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: Anubis-class Cruiser (12/20/24)

Pages: 1 ... 20 21 [22] 23 24

Author Topic: [0.97a] Progressive S-Mods (1.0.2) — gain XP for ships, spend it on S-mods  (Read 242498 times)

hidefreek

  • Commander
  • ***
  • Posts: 127
    • View Profile

Hello, it looks like some moded ships can't increase maximum S-mods.
Likes Voidwretch (Sierra) from Secrets of the Frontier prerelease 1.4 or some bootleg ship like Castellan(LP) from Tahlan shipwork bootleg.
Is this caused by PSM or by other bootlegs?
Logged

dcong89

  • Ensign
  • *
  • Posts: 40
  • Work Hard Play Hard
    • View Profile

Hello, it looks like some moded ships can't increase maximum S-mods.
Likes Voidwretch (Sierra) from Secrets of the Frontier prerelease 1.4 or some bootleg ship like Castellan(LP) from Tahlan shipwork bootleg.
Is this caused by PSM or by other bootlegs?

Hello my captain, I'm stuck like you, can't increase S-mod with SP anymore; it took me a while to realize that you can do as you like with Lunar Liz > like toggle on/of anything at the top right menu corner when in-game .
Logged

float

  • Captain
  • ****
  • Posts: 329
    • View Profile

Is there a way to tweak combat xp over 200% in Lunalib menu?
No but you can lower all xp costs which effectively does the same thing.

Hello, it looks like some moded ships can't increase maximum S-mods.
Likes Voidwretch (Sierra) from Secrets of the Frontier prerelease 1.4 or some bootleg ship like Castellan(LP) from Tahlan shipwork bootleg.
Is this caused by PSM or by other bootlegs?
I don't use either of those mods, so it'd be helpful to have a more detailed description of what's going on. Do you mean the button to increase the S-mod limit doesn't exist, it exists but can't be clicked, or clicking it causes a crash/unexpected behavior?

Edit: just tested with Castella (LP) and it works fine on my end.
« Last Edit: April 10, 2024, 08:00:25 AM by float »
Logged

hidefreek

  • Commander
  • ***
  • Posts: 127
    • View Profile

Is there a way to tweak combat xp over 200% in Lunalib menu?
No but you can lower all xp costs which effectively does the same thing.

Hello, it looks like some moded ships can't increase maximum S-mods.
Likes Voidwretch (Sierra) from Secrets of the Frontier prerelease 1.4 or some bootleg ship like Castellan(LP) from Tahlan shipwork bootleg.
Is this caused by PSM or by other bootlegs?
I don't use either of those mods, so it'd be helpful to have a more detailed description of what's going on. Do you mean the button to increase the S-mod limit doesn't exist, it exists but can't be clicked, or clicking it causes a crash/unexpected behavior?

Edit: just tested with Castella (LP) and it works fine on my end.

Ah, no crash or error.
I can click the button normally, but the maximum number doesn't increase and I lose my SP and XP.

Example:
Normally with some skill.
Ship can have 3 S-mods and use XP to increase the maximum to surpass 3 S-mods. (Likes 4 or 5 S-mods)

But this bug doesn't increase the maximum number and the ship always struck at 3 S-mods at maximum. (lose XP and SP without gaining anything)

*Sorry for bad grammar.
Logged

float

  • Captain
  • ****
  • Posts: 329
    • View Profile

I still can't reproduce this with the Castella (LP), with or without the Best of the Best skill enabled. Can you try going to the refit screen for the ship that you're having the issue with, then going back to the S-mod interface? There is a stat mod that is being applied by the XP tracker hull mod that should be applying when you increase the S-mod limit of the ship, but maybe it isn't for you for some reason. Opening the refit screen should force that stat mod to apply if it hadn't already applied.
Logged

hidefreek

  • Commander
  • ***
  • Posts: 127
    • View Profile

I still can't reproduce this with the Castella (LP), with or without the Best of the Best skill enabled. Can you try going to the refit screen for the ship that you're having the issue with, then going back to the S-mod interface? There is a stat mod that is being applied by the XP tracker hull mod that should be applying when you increase the S-mod limit of the ship, but maybe it isn't for you for some reason. Opening the refit screen should force that stat mod to apply if it hadn't already applied.
OH!!!
It works!
Thank man!
Logged

BOT

  • Ensign
  • *
  • Posts: 4
    • View Profile

BUG: Cannot increase S-mod limit when you have exactly the amount of SP needed. Always need to have at least one more than the stated SP cost.
« Last Edit: April 16, 2024, 11:18:19 AM by BOT »
Logged

float

  • Captain
  • ****
  • Posts: 329
    • View Profile

BUG: Cannot increase S-mod limit when you have exactly the amount of SP needed. Always need to have at least one more than the stated SP cost.
Thanks, fixed in dev.
Logged

Cryovolcanic

  • Captain
  • ****
  • Posts: 355
    • View Profile

So, I understand why you feel it necessary to have a DP cost penalty to putting in more S-Mod's, I personally would prefer if there is a way to not have to have that Penalty, it might be just me, probably is. But The way I see it, you already get a lot of a cost to put in more S-mod's than the default allows as is. Add in the fact that 0.96 adds S-mod Penalties to some mods means that there is plenty enough of things to make you wonder what to put in and remove regarding S-mods. That and while it is nice of you to try and make it so that S-mod increases added by other mod's doesn't effect the penalty, to me it simply means that people will aim for those methods first rather than rely on yours. Also if it isn't going to apply a penalty to NPC fleets, then it's mostly just causing issues for the Player to manage, some might find it fun, me, not so much. Still, it is your mod and you do with it as you see fit.
You can change it to 0 in the progsmod_settings.json, actually. And the penalty doesn't apply to NPC fleets because NPC fleets never use Prog S-Mods. If an NPC ship has more than 3 S-Mods, that's because it was designed that way and it's either an intentional difficulty increase or already accounted for in its DP.

I just tried to remove the DP penalty in progsmod_settings.json from 0.06 to 0.00, AND did it in LunaLib in-game, and neither one removes the penalty. Adding 1 more s-mod to a Legion XIV increases the DP cost to +3 in both cases.

Any idea why this is not working? Do I have to start a new game?

Edit - fixed. Just needed to save changes in LunaLib. Don't know why direct json editing didn't work though.
« Last Edit: April 25, 2024, 11:50:09 AM by Cryovolcanic »
Logged

Phenir

  • Admiral
  • *****
  • Posts: 1013
    • View Profile

I just tried to remove the DP penalty in progsmod_settings.json from 0.06 to 0.00, AND did it in LunaLib in-game, and neither one removes the penalty. Adding 1 more s-mod to a Legion XIV increases the DP cost to +3 in both cases.

Any idea why this is not working? Do I have to start a new game?

Edit - fixed. Just needed to save changes in LunaLib. Don't know why direct json editing didn't work though.
Lunalib overrides settings files.
Logged

sxvory

  • Ensign
  • *
  • Posts: 2
    • View Profile

Hey, I'm new to using this forum so apologies if I'm doing it wrong, I'm still learning. But i just wanna say that I think my game is bugged? Because I don't have the "XP Tracker" hull mods on my Onslaught (XIV) but I have it on my other ships. Or is this working as intended because I did get it from salvaging, or is there a way to manually add the "XP Tracker" hull mods?
https://imgur.com/a/t3Vua7u
« Last Edit: April 26, 2024, 08:58:23 PM by sxvory »
Logged

Zerias

  • Ensign
  • *
  • Posts: 17
    • View Profile

Hey, I'm new to using this forum so apologies if I'm doing it wrong, I'm still learning. But i just wanna say that I think my game is bugged? Because I don't have the "XP Tracker" hull mods on my Onslaught (XIV) but I have it on my other ships. Or is this working as intended because I did get it from salvaging, or is there a way to manually add the "XP Tracker" hull mods?
https://imgur.com/a/t3Vua7u
Has it been in a battle yet? Ships sometimes don't get the hullmod immediately, it needs to be triggered by getting xp.
Logged

Uther Phobos

  • Captain
  • ****
  • Posts: 298
    • View Profile

Hey, I'm new to using this forum so apologies if I'm doing it wrong, I'm still learning. But i just wanna say that I think my game is bugged? Because I don't have the "XP Tracker" hull mods on my Onslaught (XIV) but I have it on my other ships. Or is this working as intended because I did get it from salvaging, or is there a way to manually add the "XP Tracker" hull mods?
https://imgur.com/a/t3Vua7u
Has it been in a battle yet? Ships sometimes don't get the hullmod immediately, it needs to be triggered by getting xp.
Not just sometimes. The hullmod does not appear until the ship has gotten XP.
Logged

sxvory

  • Ensign
  • *
  • Posts: 2
    • View Profile

Hey, I'm new to using this forum so apologies if I'm doing it wrong, I'm still learning. But i just wanna say that I think my game is bugged? Because I don't have the "XP Tracker" hull mods on my Onslaught (XIV) but I have it on my other ships. Or is this working as intended because I did get it from salvaging, or is there a way to manually add the "XP Tracker" hull mods?
https://imgur.com/a/t3Vua7u
Has it been in a battle yet? Ships sometimes don't get the hullmod immediately, it needs to be triggered by getting xp.
Ahh, okay that's my bad then. I did put it in battle, but I didn't actually deploy the ship. I understand how it works now, thank you for the explanation!
Logged

Darloth

  • Admiral
  • *****
  • Posts: 649
    • View Profile

It's possible to get around the restriction on using story points for S-mods if you dock at a Settlement from Random Assortment of Things.  Apparently not something that can be fixed on that end, and obviously as a cross-mod compatibility bug, not the highest of priorities, but I thought I ought to let you know.
Logged
Pages: 1 ... 20 21 [22] 23 24