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Author Topic: [0.97a] Progressive S-Mods (1.0.0) — gain XP for ships, spend it on S-mods  (Read 200593 times)

PieceOfGood

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Re: [0.96a] Progressive S-Mods (0.10.1) — gain XP for ships, spend it on S-mods
« Reply #240 on: November 05, 2023, 01:20:54 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?
In general, I solved this by disabling the mod in its settings file, embedding modifications in the ship modules, and turning it back on in the settings.

Overall, the built-in modifications actually have a huge impact on the ship's capabilities. It is for this reason that I was looking for an alternative to the vanilla mechanics, since “story points” do not seem like such a valuable resource, since they only have to be invested into a ship once. Especially closer to the endgame, when there is already a decent amount of these points, from which any new ship in the fleet instantly receives a significant advantage.

In this sense, your project introduces the need to spend time on additional pumping of the ship, somewhat lengthening its path from insignificance to maximum efficiency, but still, in the end game, you can get the opportunity to use all the slots at once in a couple or three battles, since by then enemy fleets are always large.

I would like to offer you a different concept based on the same experience.

Firstly, being able to integrate all modifications at once, like in vanilla, would be more preferable and logical, since the actual mechanics of the mod are not any significant difficulty anyway.
Secondly, the cost of embedding for “story points” should be initially exponential, so as not to seem like such a simple resource.
Thirdly, it would be logical if the experience gained by the ship was divided between the built-in modules, if any, and their initial effect was set equal to zero. So that during operation, the ship’s crew would learn to manage such upgrades, and the experience gained would gradually increase their effectiveness, but the more slowly the more experience accumulates (for example, when the built-in module reaches 50% of the experience, it would already have 75% of the effect of this module, but the remaining 25% of the effect would open more slowly the closer its experience scale is to 100%).

And the values of experience should be made very large. Now it looks too simple. And the problem of gaining experience by other ships of the fleet can be solved by transferring experience from one ship to another, with the obligatory loss of a certain amount, explaining this, for example, by rotating part of the trained personnel of the ship with the personnel of another, which does not participate in battles and, obviously, cannot gain experience.

Thus, the ship's experience acquisition fits more organically into the context, and built-in modifications become not just an option, but additional mechanics that require development.

On top of everything else, you can add a temporary increase in the effect of built-in modules for using experience points, which will continue to accumulate beyond the limit, and some other resources.

Also, because of the recognition of the scale of such an investment, the idea of being able to remove built-in modifications seems to cease to upset the balance.

In general, the very concept of embedding modifications is a very powerful thing and with your can unlock this potential.
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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 #241 on: November 05, 2023, 03:13:48 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?
In general, I solved this by disabling the mod in its settings file, embedding modifications in the ship modules, and turning it back on in the settings.

Check the menu more closely when you selected a modular ship. There's an extra option. You put yourself through far to much work to do something the mod already has support for.
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float

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Re: [0.96a] Progressive S-Mods (0.10.2) — gain XP for ships, spend it on S-mods
« Reply #242 on: November 05, 2023, 02:46:17 PM »

Thanks for the votes, everyone, they've been heard!

For the people asking to migrate the menu to the refit screen -- this isn't possible without reflection, which is finicky, brittle, and would require me to essentially scrap the entire mod and write it again from scratch. Probably not happening.
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OperaWolf

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Re: [0.96a] Progressive S-Mods (0.10.2) — gain XP for ships, spend it on S-mods
« Reply #243 on: November 06, 2023, 12:39:52 AM »

For the people asking to migrate the menu to the refit screen -- this isn't possible without reflection, which is finicky, brittle, and would require me to essentially scrap the entire mod and write it again from scratch. Probably not happening.

I figured it was easier to build a path option in a station menu than add a new UI function to the refit screen. Just repeating what I posted earlier, but honestly I like having to dock to do it. Adding an S-Mod seems like a pretty intensive operation, lore-wise.
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TheSAguy

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Re: [0.96a] Progressive S-Mods (0.10.2) — gain XP for ships, spend it on S-mods
« Reply #244 on: November 06, 2023, 08:47:55 AM »

Is there a way to get to the previous version of the mod?
Thanks,
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TimeDiver

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PhillipsFaust

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Re: [0.96a] Progressive S-Mods (0.10.2) — gain XP for ships, spend it on S-mods
« Reply #246 on: November 16, 2023, 08:49:22 AM »

Don't think I got enough S-Mods on my Mars Cruiser, I think I can fit 10 more before the hull is just mods. What you guys think?

(in all seriousness love the mod and the silliness that can be had with enough time, effort, and desire)
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Uther Phobos

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Re: [0.96a] Progressive S-Mods (0.10.2) — gain XP for ships, spend it on S-mods
« Reply #247 on: November 16, 2023, 12:34:44 PM »

Don't think I got enough S-Mods on my Mars Cruiser, I think I can fit 10 more before the hull is just mods. What you guys think?

(in all seriousness love the mod and the silliness that can be had with enough time, effort, and desire)

As long as there's Hullmods you don't have enough OP for, there's room for more S-Mods. Remember, you can always deploy 1 ship, no matter the DP.
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F2PVegan

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Re: [0.96a] Progressive S-Mods (0.10.2) — gain XP for ships, spend it on S-mods
« Reply #248 on: November 18, 2023, 04:26:48 PM »

Hey so I have a bug report, the mod doesn't allow me to s-mod in shield shunt. In addition, there's a modded hull mod called shunt distributor from unusually guillable hullmods which piggybacks on shield shunt and provides bonuses while shunted, and it doesn't allow me to s-mod that in either. So there's some really weird interactions happening with shield shunt, or potentially with just anu hullmod which removes a shield or interacts with that mechanic (Needs more testing.)

Edit: I did some more testing. For some reason shield shunt is flagged as being a non-build in mod, just like safety overrides. I went into the mod configs and toggled the setting that allows hullmods tagged as non build in, to be built in. So now it allows me to build in shield shunt (As well as SO, but I'll just have to ignore that)

As for the mod from unusually guillable mods, there appears to be some kind of conflict with your interface. I had to disable your mod, and I was able to build it in using the games default s-mod mechanic, then re-enable your mod and was able to keep it, but I was never able to s mod it in using your exp interface, not sure why. I'm happy to let you know about the problems, but I totally get if something like a mod conflict with another mod like this isn't at the top of your to fix list. Thanks for the great mod!
« Last Edit: November 18, 2023, 05:11:58 PM by F2PVegan »
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float

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Re: [0.96a] Progressive S-Mods (0.10.2) — gain XP for ships, spend it on S-mods
« Reply #249 on: November 21, 2023, 07:34:54 AM »

I can build in shield shunt just fine even with Unusually Guillible Hullmods, so it's probably a mod interaction issue (that is, some other mod is setting shield shunt unable to be built in). In fact every time you leave the refit screen, PSM unsets the no_build_in property of any hullmod that was not declared no_build_in when the game starts.

As for shunt distributor, it's because it's misusing getCanNotBeInstalledNowReason and canBeAddedOrRemovedNow. If you take a look at shunt distributor's canBeAddedOrRemovedNow, it returns false if the ship has shield shunt installed, but at the same time it can only be installed if shield shunt is installed. So, you see, this means that it should in theory *never* be able to be installed, since it's only applicable if shield shunt is installed (but also can't be installed right now if shield shunt is installed).
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Ranger Dimitri

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Re: [0.96a] Progressive S-Mods (0.10.2) — gain XP for ships, spend it on S-mods
« Reply #250 on: November 23, 2023, 03:41:15 AM »

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.
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Uther Phobos

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Re: [0.96a] Progressive S-Mods (0.10.2) — gain XP for ships, spend it on S-mods
« Reply #251 on: November 23, 2023, 05:09:17 AM »

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.
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Ranger Dimitri

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Re: [0.96a] Progressive S-Mods (0.10.2) — gain XP for ships, spend it on S-mods
« Reply #252 on: November 24, 2023, 03:22:59 AM »

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.
Ah, thanks for letting me know! I didn't realize you could do that!
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dor99alon

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Re: [0.96a] Progressive S-Mods (0.10.2) — gain XP for ships, spend it on S-mods
« Reply #253 on: December 05, 2023, 03:19:52 AM »

Hi,

Thank you very much for creating this mod.

Is there a way to make the mod "select ship" list "highlight" (maybe put a * before the name or something?) the ships that either:
1. Have enough XP to integrate existing hull mod into S-Mod?
2. Have enough XP (and if used SP as well) to buy another S-Mod slot?

I find it very tedious to go over the entire list of 30 ships I have after every battle just to see which one I can improve.

P.S.
I tried to change the "PSM_PickFleetMember.java" file locally to filter the list of "not experienced enough to improve" but I was unable to compile it into a new jar file.
I don't want to install a full-blown IDE just for that so if you know how I can compile the mod from the source code using javac or jar commands from windows command line it'll be awesome!

Have fun :)
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dor99alon

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Update:

After a lot of attempts I was able to compile only the missing file and using jar combine it with all the existing classes to get something working.

This code is horrible! but it gets the job done.
Now I only see in the list the ships that I can either turn installed mod into SMod or increase the SP limit if I don't have free SMod slot.
The ship list is also sorted by "most available XP".

If anyone else is interested in this horribly horrible! code than here is just the addition to the file:
Code
List<FleetMemberAPI> allShips =  Global.getSector().getPlayerFleet().getFleetData().getMembersListCopy();
List<FleetMemberAPI> filteredShips =  new ArrayList<FleetMemberAPI>();
for ( FleetMemberAPI fleetMember : allShips)
{
SModUtils.incrementSModLimit(fleetMember);
float currentXp = SModUtils.getXP(fleetMember.getId());
float augmentXpCost = SModUtils.getAugmentXPCost(fleetMember);
ShipVariantAPI fleetMemberVariant = fleetMember.getVariant();
int currentSMods = fleetMemberVariant.getSMods().size();
int maxSMods = SModUtils.getMaxSMods(fleetMember);
int remainingSMods = Math.max(0, maxSMods - currentSMods);
if ( remainingSMods == 0 )
{
continue;
}
int maxBuildInCost = 0;
for (String id : fleetMemberVariant.getNonBuiltInHullmods())
{
HullModSpecAPI hullMod = Global.getSettings().getHullModSpec(id);
if (!hullMod.isHidden() && !hullMod.isHiddenEverywhere())
{
int buildInCost = SModUtils.getBuildInCost(hullMod, fleetMemberVariant.getHullSize(), fleetMember.getUnmodifiedDeploymentPointsCost());
if ( maxBuildInCost < buildInCost )
{
maxBuildInCost = buildInCost;
}
}
}
if ( currentXp >= maxBuildInCost )
{
filteredShips.add(fleetMember);
}
}
List<FleetMemberAPI> sortedShips = new ArrayList<FleetMemberAPI>();
while ( filteredShips.size() > 0 )
{
float maxXp = 0;
FleetMemberAPI maxFleetMember = null;
for ( FleetMemberAPI fleetMember : filteredShips )
{
float currentXp = SModUtils.getXP(fleetMember.getId());
if ( currentXp > maxXp )
{
maxXp = currentXp;
maxFleetMember = fleetMember;
}
}
sortedShips.add(maxFleetMember);
filteredShips.remove(maxFleetMember);
}
dialog.showFleetMemberPickerDialog("Select a ship", "Ok", "Cancel", 3, 7, 58f, true, false, sortedShips,
            new FleetMemberPickerListener() {
Note that I use the "sortedShips" array instead of the original "selectFrom".
« Last Edit: December 06, 2023, 03:48:36 AM by dor99alon »
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