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 ... 7 8 [9] 10

Author Topic: [0.95a] Second Wave Options (0.6.5) - Options for Adjusting Campaign Difficulty  (Read 154592 times)

RustyCabbage

  • Captain
  • ****
  • Posts: 347
    • View Profile

Nope. I'm unsure how that would affect the UI when you adjust your doctrine yourself afterwards. Someone else mentioned it before though iirc, so I'll defs take a look at it in the future.

Bradley_

  • Ensign
  • *
  • Posts: 20
    • View Profile

I love the CR regen settings on paper, but the armor and hull damage is still repaired super fast, an the CR thing only encourages cheesy playstyle like going back to a friendly port for repairs. So yeah, repairs should be even slower, and port repairs nee to be overhauled
Logged

Jang

  • Lieutenant
  • **
  • Posts: 70
    • View Profile

Are there any issues using this with 0.95.1a? I disabled the handmade variants by following the OP instructions - my hope is that the DE feature still results in harder vanilla fleets over time on the latest update.
Logged

RustyCabbage

  • Captain
  • ****
  • Posts: 347
    • View Profile

Are there any issues using this with 0.95.1a? I disabled the handmade variants by following the OP instructions - my hope is that the DE feature still results in harder vanilla fleets over time on the latest update.
Nope, should be fine!

Proxima-b

  • Ensign
  • *
  • Posts: 11
    • View Profile

So my save is already at cycle 230, I need this mod for some challenges, if I install this mod mid-save, would it apply for the 24 years of growth or would I need to wait another 24 years for the difficulty bonus to kick in?
Logged

Proxima-b

  • Ensign
  • *
  • Posts: 11
    • View Profile

Also I don't understand the term "DEmaxNumShipsFromDoc" from settings
it says "Each point in NumShips above 1 increases fleet sizes by x0.125 (adjustable in settings.json), so 3/0.125=24, so maxNumShips = 25"
Where does the "3" come from? and why is it 3/0.125 , not 4*0.125 ? The doctrine cannot go higher than 5 right ?
It also notes "#10 is effectively uncapped", but the next line says "maxNumShips = 25"
« Last Edit: July 20, 2022, 02:36:25 AM by Proxima-b »
Logged

RustyCabbage

  • Captain
  • ****
  • Posts: 347
    • View Profile

So my save is already at cycle 230, I need this mod for some challenges, if I install this mod mid-save, would it apply for the 24 years of growth or would I need to wait another 24 years for the difficulty bonus to kick in?
former.
Also I don't understand the term "DEmaxNumShipsFromDoc" from settings
it says "Each point in NumShips above 1 increases fleet sizes by x0.125 (adjustable in settings.json), so 3/0.125=24, so maxNumShips = 25"
Where does the "3" come from? and why is it 3/0.125 , not 4*0.125 ? The doctrine cannot go higher than 5 right ?
It also notes "#10 is effectively uncapped", but the next line says "maxNumShips = 25"
I think the point was that the value given would adjust based on what was used in settings.json instead of assuming the default value but honestly I don't remember.
doctrine can go higher than 5 through through the doctrine evolution mechanics
if 10 is higher than you're likely to ever reach, then 25 is also higher than you're likely to ever reach and therefore it makes no difference :)

Barracuda

  • Lieutenant
  • **
  • Posts: 70
    • View Profile

Currently has a minor incompatability with Archean Order. Only mods loaded were Second Wave, Lazy Lib and Archean Order. Issue was that tanker type ships(Drum, Phaeton ,Prometheus etc) are not spawning in markets.
Logged

Jang

  • Lieutenant
  • **
  • Posts: 70
    • View Profile

Does "DEuseMarketBonus" increase performance costs in a nex game? Trying to optimize for my slower cpu, but I don't want to disable anything that's essential to doctrine evolution working properly
Logged

RustyCabbage

  • Captain
  • ****
  • Posts: 347
    • View Profile

Currently has a minor incompatability with Archean Order. Only mods loaded were Second Wave, Lazy Lib and Archean Order. Issue was that tanker type ships(Drum, Phaeton ,Prometheus etc) are not spawning in markets.
I feel like this might have popped up in the Archean Order thread before. At the very least it's vaguely familiar - might want to check there? Else, try deleting any references to tankers in default_ship_roles.json

Does "DEuseMarketBonus" increase performance costs in a nex game? Trying to optimize for my slower cpu, but I don't want to disable anything that's essential to doctrine evolution working properly
Shouldn't cause meaningful problems, plus it only runs once a month.

MrCattsDad

  • Ensign
  • *
  • Posts: 3
    • View Profile

Good mod
Logged

Jang

  • Lieutenant
  • **
  • Posts: 70
    • View Profile

The Doctrine Evolution part of this mod made endgame a lot more fun for me. Enemy fleets would end up with heaps of officers and s-mods over time, just like my fleets, so it felt both more difficult and fair. It'd be great if this was updated for 0.96a but even if it isn't I'm glad I got to use it in 0.95a
Logged

RustyCabbage

  • Captain
  • ****
  • Posts: 347
    • View Profile

Good mod
Thank you!

The Doctrine Evolution part of this mod made endgame a lot more fun for me. Enemy fleets would end up with heaps of officers and s-mods over time, just like my fleets, so it felt both more difficult and fair. It'd be great if this was updated for 0.96a but even if it isn't I'm glad I got to use it in 0.95a
I don't even remember adding a mechanic that gives them s-mods but that's very cool if it happened! On the bright side, all that needs to be done to play with this mod on 0.96a is updating the version number (as far as I know anyways).

And an update of sorts might be coming to this mod soon(tm)... :)

Jang

  • Lieutenant
  • **
  • Posts: 70
    • View Profile

I don't even remember adding a mechanic that gives them s-mods but that's very cool if it happened! On the bright side, all that needs to be done to play with this mod on 0.96a is updating the version number (as far as I know anyways).
I thought since the mod increases factions' Ship Quality that it was responsible for s-mods, but I might be mistaken. Maybe the maxed out Ship Quality just leads to zero d-mods? And great to know that changing the version number should be enough to keep using it!

And an update of sorts might be coming to this mod soon(tm)... :)
;D
Logged

YerRob

  • Ensign
  • *
  • Posts: 9
    • View Profile

Seems like there's something wacky with a ship variant. (.96a)

43808 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [aurora_FS] not found!
java.lang.RuntimeException: Ship hull variant [aurora_FS] not found!
   at com.fs.starfarer.loading.new.o00000(Unknown Source)
   at com.fs.starfarer.loading.new.o00000(Unknown Source)
   at com.fs.starfarer.loading.V$Oo.getFPCost(Unknown Source)
   at com.fs.starfarer.loading.V.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.oo0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

To bootleg fix it, i removed these lines from default_ship_roles
"aurora_Assault_Support":0,
"aurora_Escort":0,
"aurora_FS":0,
« Last Edit: May 30, 2023, 11:29:52 AM by YerRob »
Logged
Pages: 1 ... 7 8 [9] 10