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0.95a Automated Ships CR calculation
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Topic: 0.95a Automated Ships CR calculation (Read 3109 times)
RedHellion
Lieutenant
Posts: 97
0.95a Automated Ships CR calculation
«
on:
April 15, 2021, 12:39:57 PM »
Originally mentioned this in the 0.95a announcement thread, figured I'd cross-post this bit to here:
With 2 Remnant Brilliant cruisers I'm at 50/30 DP for the Automated Ships skill, meaning they have 60% of their normal max CR. I would expect that means they have 47% CR ((70 base + 8 from my current Crew Training) * 0.6 from Automated Ships), but their CR is only 38%.
If I give them both Gamma Cores, my Automated Ships skill goes to 60/30 DP meaning they have 50% of their normal max CR. I would expect them to have 46% CR ((70 base + 8 from my current Crew Training + 15 from the core's Elite Reliability Engineering) * 0.5 from Automated Ships) but their CR is only 43%.
Not sure if there may be some weird interaction with the base -100% CR penalty for the Automated Ship hullmod (since that's the only other contributing factor listed for that calculation when hitting F1), or there's some other hidden math going on.
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Alex
Administrator
Admiral
Posts: 24950
Re: 0.95a Automated Ships CR calculation
«
Reply #1 on:
April 15, 2021, 12:45:05 PM »
Thanks for the report! This is correct, but perhaps a bit confusing, since it's come up before.
If you check the tooltip for the ship's CR in the fleet screen, you can see what's going on. Automated ships get a baseline -100% CR from being in a human fleet, and the skill counteracts some of that penalty, up to all of it at 30 DP or less. If it's at 60% effectiveness, then you get:
-100% for being automated
+60% skill
+70% baseline
+8 from crew training in your case
This comes out to 38%.
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RedHellion
Lieutenant
Posts: 97
Re: 0.95a Automated Ships CR calculation
«
Reply #2 on:
April 15, 2021, 01:56:22 PM »
Thanks for the reply Alex!
Ah, I was assuming that the Automated Ships bonus was multiplicative, not another addition. The helper text for bonuses doesn't specify whether they're multiplicative or additional, so I thought this might be one of the multiplicative ones.
And I was thinking that the -100 was essentially being cancelled:
(baseline + crew training + reliability engineering) * automated ships
(70 + 8 + 0) * 0.6 = 46.8
When really you're saying it's this:
baseline + crew training + reliability engineering + automated ships - 100
70 + 8 + 0 + 60 - 100 = 38
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Alex
Administrator
Admiral
Posts: 24950
Re: 0.95a Automated Ships CR calculation
«
Reply #3 on:
April 15, 2021, 02:36:18 PM »
Yep!
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Clouden
Ensign
Posts: 9
Re: 0.95a Automated Ships CR calculation
«
Reply #4 on:
June 01, 2021, 11:04:35 AM »
Hey Alex,
If I wanted to double the Automated fleet point limit of 30 is it easier to change a parameter in the starfarer.api.impl.campaign.skills file or would you recommend another way?
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Alex
Administrator
Admiral
Posts: 24950
Re: 0.95a Automated Ships CR calculation
«
Reply #5 on:
June 01, 2021, 11:10:44 AM »
Hi! What I would recommend is asking about it in the Modding forum - this subforum is for bug reports and pertinent information only, and it's really important - more so than in other subforums - to keep it on topic.
(What you'd want to do is change BaseSkillEffectDescription.AUTOMATED_POINTS_THRESHOLD, probably from your ModPlugin, but any further discussion really needs to not be in this thread.)
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Clouden
Ensign
Posts: 9
Re: 0.95a Automated Ships CR calculation
«
Reply #6 on:
June 01, 2021, 11:16:44 AM »
Gotcha!
Thanks and sorry for derailing
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Alex
Administrator
Admiral
Posts: 24950
Re: 0.95a Automated Ships CR calculation
«
Reply #7 on:
June 01, 2021, 11:18:54 AM »
(No worries!)
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0.95a Automated Ships CR calculation