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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Author Topic: [0.97a] Ruthless Sector 1.6.2 - High Risk, High Reward Difficulty Options  (Read 302130 times)

Sundog

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Hope this helps :)
It does! Looks like everything I'll need to fix it. Thank you! I'll try to get a fix out soon.

Sundog

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Ruthless Sector 1.6.2
Save-compatible with previous versions




- Fixed an error that would occur when using MagicLib with magic bounties disabled

Sabaton

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Is it just me or is this mod tuned to specifically spawn ordos on an intercept path? Like literally have them appear in front of you? In my current run I must have spent 10 story points getting away from that crap.

Is there any way I can tweak this? 
« Last Edit: July 22, 2024, 12:29:29 AM by Sabaton »
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AnXel LG

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Is it just me or is this mod tuned to specifically spawn ordos on an intercept path? Like literally have them appear in front of you? In my current run I must have spent 10 story points getting away from that crap.

Is there any way I can tweak this?

   If you have LunaLib installed you can turn off "Remnants in Hyperspace" in the config section, otherwise you'll have to look in the mod folder and tweak an archive called Settings IIRC.  Mmmm.... tasty, tasty Ordos....
« Last Edit: July 22, 2024, 02:35:52 AM by AnXel LG »
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AdamLegend

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Re: [0.97a] Ruthless Sector 1.6.2 - High Risk, High Reward Difficulty Options
« Reply #244 on: August 02, 2024, 06:46:17 AM »

What does this mod do for "overriding danger stars"? When I hover over a fleet tooltip, I still see danger stars. Does it just change the calculation so the stars are more accurate?
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Sundog

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Re: [0.97a] Ruthless Sector 1.6.2 - High Risk, High Reward Difficulty Options
« Reply #245 on: August 02, 2024, 04:52:43 PM »

Does it just change the calculation so the stars are more accurate?
Yup! That's exactly it. It overwrites the number of stars shown to give an indication of the XP modifier for fighting that fleet (assuming 1v1 and you deploy your full fleet). It's based on the same calculation for difficulty stars seen while deploying ships

Bigsky

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Re: [0.97a] Ruthless Sector 1.6.2 - High Risk, High Reward Difficulty Options
« Reply #246 on: August 18, 2024, 06:34:11 PM »

Is this mod just a giant "Don't go after 50k bounty board targets they ain't worth your time" sign?
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Sundog

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Re: [0.97a] Ruthless Sector 1.6.2 - High Risk, High Reward Difficulty Options
« Reply #247 on: August 18, 2024, 11:01:06 PM »

If anything, this mod encourages going after smaller fleets more than vanilla does. Vanilla awards bonus XP by comparing total enemy fleet strength vs your total fleet strength. This mod only considers the strength of the ships you deploy in combat. So you can earn more XP vs small fleets by deploying fewer, weaker ships against them.

Bigsky

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Re: [0.97a] Ruthless Sector 1.6.2 - High Risk, High Reward Difficulty Options
« Reply #248 on: August 19, 2024, 05:39:21 PM »

But the endless Ordos that interdict me! They look scary!(
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Sundog

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Re: [0.97a] Ruthless Sector 1.6.2 - High Risk, High Reward Difficulty Options
« Reply #249 on: August 19, 2024, 08:59:19 PM »

Ah, gotcha! Yeah, they're definitely scary under the right (wrong) circumstances  :D

Bigsky

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Re: [0.97a] Ruthless Sector 1.6.2 - High Risk, High Reward Difficulty Options
« Reply #250 on: August 19, 2024, 09:19:32 PM »

I literally had an sub-Ordos that chased me into a slipstream and all the way back to the core-worlds and was last seen blowing up luddies
(he probably died to an endless stream of patrol boats afterwards)
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Seti

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Re: [0.97a] Ruthless Sector 1.6.2 - High Risk, High Reward Difficulty Options
« Reply #251 on: September 01, 2024, 11:56:14 AM »

Does this effect officer xp?
Ive been playing for a while and did lots of battles but all my officers are at 0 xp
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Can you help me buy some milk?

Sundog

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Re: [0.97a] Ruthless Sector 1.6.2 - High Risk, High Reward Difficulty Options
« Reply #252 on: September 01, 2024, 10:15:42 PM »

It only affects officer XP in that it adjusts player XP, which officer XP is based on. If you're deploying officers in battle and they're not gaining XP, then there's something wrong with your game or it's a change from another mod.

EastwardBucket

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Re: [0.97a] Ruthless Sector 1.6.2 - High Risk, High Reward Difficulty Options
« Reply #253 on: September 08, 2024, 07:16:54 PM »

I didn't see an option in the .ini file, but is it possible to modify how Ruthless Sector computes the battle difficulty?

One struggle I have with the mod is the difficulty estimate seems really wrong if you have any mods installed. I'm never getting any XP from battles because sending out even just a few ships cuts the difficulty estimate below the minimum.
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Sundog

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Re: [0.97a] Ruthless Sector 1.6.2 - High Risk, High Reward Difficulty Options
« Reply #254 on: September 08, 2024, 10:21:13 PM »

These are the values that adjust the estimated battle difficulty calculation:
Spoiler
Quote
   # XP MULTIPLIER CALCULATION #
   # Only relevant if scaleXpGainBasedOnBattleDifficulty is true
   # The XP Multiplier for each battle is calculated as follows:
   # (strengthOfAllEnemyShips / strengthOfDeployedPlayerShips - minDifficultyToEarnXp) * xpMultiplierAfterReduction
   "minDifficultyToEarnXp":0.5,
   "xpMultiplierAfterReduction":3.0,
   
   
   # SHIP STRENGTH ESTIMATION #
   #
   # Enemy Ship Strength  = fp * (1 + (fp - 5) / 25) * dModMult * sModMult * skillMult
   # Player Ship Strength = fp * (1 + (fp - 5) / 25) * dModMult * sModMult * skillMult * playerStrengthMult
   #    where:
   #  fp = Fleet points, a basic estimate of strength defined for every ship in data\hulls\ship_data.csv
   #  dModMult = (1 - dModFactor) to the power of the number of D-Mods (permanent damage hullmods)
   #  sModMult = (1 + sModFactor) to the power of the number of S-Mods (green "built-in" hullmods)
   #  skillMult = (1 + skillFactor) to the power of the number of combat skills
   #  playerStrengthMult = 1 + strengthIncreasePerPlayerLevel * playerLevel (playerStrengthMult only applies to ships in your fleet)
   "dModFactorForEnemyShips":0.1,
   "sModFactorForEnemyShips":0.1,
   "skillFactorForEnemyShips":0.1,
   "dModFactorForPlayerShips":0.1,
   "sModFactorForPlayerShips":0.0,
   "skillFactorForPlayerShips":0.0,
   "strengthIncreasePerPlayerLevel":0.1,
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That problem could be caused by modded ships that are either very powerful or have an overestimated power level. If you suspect it's the latter, you could adjust the "FP" (fleet points) value of the relevant ships in ship_data.csv to your liking. FP is the value this mod (and the base game) uses to estimate the base strength of individual ships.
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