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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.95a] Second Wave Options (0.6.5) - Options for Adjusting Campaign Difficulty  (Read 154576 times)

Jang

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Is there a way to set a cap on how much fleet size scales over time?
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RustyCabbage

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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,
to be fair, it's technically not updated for 0.96 yet. :p

Is there a way to set a cap on how much fleet size scales over time?
DEmaxNumShipsFromDoc in the .ini file should be what you're looking for. The comment for it is basically incomprehensible to me now but i'm sure lower number means lower limit

MartialDoctor

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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)... :)

Any news on an update? I'm just getting back into starsector and found your great mod here. Am giving it a go as we speak  :)
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RustyCabbage

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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)... :)

Any news on an update? I'm just getting back into starsector and found your great mod here. Am giving it a go as we speak  :)
Looks like you already found the discord, but... yeah take a look there 8)
Not quite ready for a forum release and quite different from what's available on the forum but hopefully it's fun.

Noopy757

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Does the Reduced Salvage Chance for Larger Ships multiplier take into account the recovery chance from built in S-mods, ships piloted by the player, officers and the salvage perk? I WANT my ships with officers and S-mods to be destroyed. If it doesn't take those into account is there anyway for me to modify the game myself?
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RustyCabbage

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Does the Reduced Salvage Chance for Larger Ships multiplier take into account the recovery chance from built in S-mods, ships piloted by the player, officers and the salvage perk? I WANT my ships with officers and S-mods to be destroyed. If it doesn't take those into account is there anyway for me to modify the game myself?
Honestly from my testing I'm not sure it works at all anymore. Probably have to approach it from a different direction as Starpocalypse does. You might want to check out that mod, which will at least force you to expend story points to salvage, iirc.

Noopy757

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Does the Reduced Salvage Chance for Larger Ships multiplier take into account the recovery chance from built in S-mods, ships piloted by the player, officers and the salvage perk? I WANT my ships with officers and S-mods to be destroyed. If it doesn't take those into account is there anyway for me to modify the game myself?
Honestly from my testing I'm not sure it works at all anymore. Probably have to approach it from a different direction as Starpocalypse does. You might want to check out that mod, which will at least force you to expend story points to salvage, iirc.

Ah really? I like the story point recovery option from Starpocalypse for my bigger ships but having my frigates/destroyers constantly need to be recovered for story points just kills the momentum for me
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Island

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Hey, don't mean to sound hurrying or anything, but will you include Slow CR, and Illiad/Odissay options in the updated version? I saw pre-release one in Discord, and new features are cool, but no Slow CR? Or are they separate now?
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RustyCabbage

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I removed them since they weren't really working according to their design goals in my experience. Some elements of them might return after a revamp but I have to think about the concepts some more.

In the mean time, you can actually enable both versions of Second Wave Options and just disable any overlapping features to get the same effect.

Island

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I removed them since they weren't really working according to their design goals in my experience. Some elements of them might return after a revamp but I have to think about the concepts some more.
I agree regarding Iliad and Oddissay part, they kinda felt a bit weird. But Slow CR is great, and actually made me plan around it when exploring or defending my system from bunch of raiding fleets, which is more interesting imo.

In the mean time, you can actually enable both versions of Second Wave Options and just disable any overlapping features to get the same effect.
You mean I can just add this 0.95 version with changed version in .json? That's great, thanks!
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RustyCabbage

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Yeah I think there's an Aurora variant that might have to be deleted but otherwise you should be good.

Will take those points into account, thanks!

Island

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Yeah I think there's an Aurora variant that might have to be deleted but otherwise you should be good.

Will take those points into account, thanks!

Sorry, how do I delete the variant? Just removing Aurora_FS.variant from mod folder doesn't fix the crashing, with the error still saying this variant not found.

Btw the download link in topic is broken.
« Last Edit: July 24, 2023, 11:47:07 AM by Island »
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RustyCabbage

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Yeah I think there's an Aurora variant that might have to be deleted but otherwise you should be good.

Will take those points into account, thanks!

Sorry, how do I delete the variant? Just removing Aurora_FS.variant from mod folder doesn't fix the crashing, with the error still saying this variant not found.

Btw the download link in topic is broken.
delete it from default_ship_roles.json. not sure if it shows up somewhere else.

will fix the dead download link I just don't have access for the rest of the month so it might be a while

Island

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Quote
delete it from default_ship_roles.json. not sure if it shows up somewhere else.

will fix the dead download link I just don't have access for the rest of the month so it might be a while

I completely removed default_ship_roles.json, now it works fine. (I assume it's neede for doctrine evolution? So I guess if I only use the mod for slow CR and Illiad/Odissay it doesn't matter)

Anyway, thanks for your help!
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ApolloStarsector

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Thanks a lot for making this wonderful mod. I really appreciate how much thought, math, and work you put into it. I love challenge mods, and Starpocalypse served me well for a while, but I’ve come to realize that it only provides an early game challenge. That’s where your mod comes in! Actually, I’ve just swapped to your mod only to improve compatibility. Oh yeah, the customization and LunaLib support is also great.
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