Any chance ships that have "paint job" only or small difference can be merged somehow ?
ex:
Wolf/Wolf(H)
Hound/Hound(P)/Hound(H)
Gremlin/Gremlin(P)
2.
Request: Add "some" guard rails on what modiffiers get offerd ?
I have had options for:
+1 burn on Frigates with burn 10,
+range if not moving on a Frigate,
and my favorite (Weapon turnrate) or (bulkhead+blast doors) on Hyperions.
3. Tooltip clarify
decrease the probability that ships destroyed in combat gains d-mods by 30%
decrease the probability that ships of this type destroyed in combat gains d-mods by 30% <--- im asuming this is how it actualy works
1. You gain 50% mastery points for skins from combat already. “Small difference” is too nebulous of a descriptor to merge skins with (e.g. different mount types wouldn’t work, but what if one skin is faster than the other and you wanted a speed mastery on one but not the other?). And I don’t know how magic paintjobs work (don’t use them), but as long as they retain the same hull id and there isn’t any nonsense with dynamically generated hull specs via reflection, they’ll share a mastery pool.
2. The reroll feature was already introduced to mitigate this. Hardcoding thousands of possible “guardrails” is not feasible, instead a weighting system is used.
3. That should be self evident, but ok, I’ll clarify possible ambiguities as I see them.
@Shinr, F3nn3l:
Thanks Shinr for the detailed instructions. Just FYI, modifying lvl 8 the way Shinr does shouldn’t cause a crash as long as you make sure the json is well formed (so, brackets to indicate an array after the key, which is “A”). The locking thing is a tag applied to some masteries and not hard-coded anywhere.
Fortunately, there’s a much easier way to accomplish this: just replace every instance of “SModCapacity” in mastery_presets.json with “SModCapacity 3”. Every mastery effect takes its strength as an optional first parameter; if omitted, the default from mastery_list.csv is used (in this case 0.5, which rounds up to 1. This is done so you can’t ever get 2 S-mods per bonus by maximizing your mastery effect modifier).
Edit: although, this would give you 18 S-mods at max mastery bonus, so perhaps following Shinr’s guide would be more sane (or just do SModCapacity 1.5).