Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.98a is out! (03/27/25)

Pages: 1 ... 7 8 [9] 10 11 ... 25

Author Topic: [0.98a] Progressive S-Mods (1.1.0) — gain XP for ships, spend it on S-mods  (Read 281335 times)

vcuaoiwk

  • Ensign
  • *
  • Posts: 22
    • View Profile
Re: [0.95.1a] Progressive S-Mods (0.8.7) — gain XP for ships, spend it on S-mods
« Reply #120 on: September 06, 2022, 10:28:37 AM »

I'm having a couple issues and believe its coming from this mod. Wanted to run the following by you:

First off, I absolutely love what you done. It's actually significantly changed my playthroughs by creating a internal story lines where I'm trying to power level individual ships and hence really learning the nuances of each ship. It has really added an incredible amount interaction for me. It's also prevented me from just building in S-Mods and gaining and enormous power spike at no real cost (and I think this is actually a great feature).
So thank you for that!

Issue:
1. Are there any known conflicts with removing the mod and starting a fresh game? I'm having the following problem: I tried to start a new game and I can no longer build any S-Mods in. The game states that every ship can have a maximum of zero(0) S-mods. I used a combination of methods in an attempt to troubleshoot this including simply deactivating the mod in the mod selection menu and then tried by fully deleting the mod. I'm not sure what else would create this scenario but I figured this mod was most likely the culprit. I also verified that the default max S-mods should be set at three(3) in the settings.json file in the main folder.

Thoughts? Please let me know if I can provide additional information.
Logged

vcuaoiwk

  • Ensign
  • *
  • Posts: 22
    • View Profile
Re: [0.95.1a] Progressive S-Mods (0.8.7) — gain XP for ships, spend it on S-mods
« Reply #121 on: September 06, 2022, 11:06:46 AM »

Ah I forgot to include the 2nd issue:

Basically I am seeing zero AI ship S-Mods. Like not a single one besides ships that have a s-mod already prebuilt (i.e. some bounty ships have s-mod hardcoded). In previous playthroughs I would begin to see AI S-modded ships around mid game/late game. Especially if you racked up a lot of hate from constantly raiding then the resulting Vengeance fleet would sometimes come stacked with almost every ship having at least one S-Mod. This has been pretty consistent in my last few playthroughs. However, my last two playthroughs have included this mod and I have yet to see a single s-modded ship outside of my fleet or already predetermined bounties.

My main concern here is that a player fleet is usually pretty overpowered once you get into mid-game and having enemy s-modded ships helps counter that. This lack of s-modded opponents now makes my s-modded ships feel like a cheat at this point. Especially since you can now get 5+ s-mods on a ship using story points.

I don't have a solution to the above but was wondering if the following suggestion would be feasible: Can you setup the code to only effect player ships? Is that possible?
Logged

Zr0Potential

  • Commander
  • ***
  • Posts: 117
    • View Profile
Re: [0.95.1a] Progressive S-Mods (0.8.7) — gain XP for ships, spend it on S-mods
« Reply #122 on: September 06, 2022, 05:48:34 PM »

Oh yeah I just realized that I haven't seen any S-Modded enemy fleets in a long while too, even in Nex Vengeance Fleets

Hope you find a workaround or follow vcuaoiwk's solution
Logged

float

  • Captain
  • ****
  • Posts: 401
    • View Profile
Re: [0.95.1a] Progressive S-Mods (0.8.7) — gain XP for ships, spend it on S-mods
« Reply #123 on: September 07, 2022, 09:45:38 AM »

@vcuaoiwk, thanks for the feedback. This mod no longer messes with the “max s-mods” count (and instead disables building-in any hull mods normally), so the “max of 0 built-in mods” is odd behavior. Some things to consider:

Are you on an older verion of this mod? If so, try updating it. Also, I believe only in very old versions did I set the max s-mod count to 0 — in newer versions I set it to -999 and in the latest I don’t set it at all.

I believe the max s-mod count is reset every time you start the game according to the value in settings.json, so I’m not entirely sure why you’d be stuck at 0 even after deleting the mod — this could be indicative of another mod doing something with that number.

As for fleets no longer spawning with s-mods, I’ll have to look at that, which I’ll put down to look at some time… but no promises that I’ll get to it any time soon.

Edit: behavior with logistics mods also noted.
« Last Edit: September 07, 2022, 09:49:17 AM by this_is_a_username »
Logged

Yunru

  • Admiral
  • *****
  • Posts: 1577
    • View Profile

I regularly see fleets with S-Mods. Mayhap you're using inflated fleet sizes, so the budget is being spent on more ships instead?

vcuaoiwk

  • Ensign
  • *
  • Posts: 22
    • View Profile
Re: [0.95.1a] Progressive S-Mods (0.8.7) — gain XP for ships, spend it on S-mods
« Reply #125 on: September 07, 2022, 05:27:43 PM »

Currently my fleet size setting is the default 30 ships but with a maximum of 400 DP.

To be clear I'm totally aware this might be a mod conflict issue but am simply putting out information as I find things out (since this issue has repeated through two playthroughs I did find it a little weird). Good to know some people are seeing the same issue but other people are not having the problem (so it may very likely be a weird mod conflict issue).
 
I'm generally running pretty standard mods with the exception of the bootleg vayra's sector. 
Logged

vcuaoiwk

  • Ensign
  • *
  • Posts: 22
    • View Profile
Re: [0.95.1a] Progressive S-Mods (0.8.7) — gain XP for ships, spend it on S-mods
« Reply #126 on: September 07, 2022, 05:32:27 PM »

But that does give me an idea I can test out. I'll modify the max fleet size to 15 ships and see what happens :) thanks for the idea!
Logged

Rybi87

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.95.1a] Progressive S-Mods (0.8.7) — gain XP for ships, spend it on S-mods
« Reply #127 on: September 14, 2022, 07:33:28 AM »

Sorry if the question was asked already, but I got a problem. I got the mod, enabled it in the manager, but see no change on the s-mod screen. It's totally vanilla. Is there something I need to edit in the settings or smth?
Logged

Catscrath

  • Ensign
  • *
  • Posts: 48
    • View Profile
Re: [0.95.1a] Progressive S-Mods (0.8.7) — gain XP for ships, spend it on S-mods
« Reply #128 on: September 14, 2022, 11:41:46 AM »

So I have a ship here with Augmented Drives and Makeshift Shield built in natively. The Augmented Drive gives it's bonus of -30% fuel use but the Shield does not give it's built in bonus, which would be fine if it was any other hullmod, but the -20% and lack of omni shield to then pair with the forward facing shield mod for extra area and flux efficiency really hurts the craft. I'm guessing it is not meant to work this way since one is giving it's bonus and the other is not.

Picture for reference (I hope this works... let me know if you can't view the image and I will find another way of posting it): https://cdn.discordapp.com/attachments/813133410184724481/1019678721025781820/unknown.png
Logged

Xalimur

  • Ensign
  • *
  • Posts: 9
    • View Profile

found an interesting visual bug
when i put in a hullmod, all of the weapon on my ship were listed as empty despite the weapon is still attached to it
still can use it, its just me being nitpicky about it

edit:Never mind, it bugged out. all the inbuilt mod are now useless. it doesn;t give any benefit

« Last Edit: September 16, 2022, 07:34:31 AM by Xalimur »
Logged

float

  • Captain
  • ****
  • Posts: 401
    • View Profile

Sorry if the question was asked already, but I got a problem. I got the mod, enabled it in the manager, but see no change on the s-mod screen. It's totally vanilla. Is there something I need to edit in the settings or smth?

Mods don't have direct access to the refit screen. You can access this mod's menu by docking at any planet, there should be an option there.

So I have a ship here with Augmented Drives and Makeshift Shield built in natively. The Augmented Drive gives it's bonus of -30% fuel use but the Shield does not give it's built in bonus, which would be fine if it was any other hullmod, but the -20% and lack of omni shield to then pair with the forward facing shield mod for extra area and flux efficiency really hurts the craft. I'm guessing it is not meant to work this way since one is giving it's bonus and the other is not.

Picture for reference (I hope this works... let me know if you can't view the image and I will find another way of posting it): https://cdn.discordapp.com/attachments/813133410184724481/1019678721025781820/unknown.png

S-mods have green text -- they are specifically hull mods that you'd (normally) have to spend story points to build in. If the text is white, that's an innately built in mod and not an s-mod. I'm assuming this is also what the creator of the mod that adds s-mod bonuses intended.

found an interesting visual bug
when i put in a hullmod, all of the weapon on my ship were listed as empty despite the weapon is still attached to it
still can use it, its just me being nitpicky about it

edit:Never mind, it bugged out. all the inbuilt mod are now useless. it doesn;t give any benefit


I don't understand this. Can you post a picture?
« Last Edit: September 16, 2022, 10:18:01 AM by this_is_a_username »
Logged

Xalimur

  • Ensign
  • *
  • Posts: 9
    • View Profile

I don't understand this. Can you post a picture?
This one but after some more testing, its just me being idiot. The effect of the smod is still in the ship, its just has visual glitch of ships having no weapon on it despite it still attached.

[attachment deleted by admin]
Logged

vcuaoiwk

  • Ensign
  • *
  • Posts: 22
    • View Profile
Re: [0.95.1a] Progressive S-Mods (0.8.7) — gain XP for ships, spend it on S-mods
« Reply #132 on: September 20, 2022, 02:47:31 PM »

@this_is_a_username

Just wanted to give you an update on the previous issue of not seeing the AI use S-mods: I ended up doing another playthrough but changed several of the mods I was using and now I'm seeing AI ships with S-Mods. Basically there is a mod conflict somewhere but I'm not sure which mod it was. If I ever figured it out I'll let you know.

Logged

TimeDiver

  • Captain
  • ****
  • Posts: 417
    • View Profile
Re: [0.95.1a] Progressive S-Mods (0.8.7) — gain XP for ships, spend it on S-mods
« Reply #133 on: September 20, 2022, 02:52:34 PM »

@this_is_a_username

Just wanted to give you an update on the previous issue of not seeing the AI use S-mods: I ended up doing another playthrough but changed several of the mods I was using and now I'm seeing AI ships with S-Mods. Basically there is a mod conflict somewhere but I'm not sure which mod it was. If I ever figured it out I'll let you know.
Could it be because of Exotica Technologies? It implements an 'upgrades' system for ships, and could explain why AI ships in my latest playthrough have plenty of those upgrades, but not S-Mods.
Logged

JenkoRun

  • Lieutenant
  • **
  • Posts: 67
    • View Profile
Re: [0.95.1a] Progressive S-Mods (0.8.7) — gain XP for ships, spend it on S-mods
« Reply #134 on: September 20, 2022, 03:18:23 PM »

Safe to use with Realistic Combat? Since this mod relies on combat for XP tracking n all.
Logged
Pages: 1 ... 7 8 [9] 10 11 ... 25