEL_MULT float to be:
Spoiler
Code
	public static float XP_REQUIRED_FOR_STORY_POINT_GAIN_AT_MAX_LEVEL_MULT = 1f;

public static long [] XP_PER_LEVEL = new long [] {
0, // level 1
20000,
30000,
40000,
50000,  // level 5, ramp up after
100000,
200000,
300000,
400000,
500000, // level 10, ramp up after
700000,
900000,
1100000,
1300000,
1500000, // level 15
1700000,
1900000,
2100000,
2300000,
2500000, // level 20
2700000,
2900000,
3100000,
3300000,
3500000, //level 25
3700000,
3900000,
4100000,
4300000,
4500000, //level 30
};
This means that you need 53,640,000 experience to level up to 30, roughly equal to to ~50mil needed to reach 103 in the OG version of this mod. In my last playthrough of Nex, I got to level 83, which on this scaling is equivalent in experience to level 21. I feel like level 30 is the most balanced max level when exceeding vanilla restrictions, as it allows you to complete all 4 trees and then double-complete 2 more trees, which means you can get all the bonuses for ruling a colony/controlling admins in addition to getting a full suite of tech and combat skills. It's just gonna take you a damn long time to get there. The limited skill choice, and the relatively slow rate of gain, means that skill choice is still important, but you no longer have to be paranoid about selecting the skills that can't be removed, like the capstone Tech skill, or the officer skills--you can eventually, given enough time, get more skill points to correct your mistake.

Edit: Let me be clear, the player will still be drastically overpowered even with the cap only at 30 rather than the "true cap" at 40, but having the cap at 40 eliminates the entire point of the skill rework in the first place--to make levelling up more meaningful, make skill choices actually important. If I were designing this as something from a game-design/mechanics standpoint, rather than just a "I want to be the God Emperor of Mankind" standpoint, I'd change the max level to 25. The player would be able to fully "specialize" in one skill set while still being able to "jack of all trades" in the other 3 skills or specialize into 2 skill sets while being able to dip a little bit into the remaining 2. Basically, make it so that if the player wants to be a super colonial magnate with all colony skills, they have to sacrifice fairly significant levels of logistic and combat ability to do so, rather than just outright not allowing the player to do it.
[close]

Where did you find those lines? Or did you replace the skillpointsperlevel in the settings.json folder?

It's in Starsector-core\data\plugins\LevelupPluginImpl.java file. I'll just create a new mod with these edits and upload it. Be easier that way.
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Cyan Leader

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Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
« Reply #57 on: April 05, 2021, 01:54:55 AM »

I feel that the balance of the levels in vanilla is in a good place now. Ideally I'd like this mod to remove the XP scaling after level 15, so the jump to, say, 15->16 would be the same as 22->23, in that way the story points progression wouldn't be affected.
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Jet Black

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Re: [0.9.1a] SkilledUp 1.1 - Sane character progression after level 50!
« Reply #58 on: April 05, 2021, 06:05:25 AM »

Separate the story points from the level ups. After 15 make xp required to level grow exponentially to level and cap at max skills. Leave story points taking the same amount to gain as they did vanilla post 15.
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