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Author Topic: [0.9.51a-RC6] Aardwolf & Zenith: ARRUS Hullmods 0.5  (Read 4748 times)

ctuncks

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[0.9.51a-RC6] Aardwolf & Zenith: ARRUS Hullmods 0.5
« on: January 28, 2023, 04:51:08 PM »




Has a soft dependency with Sundog's Starship Legends some of the contained hullmods optionally require ships to reach certain reputation levels before they can be installed. It will still work without it however.

There are currently no known compatibility issues with other mods. This mod will now be incompatible with any-other mods that alter Converted Hangar or Converted Cargo Bay

This is the first mod I'm releasing publicly as such I would like to state the following:
* I am both fairly new to Java and to releasing something publicly as such despite my best efforts their may be errors/missing content I am not aware of, I would appreciate it if anyone who notices these could point them out.
* I am aware that my sense of balance maybe somewhat questionable, but this mod was designed to be used alongside of many other mods, where I always feel that there's never enough OP, Flux and Logistics slots. If you like the concept, but not my execution please feel free to edit to your own tastes.


Short Summary
A modest collection of additional hullmods to help customise the way you like to play. Most of the included hullmods are based off augmenting or offsetting a variety of vanilla hullmods. As such most of them have dependencies on vanilla hullmods and/or each other.
*None of the hullmods are able to be built in.

Expanded Summary
The hullmods are currently split up into 5 categories which are:

Augmentations: 5 Hullmods that all improve a ships Flux Capacity and Dissipation by a multiplicative %, adds extra OP and extra logistical slots. This come at the cost of 40% extra supplies per month (cumulative). With all 5 mods the supplies per month will be increased by roughly 437% extra, cargo space is also increased to roughly 3 months worth of the extra supplies required. After the first rank, each additional rank will require it's predecessor as well as reputation ranks from Starship Legends.
*This is now optional, reputation ranks will be required if Starship Legends is installed, but are not required if it isn't.

Reversions: These hullmods revert the effects of several hullmods with negative secondary effects and refund roughly 95% of the OP that the countered hullmod cost. Excepting 1 hullmod they all require the hullmod they are countering to be installed and are incompatible with relevant rectification hullmods.
* These are intended to counter built in hullmods when you don't like the effects (or want to stretch the OP budget a little)

Rectifications: These hullmods either remove or downgrade the negative effects of several hullmods. They all require specific hullmods to be installed and are incompatible with relevant reversion hullmods.

Upgrades: At the moment these hullmods add extra and increasingly degrading versions of Flux Coil Adjunct and Flux Distributor. After the 1st rank of each they require both their preceding upgrade and an appropriate Augmentation hullmod.
* I initially wanted to add extra capacitors and vents to the Augmentations, but don't have the requisite knowledge to pull it off at the moment. 

Stopgaps: All stopgaps counter a specific D-Mod, costing 0 OP, but requiring 16% Extra crew and 22% extra supplies per month. The bonus to recovery cost is also returned to normal. This does not repair the D-Mod, only reverts it's effect as long as the stopgap is installed.



This CAN be added to ongoing games - and it will break saves if removed.
Seems to require an in game month to roll over for hullmods to show up in markets and potentially NPC fleets.



Hullmods:
Augmentations:
Standard Upgrade Package: Adds 40/80/120/200 OP, Increases Flux Capacity and Dissipation by 10% (Cumulative) and increases logistical slots by 3. Costs 40% extra supplies per month and adds 3 times that value to Cargo Capacity.
Notable Upgrade Package: Adds 35/70/105/175 OP, Increases Flux Capacity and Dissipation by 8% (Cumulative) and increases logistical slots by 2. Costs 40% extra supplies per month and adds 3 times that value to Cargo Capacity. Requires Standard Upgrade Package and at least a Notable Reputation from Starship Legends.
Superior Upgrade Package: Adds 30/60/90/150 OP, Increases Flux Capacity and Dissipation by 6% (Cumulative) and increases logistical slots by 1. Costs 40% extra supplies per month and adds 3 times that value to Cargo Capacity. Requires Notable Upgrade Package and at least a Well-Known Reputation from Starship Legends.
Exceptional Upgrade Package: Adds 25/50/75/125 OP, Increases Flux Capacity and Dissipation by 4% (Cumulative) and increases logistical slots by 1. Costs 40% extra supplies per month and adds 3 times that value to Cargo Capacity. Requires Superior Upgrade Package and at least a Famous Reputation from Starship Legends.
Penultimate Upgrade Package: Adds 20/40/60/100 OP, Increases Flux Capacity and Dissipation by 2% (Cumulative) and increases logistical slots by 1. Costs 40% extra supplies per month and adds 3 times that value to Cargo Capacity. Requires Exceptional Upgrade Package and a Legendary Reputation from Starship Legends.


*The hullmods here have increasing rarity and price, Penultimate Upgrade Package is designed at the moment to not be purchasable, only found/looted.

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Reversions:
Generalised Optics: Reverts Advanced Optics. Requires Advanced Optics, incompatible with Augmented Optics.
Stripped Mounts: Reverts Armored Weapon Mounts. Requires Armored Weapon Mounts, incompatible with Superalloy Mounts.
Divested Armour: Reverts Heavy Armor. Requires Heavy Armor, incompatible with Superalloy Plates.
Coalescence Toggle: Reverts High Scatter Amplifier. Requires High Scatter Amplifier, incompatible with Optimised Lenses.
Limited PD Integration: Acts as a stripped down version of Integrated Point Defense AI provides the same benefits as the normal version except for the small weapon PD conversion. Incompatible with Integrated Point Defense AI. Now Directly reverts the PD conversion of small weapons. Requires Integrated Point Defense AI.
*While Integrated Point Defense AI is mostly beneficial (especially in vanilla) the small weapon conversion can cause some targeting issues in some ship layouts. I couldn't undo the conversion with my current knowledge which is why this one is the odd one out in this category. As such this one has to be bought/found unlike the rest.
Enabled Safeties: Reverts Safety Overrides. Requires Safety Overrides.
Disabled Injector: Reverts Unstable Injector. Requires Unstable Injector, incompatible with Stabilised Injector.

*I know not all of these exist as permanent built in hullmods in vanilla, but including them for future proofing/mods. All of these Hullmods bar Limited PD Integration should be available by default.
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Rectifications:
Augmented Optics: Removes the turn rate penalty of Advanced Optics. Requires Advanced Optics, incompatible with Generalised Optics.
Superalloy Mounts: Removes the turn rate penalty of Armored Weapon Mounts. Requires Armored Weapon Mounts, incompatible with Stripped Mounts.
Superalloy Plates: Removes the turn maneuverability penalty of Heavy Armor. Requires Heavy Armor, incompatible with Divested Plates.
Optimised Lenses: Increases the range of beam weapons by 100/200/300/400 depending on hull size. Now increases the range threshold of High Scatter Amplifier to 700/800/900/1000 depending on Hullsize. Requires High Scatter Amplifier, incompatible with Coalescence Toggle.
*Wanted to initially change the range threshold, but currently beyond my abilities. The extra range is bonus range, not base.
Standardised Emitter: Upgrades Makeshift Shield Generator to have an extra 130/110/90/70 radius depending on hull size, improves Shield Flux/Dam to 0.8, reduces upkeep by 20% and restores engine speed to 100%. Requires Makeshift Shield Generator.
*Initially changed the shield colour to green, but had the issue that it crashed the game when Makeshift Shield Generator was removed before Standardised Emitter, Strip ship option didn't have this issue.
Stabilised Injector: Reverts the weapon range & fighter replacement penalty of Unstable Injector. Requires Unstable Injector, incompatible with Disabled Injector.
Refurbished Hangers: Removes the Speed and Damage Penalties from Converted Hanger or Converted Cargo Bay also removes the OP penalty from Converted Hanger. Require either hullmod to install.
*Had to rewrite the scripting for Converted Hanger and Converted Cargo Bay to get these to work, potential for mod conflict if anything else edits these.
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Upgrades:
Flux Coil Adjunct Beta: Increases Flux Capacity by 540/1080/1620/2700.
Flux Coil Adjunct Gamma: Increases Flux Capacity by 480/960/1440/2400. Requires both Flux Coil Adjunct Beta and Standard Upgrade Package.
Flux Coil Adjunct Delta: Increases Flux Capacity by 420/840/1260/2100. Requires both Flux Coil Adjunct Gamma and Notable Upgrade Package.
Flux Coil Adjunct Epsilon: Increases Flux Capacity by 360/720/1080/1800. Requires both Flux Coil Adjunct Delta and Superior Upgrade Package.
Flux Coil Adjunct Zeta: Increases Flux Capacity by 300/600/900/1500. Requires both Flux Coil Adjunct Epsilon and Exceptional Upgrade Package.
Flux Coil Adjunct Eta: Increases Flux Capacity by 240/480/720/1200. Requires both Flux Coil Adjunct Zeta and Penultimate Upgrade Package.
*Opted to not have Flux Coil Adjunct Beta require the standard Flux Coil Adjunct in the off chance that it's incompatible with other proprietary hullmods, I'd still recommend getting it first though as it's cost to benefit ratio is better than all the above.

Flux Distributor Beta: Increases Flux Dissipation by 27/54/81/135.
Flux Distributor Gamma: Increases Flux Dissipation by 24/48/72/120. Requires both Flux Distributor Beta and Standard Upgrade Package.
Flux Distributor Delta: Increases Flux Dissipation by 21/42/63/105. Requires both Flux Distributor Gamma and Notable Upgrade Package.
Flux Distributor Epsilon: Increases Flux Dissipation by 18/36/54/90. Requires both Flux Distributor Delta and Superior Upgrade Package.
Flux Distributor Zeta: Increases Flux Dissipation by 15/30/45/75. Requires both Flux Distributor Epsilon and Exceptional Upgrade Package.
Flux Distributor Eta: Increases Flux Dissipation by 12/24/36/60. Requires both Flux Distributor Zeta and Penultimate Upgrade Package.
*As with the Flux Coil Adjuncts does not require normal Flux Distributor for the same reasons.

Parallel Maintenance Systems A to E: Reduces the amount of extra supplies required by the upgrade packages. As a trade off increases the number of required crew, crew casualties and CR degradation post peak performance time. Each level requires a corresponding upgrade package.
*Across all 5 hulmods, supply cost reduced to 1.25 X amount per month, 2 X Crew, 2.7 X Crew Casualties, 1.5 X CR Degradation. These are approximate values due to the nature of cumulative multiplication. 
Weapon Upgrades:
Decoherence Inhibitor: Increases the base range of energy weapons by 200 up to a threshold of 700/800/900/1000 depending on hullsize.
Ballistic Regulator: Increases the base range of ballistic weapons by 200 (300 for capitals) up to a threshold of 700/800/900/1000 depending on hullsize, weapons with greater range have their base range reduced by 200/300/400/600 down to the previous threshold, once again based on hullsize.
Missile L.A.M: The Missile Launch Assistance Module increases the range (not base range) of missiles by 800/900/1100/1300 up to 2000/2100/2300/2500 depending on hullsize.
* Most of these were made to help make disparate ranged weapons from various mods work better together.

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Stopgaps:

It's not really necessary to individually list all of the Stopgap Hullmods, they all look similar to the ones above and function in the same way. For the cost of 16% extra crew and 22% extra supplies per month the effects of a D-Mod are reverted, including the Recovery Cost bonus.
There are 18 Stopgap Hullmods in total, covering all but 2 of the D-Mods.

Increased Maintenance is excluded since it basically has the same type of costs the Stopgaps already have albeit higher.
Ill-Advised Modifications is also excluded, but this was just personal choice.

All stopgaps should be available by default.

*At current there is a minor issue with Stopgaps not automatically removing themselves if the D-Mod is fixed up (Removed), the Stopgaps need to be manually removed.
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Additional Information:
Change Log
0.1 Initial Release
0.1.1 Added an alternative data folder that removes Starship Legends requirement, probably not save compatible. You'll need to delete the normal data folder and copy the one out of the data_no_starship_legends folder into the main mod folder
0.1.2 Modified files to automatically check whether a user is using Starship Legends or not, if they are not it no longer requires reputation ranks from it and just requires the preceding hullmod, costs of said hullmods also reverted.
0.2 Added 5 "Parallel Maintenance Systems" Upgrade Hullmods that reduce supply cost per month of upgrade packages in exchange for extra crew, extra crew casualties and faster CR degradation post peak performance time. Also added the Refurbished Hangers Hullmod that undoes the negative effects of Converted Hanger and Converted Cargo Bay.
0.4 Swapped over to using a JAR file for scripts and not relying on the inbuilt compiler anymore. Also got Limited PD Integration to work how I wanted it to, it now removes the point defense weapon conversion rather then just being an alternate choice. Also altered the range threshold of High Scatter Amplifier via Optimised Lenses to 700/800/900/1000 depending on hullsize.
0.5 Added 3 New Hullmods; Decoherence Inhibitor (increases base range of energy weapons up to a threshold), Ballistic Regulator (increases and decreases base range of ballistic weapons to a threshold) & Missile L.A.M increases missile range up to a threshold.
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Future Plans
*Greater Modded faction integration (Just extra faction files)
*Try to alter Limited PD Integration & Optimised Lenses to work how I'd like them to (requires more coding knowledge/experience) Resolved.
*Possibility of Ship variants using Augmentation Hullmods (Haven't seen AI auto fit any of these yet)
*Possibility for a bonus range mod for energy and missile systems with a threshold cutoff. (There are some issues with the way AI prioritise encounter range based off of what damage types they are using)Completed.
* A pair of PD conversion hullmods, one's functionality can't really be realised properly until next vanilla update.
* Cosmetic dynamic factional shields (colour changes as flux builds up), may release as a standalone mod as well as integrated into this.
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Attribution / Acknowledgement
Alex and the rest of the Fractal Softworks team, for this game and answering a bunch of my questions.
LazyWizard's Console Commands for making testing so much less arduous.
Sundog Especially for Starship Legends which both inspired having tiers of hullmods and also combines with this.
ShadowDragon8685 for their Advanced Hullmods back in 0.9.1a which was another big inspiration for undoing/negating negative aspects of hullmods.
Discord Folk Who have answered a few critical questions to help bridge my knowledge gaps. - Thank you.
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« Last Edit: March 25, 2023, 04:57:17 AM by ctuncks »
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ctuncks

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Re: Aardwolf & Zenith: ARRUS Hullmods
« Reply #1 on: January 28, 2023, 04:51:26 PM »

*Reserved.
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IGdood

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Re: Aardwolf & Zenith: ARRUS Hullmods
« Reply #2 on: January 28, 2023, 08:45:04 PM »

Nicely done, makes the ships' growth more organic albeit at the cost of extra supplies.

Any chance of making hullmods that actually decrease upkeep of supplies in the future? 
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Fordo

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Re: Aardwolf & Zenith: ARRUS Hullmods
« Reply #3 on: January 28, 2023, 09:03:16 PM »

Dig the concept. Have you considered a hullmod that rectifies the penalties from converted hanger?

Anyways, here's my troubleshooting.
Installed this mod today, it's the only modlist change between today (where I'm having issues) and yesterday (where everything was fine). Added to an on-going campaign. I don't have any smoking gun pointing to it but y'know, occam's razor.

Fatal.Null Crash #1: I go to visit a lead on an equipment cache I got from the storyteller, loot the cache. It contains two ARRUS Hullmod blueprint-thingies, among other things. Right next to the equipment cache is a Hegemony Deserter bounty fleet, which I go to fight. Game crashes shortly into the battle not long after enemy ships are on screen and the shooting starts. When I restarted the game and went through the same sequence of events, I was able to complete the battle just fine. Odd. Did typical campaign stuff, modifying ships, and simulator battles. Simulator battles worked fine. I don't get into any more actual battles until the next crash(es). I never got around to installing any of the new hullmods despite unlocking two of them.

Fatal.Null Crash#2 and 3 and so on:
I go to destroy a Pirate Base. Engage a small armada of Pirate ships and the station itself. Not long after enemy ships are on screen and the shooting starts, fatal.null crash. Reboot the game, same exact sequence of events, game crashes about the same time.
While writing this up, I tried just fighting the pirate fleet (not the station) and deployed only my destroyer flagship, completed the battle with no problems. Go on to battle the station and a small group of ships, and deploy seven or eight ships of my own? Game crashes before anything has a chance to explode. I thought maybe it could be ARRUS hullmods on the enemy ships but when I examined their fleet on the pre-battle screen I didn't see anything out of the ordinary. Now I've been spawning enemy fleets and doing battles with different ships deployed and I can't seem to figure out what will consistentlycause it to crash, but it always does after a few, and the error is always the same.

Modlist/console commands bugreport dump:
Spoiler
System info:
---------------
Game version: Starsector 0.95.1a-RC6
Game resolution: 1920x1080 (60hz, 32bpp, fullscreen)
Java version: Java(TM) SE Runtime Environment 1.8.0_271-b09 (Java HotSpot(TM) 64-Bit Server VM)
Platform: Windows (64-bit)
JVM RAM: 411.84 MB / 3,758.00 (3,346.16 MB free, 3,758.00 MB allocatable)
System RAM: 6,559.53 MB remaining, 16,229.72 MB total
Launch args: -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms4096m -Xmx4096m -Xss2048k -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=.

 Graphics card info:
---------------------
GPU Model: NVIDIA GeForce GTX 970
Vendor: NVIDIA Corporation
Driver version: 4.6.0 NVIDIA 528.24
Free VRAM: 735.13 MB
Dedicated VRAM: 4,096.00 MB
Maximum VRAM:   4,096.00 MB

 Active mod list:
------------------
Regular mods (40):
 -  Phillip Andrada: Gas Station Manager 1.9 by WMGreywind
 -  Slightly Better Tech-Mining 2022-09-30 by Yunru
 - Aardwolf & Zenith: ARRUS Hullmods 0.1 by ctuncks
 - Amazigh's Ship Foundry 0.8.1 by Amazigh
 - Angry Periphery 1.5 by Great Wound
 - Apex Design Collective 1.1.0b by theDragn
 - Arsenal Expansion 1.5.5 by Inventor Raccoon
 - BigBeans Ship Compilation 0.1.97.6 by BigBeans
 - BigBeans Ship Compilation - IP ship Submod 0.1d by BigBeans
 - Bricky Construction 1.3.0 by Lortus
 - Captain's Log 0.1.6 by stormbringer951
 - Commissioned Crews 1.999999ggg by Techpriest
 - Dassault-Mikoyan Engineering 1.6a by Harmful Mechanic
 - Deluxe Player Flags 1.01a by Harmful Mechanic
 - ED Shipyards 2.5.6 by Ed, Nick XR
 - Exotica Technologies 1.2.16 by President Matt Damon
 - Fluff Ship Pack 0.2.3-1 by MrFluff
 - FuzzyPack 1.5.2 by SirFuzzWuzz
 - Hazard Mining Incorporated 0.3.5f by King Alfonzo
 - High Tech Expansion 1.4.10 by theDragn
 - Industrial.Evolution 3.1.f by SirHartley
 - Iron Shell 1.181 by Techpriest & Selkie
 - Jackundor's Advanced Arms 0.4.0 by Jackundor
 - Mayasuran Navy 8.3.8 RC3 by Knight Chase
 - Nes's ship and weapon 1.9d by Nes
 - Neutrino Detector Mk.II 1.3.0 by Wisp
 - Nexerelin 0.10.6b by Histidine (original by Zaphide)
 - Objects Analysis 002 by Harpuea
 - RotcesRats 0.22 by Amazigh
 - Seeker - Unidentified Contact 0.51 by Tartiflette
 - Ship/Weapon Pack 1.13.0 by DarkRevenant
 - Space Truckin' 0.9.1 by Capt Dash
 - Starship Legends 2.2.1 by Sundog
 - Support Ships Pack 0.6.0 by ForestFighters
 - Tahlan Shipworks 0.8.666a by Nia Tahl
 - The Star Federation 0.98-RC6 - Bugfixes and Beams by Sleepyfish
 - United Aurora Federation 0.7.2g1dc by Created by CY / Milkydromeda, Co-developed by Vermillion, Assisted by Yimie, Naggy, Nova Sunshine and Tim & Selkie N Co'!
 - Unknown Skies 0.43 by Tartiflette
 - Vayra's Ship Pack 1.2.3 by Vayra
 - WhichMod 1.2.1 by theDragn
Utility mods (12):
 - AdvancedGunneryControl 1.7.1 by DesperatePeter
 - Autosave 1.2 by LazyWizard
 - Combat Chatter 1.12 by Histidine
 - Console Commands 2021.12.25 by LazyWizard
 - Detailed Combat Results 5.3.0 by Nick XR
 - Everybody loves KoC 1.03.40b by Vikta
 - Fleet Action History 1.0.8 by briansd9
 - LazyLib 2.7b by LazyWizard
 - Leading Pip 1.9.1 by DarkRevenant
 - MagicLib 0.45.2 by Modding Community: Dark.Revenant, LazyWizard, Nicke, Originem, Rubi, Schaf-Unschaf, Snrasha, Tartiflette, Wisp, Wyvern...
 - SpeedUp 0.7.2 by DarkRevenant
 - zz GraphicsLib 1.6.1 by DarkRevenant
[close]

Below is an excerpt from the starsector.log from my latest fight with the pirates. The error itself is identical each time:
Spoiler
203965 [Thread-3] INFO  fleethistory.BattleLogger  - Battle logger initialized
203965 [Thread-3] INFO  data.scripts.plugins.fed_shipDeath  - Star Federation fed_shipDeath: init successful
209554 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship IAS Crécerelle, isEnemy 0
209554 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Pulaski, isEnemy 0
209554 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS McLeod, isEnemy 0
209554 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Jarvee, isEnemy 0
209555 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Pickaroon, isEnemy 0
209555 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship IAS Manchester Wack, isEnemy 0
209556 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Nantosvelta, isEnemy 0
221528 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.movement.maneuvers.AttackRunManeuver.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.movement.maneuvers.int$o.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.movement.maneuvers.int.super(Unknown Source)
   at com.fs.starfarer.combat.ai.FighterAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(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)
[close]
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ctuncks

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Re: Aardwolf & Zenith: ARRUS Hullmods
« Reply #4 on: January 28, 2023, 09:55:46 PM »

Nicely done, makes the ships' growth more organic albeit at the cost of extra supplies.

Any chance of making hullmods that actually decrease upkeep of supplies in the future?

While I'm not strictly opposed to the idea I decided to use the extra supplies per month to levy an expense on what are now arguably super ships. Ideally I would rather have a 1 time high fee such as with Exotica Technologies (paying for special hullmods) or a direct credits per month, I currently lack the capacity to pull either off. As such I settled for extra supplies per month since they're roughly about 100 credits each.

For example take a Lasher it normally costs 4 supplies per month, this means.
Vanilla: 4 Supplies -> 400 Credits
Standard: 5.6 Supplies -> 560 Credits
Notable: 7.84 Supplies -> 784 Credits
Superior: 10.97 Supplies -> 1097 Credits
Exceptional: 15.36 Supplies -> 1536 Credits
Penultimate: 21.51 Supplies -> 2151 Credits

The diminishing returns of the upgrades and exponential costs in this case are deliberate, it introduces a cost/benefit choice rather then just having relatively cheap extra power. You need to be able to acquire supplies consistently to help run these upgrades, whether it's through trading, raiding, scavenging, salvaging or what other viable method you may have at your disposal. This is in part why I also had those hullmods increase the cargo capacity by about 3 times the extra amount of supplies used, so you'd have space in each altered ship to carry 3 months worth of the extra supplies you'd be spending.
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ctuncks

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Re: Aardwolf & Zenith: ARRUS Hullmods
« Reply #5 on: January 28, 2023, 10:04:40 PM »

Dig the concept. Have you considered a hullmod that rectifies the penalties from converted hanger?

I had actually considered that, might add it to my list of future plans. As to the crashes I'll try to see if I can replicate them, I admittedly did most of my testing in the simulator.
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SteelSirokos

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Re: Aardwolf & Zenith: ARRUS Hullmods
« Reply #6 on: January 28, 2023, 10:06:29 PM »

Very cool mod, I look forward to playing with it!

However, I would highly recommend nullifying the Starship Legends level checks if the player doesn't have it installed, as you are currently artificially isolating the part of your audience that doesn't play with Starship Legends.
Maybe you could replace it with some other requirement instead?

ctuncks

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Re: Aardwolf & Zenith: ARRUS Hullmods
« Reply #7 on: January 28, 2023, 11:56:18 PM »

Very cool mod, I look forward to playing with it!

However, I would highly recommend nullifying the Starship Legends level checks if the player doesn't have it installed, as you are currently artificially isolating the part of your audience that doesn't play with Starship Legends.
Maybe you could replace it with some other requirement instead?

I'm not able to add a different requirement atm, however I did just update the version with an alternate data folder you can use instead which removes the starship legends requirement. It does how ever increase the purchase price of Notable, Superior and Exceptional upgrade packages by 5 fold.
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SteelSirokos

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Re: Aardwolf & Zenith: ARRUS Hullmods
« Reply #8 on: January 29, 2023, 12:05:27 AM »

Very cool mod, I look forward to playing with it!

However, I would highly recommend nullifying the Starship Legends level checks if the player doesn't have it installed, as you are currently artificially isolating the part of your audience that doesn't play with Starship Legends.
Maybe you could replace it with some other requirement instead?

I'm not able to add a different requirement atm, however I did just update the version with an alternate data folder you can use instead which removes the starship legends requirement. It does how ever increase the purchase price of Notable, Superior and Exceptional upgrade packages by 5 fold.

Should you want to, you can perform a very simple check to see if the player has Starship Legends installed via
Code
boolean hasStarshipLegends = Global.getSettings().getModManager().isModEnabled("sun_starship_legends");
From there, you can use that boolean in if/else checks to determine what the player's requirements should be.

ctuncks

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Re: Aardwolf & Zenith: ARRUS Hullmods
« Reply #9 on: January 29, 2023, 04:27:59 PM »

Should you want to, you can perform a very simple check to see if the player has Starship Legends installed via
Code
boolean hasStarshipLegends = Global.getSettings().getModManager().isModEnabled("sun_starship_legends");
From there, you can use that boolean in if/else checks to determine what the player's requirements should be.

Thank you for the suggestion, I should be able to implement that without too much trouble.
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Sundog

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Re: Aardwolf & Zenith: ARRUS Hullmods 0.1.2
« Reply #10 on: January 30, 2023, 07:18:53 AM »

Hey, thanks for integrating starship legends this way! That's a cool feature  ;D
(And, yeah, it's definitely better for all content to be accessible without other mods, so I'm glad there's a solution!)

ctuncks

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Re: Aardwolf & Zenith: ARRUS Hullmods 0.1.2
« Reply #11 on: January 31, 2023, 03:47:56 AM »

Hey, thanks for integrating starship legends this way! That's a cool feature  ;D
(And, yeah, it's definitely better for all content to be accessible without other mods, so I'm glad there's a solution!)

No worries, the change is implemented now. Still personally prefer it tied to your reputation levels, for me personally feels like the ship has earned it more, but each to their own.
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Artay

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Re: Aardwolf & Zenith: ARRUS Hullmods 0.1.2
« Reply #12 on: February 01, 2023, 04:28:57 AM »

I know this mod doesn't exactly scream 'balance', but wouldn't it make more sense for Augmentation mods to have reversed progression? With Standard giving what Penultimate gives and Penultimate what Standard gives right now?
 
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Fordo

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Re: Aardwolf & Zenith: ARRUS Hullmods 0.1.2
« Reply #13 on: February 01, 2023, 01:17:39 PM »

I know this mod doesn't exactly scream 'balance', but wouldn't it make more sense for Augmentation mods to have reversed progression? With Standard giving what Penultimate gives and Penultimate what Standard gives right now?
I think the diminishing returns scheme that ctuncks is going for makes the most sense. If you really want that extra bit of power, you're going to have to pay for it. There's similar systems in Starsector already, like salvage gantries being less and less useful the more of them you have.
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ctuncks

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Re: Aardwolf & Zenith: ARRUS Hullmods 0.1.2
« Reply #14 on: February 01, 2023, 07:39:00 PM »

I know this mod doesn't exactly scream 'balance', but wouldn't it make more sense for Augmentation mods to have reversed progression? With Standard giving what Penultimate gives and Penultimate what Standard gives right now?
I think the diminishing returns scheme that ctuncks is going for makes the most sense. If you really want that extra bit of power, you're going to have to pay for it. There's similar systems in Starsector already, like salvage gantries being less and less useful the more of them you have.

I very much intended for diminishing returns coupled with exponentially higher costs. The extra supply costs are multiplicative, so they multiply each other and not just the base. I still haven't been able to replicate those crashes you were having, have you gotten any more?
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