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 ... 4 5 [6] 7 8 ... 10

Author Topic: [0.97a] A New Level (Of Confidence, and Power) a Max Level Increasing Mod v3.2  (Read 299884 times)

Eikioma

  • Ensign
  • *
  • Posts: 5
    • View Profile

I really love this mod, used it since nearly the beginning.

If I could be very picky, I would love if a mild version was made at 3 Sp per level, I came to want this because I always find myself to switch between 25 standard and 25 Rapid because when I play with the standard I find it to "slow" and the rapid to "rapid".

I tried to modify the 25 Rapid into a 25 Mild by increasing the xp by 1.5 and decreased the xp multiplier at 2 to 1.5 and put the Sp per level at 3.

I don't know if what I did need more tweeking, so an offical one would be nice :)
Logged

StoicRabbitSquad

  • Ensign
  • *
  • Posts: 3
    • View Profile

Props for the Pantera reference btw, one of my favorite songs by them!
Logged

mllhild

  • Lieutenant
  • **
  • Posts: 69
    • View Profile

I tried the 40 Fast and 40 Normal variants in a run mostly without combat. The problem Im having is that colony income is generating so much exp that I hit lvl 40 in fast variant during cycle 213 already and just 3 years later with the normal variant.
Im not sure how the game calculates the bonus exp from colony income, but even smaller colonies with 100k a month are giving a lot of exp. Taking over worlds from modded factions makes this go into overdrive, I have Favonious from the UAF alone is giving me 500k+ with a sub optimal setup and no items. With full kit it would generate around 1 to 2 million a month.

So my question is if it would be hard to make the bonus exp from colonies have a hard cap at around the level where a colony produces 10k credits per month?
Logged
to be done some day... XD

Sanrai

  • Ensign
  • *
  • Posts: 38
    • View Profile

.96 added a new section to data/scripts/plugins/leveluppluginimpl
Quote
public int getBonusXPUseMultAtMaxLevel() {
   return (int) Global.getSettings().getFloat("bonusXPUseMultAtMaxLevel");
}

Adding this after the "public int getStoryPointsPerLevel()" function and raising the supported version number restores compatibility.
Logged

KZadBhat

  • Ensign
  • *
  • Posts: 11
    • View Profile

Thank you, Sanrai, this is one in particular I've been wanting to see updated! I don't doubt there's a little more planned, especially considering this new function, but good to just have it working as already expected.
Logged

Radicaljack

  • Lieutenant
  • **
  • Posts: 55
    • View Profile

Tried that and edited version, did everything, double checked. It won't show in mod list when I load starsector.
Logged

Panteradactyl

  • Ensign
  • *
  • Posts: 35
    • View Profile

Sorry, been busy with work, didn't even know .96 released. I'll work on the mod tonight. Having to actually be reliable at work is horrible, I do not recommend it.
Logged

Radicaljack

  • Lieutenant
  • **
  • Posts: 55
    • View Profile

Sorry, been busy with work, didn't even know .96 released. I'll work on the mod tonight. Having to actually be reliable at work is horrible, I do not recommend it.

Honestly I never play without this mod, the 20 version was what I thought the base was becasuse no matter what I had it loaded up last time lol.

Hope you get some time to relax and enjoy Starsector!
Logged

Alex_Sans

  • Ensign
  • *
  • Posts: 32
    • View Profile

the file in data\scripts\plugins\LevelupPluginImpl has a piece that right now, looks like this:


Code
	public int getPointsAtLevel(int level) {
return (int) Global.getSettings().getFloat("skillPointsPerLevel");
}

public int getMaxLevel() {
return (int) Global.getSettings().getFloat("playerMaxLevel");
}

public int getStoryPointsPerLevel() {
return (int) Global.getSettings().getFloat("storyPointsPerLevel");
}


for the mod to stop crashing on game start and work in 0.96, it should look like this:

Code
	public int getPointsAtLevel(int level) {
return (int) Global.getSettings().getFloat("skillPointsPerLevel");
}

public int getMaxLevel() {
return (int) Global.getSettings().getFloat("playerMaxLevel");
}

public int getStoryPointsPerLevel() {
return (int) Global.getSettings().getFloat("storyPointsPerLevel");
}

public int getBonusXPUseMultAtMaxLevel() {
return (int) Global.getSettings().getFloat("bonusXPUseMultAtMaxLevel");
}
Logged

mikaelb

  • Ensign
  • *
  • Posts: 1
    • View Profile

I am now a bit unlucky, after modification, i have -26 millions xp, and i cant get any story point.
Logged

Hexadood

  • Ensign
  • *
  • Posts: 5
    • View Profile

I'm certain you get asked this quite a bit, and it's likely already planned, but when's this coming to 0.96? I'd like to know when (or if) it's coming so I can plan ahead of time. Thank you regardless though, this mod's great!
Logged

LeoSCfan

  • Ensign
  • *
  • Posts: 10
  • I have no idea what am I doing
    • View Profile

Stopgap measures:
Its taking a while to update this. why not take matters into your own hands?
While OP bakes a a nice mod cake, we want , no ,NEED , our max level power fantasy simulator right NOW.
So
Do it yourself.
It probably will end the equivalent of mod butter but butter tastes so nice.
instructions:
Level 15 faster-er progression:
Go to:
Fractal Softworks->Starsector->starsector-core->data->config->settings
open settings.json with notepad
use search skill down (or up if you are at the end of file)
change: "skillPointsPerLevel":1,
for "skillPointsPerLevel":3,
this is the safest and easiest way to do it, and will "probably" not crash your game

Level 20 fast progression:
change: "skillPointsPerLevel":1,
for "skillPointsPerLevel":2,
and change
"playerMaxLevel":15,
for "playerMaxLevel":20,
this might crash something but is also probably fine
Logged
I have no idea what am I doing

Hatter

  • Commander
  • ***
  • Posts: 226
    • View Profile

Spoiler
the file in data\scripts\plugins\LevelupPluginImpl has a piece that right now, looks like this:


Code
	public int getPointsAtLevel(int level) {
return (int) Global.getSettings().getFloat("skillPointsPerLevel");
}

public int getMaxLevel() {
return (int) Global.getSettings().getFloat("playerMaxLevel");
}

public int getStoryPointsPerLevel() {
return (int) Global.getSettings().getFloat("storyPointsPerLevel");
}


for the mod to stop crashing on game start and work in 0.96, it should look like this:

Code
	public int getPointsAtLevel(int level) {
return (int) Global.getSettings().getFloat("skillPointsPerLevel");
}

public int getMaxLevel() {
return (int) Global.getSettings().getFloat("playerMaxLevel");
}

public int getStoryPointsPerLevel() {
return (int) Global.getSettings().getFloat("storyPointsPerLevel");
}

public int getBonusXPUseMultAtMaxLevel() {
return (int) Global.getSettings().getFloat("bonusXPUseMultAtMaxLevel");
}
[close]
This was easy, thanks.
Logged

Cyan Leader

  • Admiral
  • *****
  • Posts: 718
    • View Profile

Stopgap measures:
Its taking a while to update this. why not take matters into your own hands?
While OP bakes a a nice mod cake, we want , no ,NEED , our max level power fantasy simulator right NOW.
So
Do it yourself.
It probably will end the equivalent of mod butter but butter tastes so nice.
instructions:
Level 15 faster-er progression:
Go to:
Fractal Softworks->Starsector->starsector-core->data->config->settings
open settings.json with notepad
use search skill down (or up if you are at the end of file)
change: "skillPointsPerLevel":1,
for "skillPointsPerLevel":3,
this is the safest and easiest way to do it, and will "probably" not crash your game

Level 20 fast progression:
change: "skillPointsPerLevel":1,
for "skillPointsPerLevel":2,
and change
"playerMaxLevel":15,
for "playerMaxLevel":20,
this might crash something but is also probably fine

I've just been using the AddSkillPoint command every 4 story points I get after Level 15.
Logged

nathan67003

  • Commander
  • ***
  • Posts: 151
  • Excellent imagination, mediocre implementation.
    • View Profile

Sorry, been busy with work, didn't even know .96 released. I'll work on the mod tonight. Having to actually be reliable at work is horrible, I do not recommend it.

Ay men. Hold on and be well, the mod can wait 'til you're not swamped
Logged
I have some ideas but can't sprite worth a damn and the ideas imply really involved stuff which I've no clue how to even tackle.
Pages: 1 ... 4 5 [6] 7 8 ... 10