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

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Author Topic: [0.98a] Ship Mastery System (+Miscellaneous Features) (4/8/25)  (Read 102204 times)

Aposkus

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Re: [0.98a] Ship Mastery System (+Miscellaneous Features) (4/4/25)
« Reply #195 on: April 06, 2025, 01:00:52 PM »

Hey float, enjoying your mod(was an avid fan of progressive s-mods, but after trying this mod, I really like the unique effects you can have additonal to the s-mods themselves). I wanted to ask about masteries: after "enhanching" the masteries, each level upped the bonuses by a small percentage, except for the 3rd level. When upgrading the master from lvl2 to lvl3, I didnt notice any improvements in the mastery effects. Is that intended or a bug?
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float

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Re: [0.98a] Ship Mastery System (+Miscellaneous Features) (4/4/25)
« Reply #196 on: April 06, 2025, 02:02:29 PM »

Hey float, enjoying your mod(was an avid fan of progressive s-mods, but after trying this mod, I really like the unique effects you can have additonal to the s-mods themselves). I wanted to ask about masteries: after "enhanching" the masteries, each level upped the bonuses by a small percentage, except for the 3rd level. When upgrading the master from lvl2 to lvl3, I didnt notice any improvements in the mastery effects. Is that intended or a bug?
It's intended -- did you make sure to read the text on the 3rd enhance before confirming?
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Shinr

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Re: [0.98a] Ship Mastery System (+Miscellaneous Features) (4/4/25)
« Reply #197 on: April 06, 2025, 03:11:51 PM »

Hey float, enjoying your mod(was an avid fan of progressive s-mods, but after trying this mod, I really like the unique effects you can have additonal to the s-mods themselves). I wanted to ask about masteries: after "enhanching" the masteries, each level upped the bonuses by a small percentage, except for the 3rd level. When upgrading the master from lvl2 to lvl3, I didnt notice any improvements in the mastery effects. Is that intended or a bug?

3rd level gives a free S-Mod Slot for logistical hullmods, or other hullmods if one was already S-Modded.
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catclaw

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Re: [0.98a] Ship Mastery System (+Miscellaneous Features) (4/4/25)
« Reply #198 on: April 07, 2025, 02:19:57 AM »

Oh yeah, it’s a brand-new sequel MOD! I can already see a brilliant rogue-like future inside this game—how wild is that? Thanks!
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Probe1

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Re: [0.98a] Ship Mastery System (+Miscellaneous Features) (4/4/25)
« Reply #199 on: April 07, 2025, 08:09:04 PM »

This mod sounded so good on paper.  I'm 8 hours into a campaign and I gotta be honest.

I just don't give a *** about these perks.

None of the "Install this other hull mod and get X bonus" appeal to me at all.  The amount of work that goes into running down the list of ships and clicking upgrade, choosing which meh perk I want, and then moving on to the next ship..
It's too much work for too little payout and I don't think I'm going to continue the campaign.

It's a really brilliant idea.  But the execution feels like a bunch of busywork and a huge departure from the improvement Progressive S Mods gave to a campaign. 

I'm just never going to enjoy seeing "Pick 3 shield hull mods and we'll make it even better" or "idk less D-mods if your ship gets destroyed".  I don't want to build ships the way the mod rewards me for building ships because that was my perk choice. 

Good luck with your mod and I am happy for your success.
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float

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Re: [0.98a] Ship Mastery System (+Miscellaneous Features) (4/8/25)
« Reply #200 on: April 07, 2025, 09:47:36 PM »

0.14.2 changelog
- MP is no longer gained from mothballed ships.
- Fleet processor no longer repairs NPC fleets after assigning and activating their masteries.
    - If they select a mastery effect that increases their max CR, the difference is added to the ship's current CR.
    - This has a potential side effect of showing the CR bar even though it's full (e.g. 85%/85%), I have no idea why this happens.
- Replaced many usages of engine.getCheckIterator and engine.getProjectiles with an implementation that should be more robust.
    - Previously, projectiles in a certain radius of the firing ship were checked every frame, but this could miss certain projectiles if, e.g., combat time was sped up using the SpeedUp mod.
    - Note: this has a side effect with the DEM-boost mastery that the regen won't start happening for a weapon until a DEM is actually fired from it.
        - For hydra, this means that a hydra MIRV needs to split before the regen will kick in.
        - (This behavior is due to a hard-coded check specifically for hydra being removed.)
- Torpedo-tracking mastery:
    - Changed to apply to all unguided missiles with at least 500 base damage, as long as they have the default rocket AI (RocketAI in base game).
        - Won't work for modded, unguided missiles that don't use RocketAI (if, for example, they have additional behavior that requires a custom AI).
    - Removed the 100% additional ammo.
    - Base missile HP increase 25% -> 40%.
- Removed the automated-CR-doesn't-depend-on-DP mastery.
    - Replaced with mastery effect that sets maximum CR to 40% if it was originally below that.
    - Should no longer be incompatible with, e.g., Second in Command.
    - Still only appears on automated ships (since it would be pretty useless on crewed ships).
- Remnant ships no longer get "allow building-in Neural Integrator" as (part of) a mastery option, as this was added in vanilla.
- Range-if-no-nearby-enemies: base bonus 15% -> 10%, increased range at which mastery triggers, increased decay rate.
- Quantum-disruptor-duration mastery: reduced base cooldown reduction from 15% -> 10%.
- Clarified officer skill mastery description.
- Fixed issue with decoy-flare-boost mastery that allowed it to affect decoy flares of other ships.
[close]
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James Holden

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Re: [0.98a] Ship Mastery System (+Miscellaneous Features) (4/8/25)
« Reply #201 on: April 10, 2025, 07:24:18 AM »

Is there a way to change mastery bonuses such as for the onslaught mk1 8a to 8b i would like to remove the option to manually control it as i clicked the wrong one and cant change it back.
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float

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Re: [0.98a] Ship Mastery System (+Miscellaneous Features) (4/8/25)
« Reply #202 on: April 10, 2025, 10:30:48 AM »

Is there a way to change mastery bonuses such as for the onslaught mk1 8a to 8b i would like to remove the option to manually control it as i clicked the wrong one and cant change it back.
You can go into data/shipmastery/mastery_list.csv with a csv editor, find the row with id "SModCapacity", and remove the no_disable tag from that row. Then restart the game.
Wouldn't recommend keeping it that way though, it's way too easy to exploit by just installing an additional S-mod and then changing over to the other mastery.
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Kadra pilot for loot

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Re: [0.98a] Ship Mastery System (+Miscellaneous Features) (4/8/25)
« Reply #203 on: April 12, 2025, 08:39:42 PM »

Ship mastery system has a bugs regarding any hullmods that reduce any OP cost of weapon like CJHM and special hullmods, which would prevent any ship equip with those hullmods will no longer get any MP, making it impossible to gain level that ship up.

Will this bug be fix?
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float

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Re: [0.98a] Ship Mastery System (+Miscellaneous Features) (4/8/25)
« Reply #204 on: April 13, 2025, 11:05:52 AM »

Ship mastery system has a bugs regarding any hullmods that reduce any OP cost of weapon like CJHM and special hullmods, which would prevent any ship equip with those hullmods will no longer get any MP, making it impossible to gain level that ship up.

Will this bug be fix?
This is not something that I can reproduce (SHU alpha core integration works fine for me), nor would it be tied to OP changing hullmods. The calculation for whether a ship is eligible to gain MP is very simple:
- If auto-resolve, all combat ships are eligible (combat meaning, spec either has the carrier hint or doesn't have the civilian hint).
- If not auto-resolve, the mod goes through your list of all ever deployed ships, and for each one, checks the amount of time that the ship was in combat for, with enough enemy ships nearby for peak CR timer to degrade. As long as the ship was deployed for "long enough" meeting that criterion (meaning, 60 seconds), it has full eligibility. Otherwise, it only has partial eligibility, scaling with the amount of time it was deployed for.

Therefore, if your ship is not receiving MP from combat, chances are it has not been deployed *with enough enemies nearby*. Ways this can happen:
- You are using a capital ship and fighting 2 frigates or something.
- You are using console commands and "nuke"-ing the fleet as soon as combat begins.
- You are using a mod that prevents your ships' peak CR timers from running down.
- The ship you are using is actually a fighter.

If none of these apply to you, I would need more info, such as a modlist, the actual ship your are trying to get MP for, whether or not other ships with your CJHM/SHU upgrades work, etc.
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Kadra pilot for loot

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Re: [0.98a] Ship Mastery System (+Miscellaneous Features) (4/8/25)
« Reply #205 on: April 13, 2025, 08:00:51 PM »

Ship mastery system has a bugs regarding any hullmods that reduce any OP cost of weapon like CJHM and special hullmods, which would prevent any ship equip with those hullmods will no longer get any MP, making it impossible to gain level that ship up.

Will this bug be fix?
This is not something that I can reproduce (SHU alpha core integration works fine for me), nor would it be tied to OP changing hullmods. The calculation for whether a ship is eligible to gain MP is very simple:
- If auto-resolve, all combat ships are eligible (combat meaning, spec either has the carrier hint or doesn't have the civilian hint).
- If not auto-resolve, the mod goes through your list of all ever deployed ships, and for each one, checks the amount of time that the ship was in combat for, with enough enemy ships nearby for peak CR timer to degrade. As long as the ship was deployed for "long enough" meeting that criterion (meaning, 60 seconds), it has full eligibility. Otherwise, it only has partial eligibility, scaling with the amount of time it was deployed for.

Therefore, if your ship is not receiving MP from combat, chances are it has not been deployed *with enough enemies nearby*. Ways this can happen:
- You are using a capital ship and fighting 2 frigates or something.
- You are using console commands and "nuke"-ing the fleet as soon as combat begins.
- You are using a mod that prevents your ships' peak CR timers from running down.
- The ship you are using is actually a fighter.

If none of these apply to you, I would need more info, such as a modlist, the actual ship your are trying to get MP for, whether or not other ships with your CJHM/SHU upgrades work, etc.


ah wait, "mod that prevent your ship peak cr from running down. i do know one, that would be apty hullmods named "convicted crewmates"
i think i get it now
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gladius2metal

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Re: [0.98a] Ship Mastery System (+Miscellaneous Features) (4/8/25)
« Reply #206 on: April 21, 2025, 03:53:48 PM »

great mod!

I started a new nex campaign and noticed that my buffalo freighter gets XP each month due XP from profitable colonies? Is this intended? (I guess the XP category might be the same of profitable trades and so it just happens?)
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float

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Re: [0.98a] Ship Mastery System (+Miscellaneous Features) (4/8/25)
« Reply #207 on: April 21, 2025, 05:55:12 PM »

great mod!

I started a new nex campaign and noticed that my buffalo freighter gets XP each month due XP from profitable colonies? Is this intended? (I guess the XP category might be the same of profitable trades and so it just happens?)
This is intended, yes. Any XP gained other than from combat contributes to "non-combat" MP.
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Hakuya14

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Re: [0.98a] Ship Mastery System (+Miscellaneous Features) (4/8/25)
« Reply #208 on: April 23, 2025, 07:05:29 AM »

Is this mod safe to remove mid-run?
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float

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Re: [0.98a] Ship Mastery System (+Miscellaneous Features) (4/8/25)
« Reply #209 on: April 23, 2025, 10:06:13 AM »

Is this mod safe to remove mid-run?
No, you will have to disable it via the settings.
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