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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Progressive S-Mods (1.0.2) — gain XP for ships, spend it on S-mods  (Read 242499 times)

Corwin

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both the hull forge that makes it get +3 when you obtain it, and the domain refurb station too i believe all increase cost when they shouldn't at the moment
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float

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Ok, upon further thought here’s two options:

1. Make the DP penalty apply to all extra s-mods, regardless of source. This would affect both player and NPC fleets.

2. Make the DP penalty apply only to extra s-mods explicitly added in the build-in interface of this mod. This would also remove the penalty from NPC fleets.

For the sake of consistency, I don’t want separate behavior for player and NPC fleets. Let me know if you have any strong feelings in either direction.
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Corwin

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Hi Float,
I personally would prefer option 2,
Comparing these two scenarios:
No mod:
You use hull forge and leadership tree to make a 6 S mod ship, and spend some story points getting up to that many.
With mod:
You use hull forge and leadership tree to make a 6 s mod ship, don't spend any story points, but your ship then costs 30% more (I think?) DP.

I'd definitely prefer spending the story points to having the ship unexpectedly cost more DP and it not even be clear what was causing the increase
(it took me a while to figure out, since you have a warning pop up when you spend story points to increase hullmod cap, but if you never increased hullmod cap with that feature and your ship costs more anyway it can be pretty confusing)
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Jimminy Crimbles

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i agree with corwin, option 2 seems best.
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johncrow1988

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Is there a way you can make the menu in the refit screen? so that way we don't half to go in and out of the refit menu.
Was asking cause i saw the mod exotic tech do that
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Hasp

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Agreeing with the lads above, the 2nd option seems like the better of the two.
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Phenir

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I'd prefer the 2nd option, mostly because it doesn't nerf npc fleets that happen to have many smods, like later SWP bounties.
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Uther Phobos

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Ok, upon further thought here’s two options:

1. Make the DP penalty apply to all extra s-mods, regardless of source. This would affect both player and NPC fleets.

2. Make the DP penalty apply only to extra s-mods explicitly added in the build-in interface of this mod. This would also remove the penalty from NPC fleets.

For the sake of consistency, I don’t want separate behavior for player and NPC fleets. Let me know if you have any strong feelings in either direction.

Definitely the latter. Other sources may already have drawbacks to balance them out or are limited availability. There's simply no way you could account for all those circumstances.
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Stopple

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Interesting mod but ultimately not worth it imo

Don't take this as an attack, I want this to be cool.  Here's my issue so far

The UI to add/remove is clunky.  I don't know which ships qualify when choosing my ship, I can only check one ship at a time, the ship selector popup is not showing any relevant qualifying info on hover.. I have to dig through layers of text to check everything.  It's costing me a lot of clicks in a secondary menu to get the job done.

Also, I often enjoy pimping out a larger cargo ship with built in insulated engines or other mods.  Not really going to happen here as my cargo vessels never see combat.  That's a pretty big hit, unless I am missing something.

Also would have been nice to remove the mod without crashing the save.  I'm now being held hostage in one of my runs.  :o

Anyway, if you could somehow move the UI to the ship loadout screen, maybe give alerts when a specific ship qualifies for an S-Mod they have installed.. dunno.  Could be improved bigly.
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hidefreek

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Doesn't Shield Shunt build-in?
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Jimminy Crimbles

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Also, I often enjoy pimping out a larger cargo ship with built in insulated engines or other mods.  Not really going to happen here as my cargo vessels never see combat.  That's a pretty big hit, unless I am missing something.

all civilian ships and ships without weapons get XP regardless of whether or not they see combat. if you have a ship that's not intended to get in fights, or you want to save up for a specific s-mod before you let it loose, just get rid of its weapons.
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PieceOfGood

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Hello!
I use the "Scalartech Solutions" mod(https://fractalsoftworks.com/forum/index.php?topic=18845.0). The largest ship has a modular structure and each module can also have modifications, including built-in ones.
Your mod prohibits embedding modifications without experience, but ship modules do not accumulate it. Thus, ship customization is noticeably reduced.

Could you do something about this?
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Phenir

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Re: [0.96a] Progressive S-Mods (0.10.1) — gain XP for ships, spend it on S-mods
« Reply #237 on: November 01, 2023, 06:32:28 AM »

Hello!
I use the "Scalartech Solutions" mod(https://fractalsoftworks.com/forum/index.php?topic=18845.0). The largest ship has a modular structure and each module can also have modifications, including built-in ones.
Your mod prohibits embedding modifications without experience, but ship modules do not accumulate it. Thus, ship customization is noticeably reduced.

Could you do something about this?
Ship modules use the xp of the main ship. When you pick a modular ship, you get a new option to pick one of the modules of the ship.
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Uther Phobos

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Re: [0.96a] Progressive S-Mods (0.10.1) — gain XP for ships, spend it on S-mods
« Reply #238 on: November 02, 2023, 08:04:27 PM »

Also, I often enjoy pimping out a larger cargo ship with built in insulated engines or other mods.  Not really going to happen here as my cargo vessels never see combat.  That's a pretty big hit, unless I am missing something.

all civilian ships and ships without weapons get XP regardless of whether or not they see combat. if you have a ship that's not intended to get in fights, or you want to save up for a specific s-mod before you let it loose, just get rid of its weapons.

All ships get XP. Weaponless and Civ get double.

Civ vessels typically have way cheaper build-in cost, though. Combat ships aren't likely to get much out of it if they aren't actively participating.
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OperaWolf

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Re: [0.96a] Progressive S-Mods (0.10.1) — gain XP for ships, spend it on S-mods
« Reply #239 on: November 03, 2023, 12:44:43 AM »

Quote from: float
Ok, upon further thought here’s two options:

1. Make the DP penalty apply to all extra s-mods, regardless of source. This would affect both player and NPC fleets.

2. Make the DP penalty apply only to extra s-mods explicitly added in the build-in interface of this mod. This would also remove the penalty from NPC fleets.

For the sake of consistency, I don’t want separate behavior for player and NPC fleets. Let me know if you have any strong feelings in either direction.

My vote is for option 2. I like the penalty for going "over the limit" within the mod's structure (i.e., buying S-Mods with xp), but reserving the special nature of extra S-Mods gained via other means. I feel those are edge cases and should retain their rewarding nature without being penalized.

Quote from: Stopple
The UI to add/remove is clunky.  I don't know which ships qualify when choosing my ship, I can only check one ship at a time, the ship selector popup is not showing any relevant qualifying info on hover.. I have to dig through layers of text to check everything.  It's costing me a lot of clicks in a secondary menu to get the job done.

It is clunky. Wishlist would be the mini fleet screen it already does with a hover tooltip for each ship displaying current xp, then each mod on the ship with xp cost to upgrade, with color coding (red or grey text for can't build in, green if you can, for example). How reasonable any of that is, I have no idea. It's just a wish list.

Quote from: Stopple
Also, I often enjoy pimping out a larger cargo ship with built in insulated engines or other mods.  Not really going to happen here as my cargo vessels never see combat.  That's a pretty big hit, unless I am missing something.

Mentioned before, but for completeness, civilian/unarmed ships get xp. I wind up with some seriously tricked out logistics vessels in my playthroughs using this mod.

Quote from: Stopple
Also would have been nice to remove the mod without crashing the save.  I'm now being held hostage in one of my runs.  :o

You can leave it in and not use it without much fuss. If I recall you can still use story points to build in mods on the refit screen like normal. Might be wrong there, though; haven't checked and I'm not near my computer.

Quote from: Stopple
Anyway, if you could somehow move the UI to the ship loadout screen, maybe give alerts when a specific ship qualifies for an S-Mod they have installed.. dunno.  Could be improved bigly.

Alerts would be convenient. Starship Legends adds alerts to the "Important" tab of the Intel screen when a ship can swap reputation traits. It's pretty nice. Having the same with getting enough to build in an S-Mod would be nice, though you'd likely get alert spam if you swapped the mods on a ship with enough xp on it.

Adding it to the refit screen would be neutral for me. I like it fine as an additional section on stations instead of being able to do it anywhere, any time.
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