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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] Ship Mastery System (+Miscellaneous Features) (12/14/24)  (Read 24170 times)

Phenir

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Re: [0.97a] Ship Mastery System (+Miscellaneous Features) (12/3/24)
« Reply #75 on: December 03, 2024, 06:26:15 PM »

Quote
   - phase ships check for phasefield built-in hullmod.
What about for phase ships that do not have phasefield, like gremlin and grendel?
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float

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Re: [0.97a] Ship Mastery System (+Miscellaneous Features) (12/3/24)
« Reply #76 on: December 03, 2024, 08:03:47 PM »

I guess it’s possible to hardcode a ShieldType.PHASE check somewhere, but it’s not very consequential regardless and honestly fine as is. All it affects is the level 8 mastery not giving the ability to build in phase anchor in addition to the third s-mod slot. And for that a reason can easily be handwaved, such as “they’re not real phase ships, just crude hacks, so it’d be an incompatible upgrade regardless.”

Edit:
0.10.1 changelog:
Spoiler
- Enhancements now give +10% boost for +1, +2, +4, and +5, totaling 40% as before. The +3 boost now grants a conditional S-mod slot that is usable for logistic hullmods only.
- Greatly reduced variance in MP gain when gaining large amounts of XP in a single action. This also slightly reduces MP gain from smaller battles and slightly increases MP gain from larger battles; the break even point is about 85000XP (without bonus XP).
- Reduced prioritization of ship types with fewer MP when assigning MP gain.
- Enhancing civilian ships no longer costs SP.
[close]
« Last Edit: December 04, 2024, 08:24:55 PM by float »
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Psiyon

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Re: [0.97a] Ship Mastery System (+Miscellaneous Features) (12/4/24)
« Reply #77 on: December 05, 2024, 11:06:14 AM »

Wanted to say that I'm enjoying the new "Reroll" and "Enhance" features in the new version. Makes story points much more relevant again, and also provides a reason to keep engaging with a ship's mastery after it's fully leveled.

A thought on possible interactions between ship mastery and officers:
It could be interesting to have a new skill for officers that increases the mastery bonuses of their piloted ship by a significant percentage... maybe ~50%? Some of the mastery bonuses are really great, and having an assigned officer enhance them could offer a lot of meaningful depth. Heck, it could even open the door for using officers in a logistics role, if needed: stick them on a freighter with a bunch of cargo space masteries and get a bunch of extra storage. Maybe the elite version of the skill enables any "Flagship only" mastery effects for that officer's ship.

Might be tricky to balance with the current bonuses provided by BotB, plus the new enhancement system. But I wanted to toss the idea out there. Maybe it would make sense going in the opposite direction too, with some mechanic that makes ships lacking officers see a larger bonus in their mastery effects to keep them competitive.
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itsANHonor

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Re: [0.97a] Ship Mastery System (+Miscellaneous Features) (12/4/24)
« Reply #78 on: December 06, 2024, 03:26:43 PM »

I would assume this mod conflicts with "Second in Command?" Has anyone tested this?
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Shadel

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Re: [0.97a] Ship Mastery System (+Miscellaneous Features) (12/4/24)
« Reply #79 on: December 06, 2024, 04:36:12 PM »

Doesn't conflict at all, you just don't get the standard skill access. I'm running both just fine, and besides some struggles of trying to get out everything from SiC to make up for Ship Mastery's setup, it's working.
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Darloth

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Re: [0.97a] Ship Mastery System (+Miscellaneous Features) (12/4/24)
« Reply #80 on: December 06, 2024, 05:08:02 PM »

How does SiC adding an additional S-Mod slot work with this, if you've got that far along the appropriate trees/masteries?
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cghhj

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Re: [0.97a] Ship Mastery System (+Miscellaneous Features) (12/4/24)
« Reply #81 on: December 06, 2024, 11:43:10 PM »

Hello, I have been notice this mod for month, and gladly see it get out from modding.
I wish to make a Chinese localization for it, and publish it on the Chinese Starsector Forum https://www.fossic.org/.
May I have your permission? Many thanks.
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float

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Re: [0.97a] Ship Mastery System (+Miscellaneous Features) (12/4/24)
« Reply #82 on: December 07, 2024, 01:33:21 PM »

Hello, I have been notice this mod for month, and gladly see it get out from modding.
I wish to make a Chinese localization for it, and publish it on the Chinese Starsector Forum https://www.fossic.org/.
May I have your permission? Many thanks.

Sure.
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TXiang

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Re: [0.97a] Ship Mastery System (+Miscellaneous Features) (12/4/24)
« Reply #83 on: December 08, 2024, 07:08:10 AM »

What a great mod!
I hope the 'reply recent battles' function can be separated into a module. This is very convenient and important for me to record videos.
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EnigmaniteZ

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Re: [0.97a] Ship Mastery System (+Miscellaneous Features) (12/4/24)
« Reply #84 on: December 08, 2024, 10:06:28 AM »

do have a question to ask (though not -quite- for me as i've decided against using this mod due to the RNG) as I didnt see it mentioned:
how does this interact with other sources of s-mod capacity, such as RATS' refurbishment?
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Jimminy Crimbles

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Re: [0.97a] Ship Mastery System (+Miscellaneous Features) (12/4/24)
« Reply #85 on: December 08, 2024, 01:18:43 PM »

do have a question to ask (though not -quite- for me as i've decided against using this mod due to the RNG) as I didnt see it mentioned:
how does this interact with other sources of s-mod capacity, such as RATS' refurbishment?

no incompatibilities. maximum s-mods will increase as normal
if you get an extra s-mod on a ship with 0/0 max, it'll become 0/1. on a ship with 0/3, it'll be 0/4.
you can run this and progressive s-mods together with no issues, even
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zunwar

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Re: [0.97a] Ship Mastery System (+Miscellaneous Features) (12/4/24)
« Reply #86 on: December 09, 2024, 11:06:17 AM »

Like the mod.  Probably be better than progressive s-mod but is there a way to customize what bonus your ships get? tempest with plus 1 burn kinda sucks.
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float

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Re: [0.97a] Ship Mastery System (+Miscellaneous Features) (12/4/24)
« Reply #87 on: December 10, 2024, 09:34:21 PM »

Like the mod.  Probably be better than progressive s-mod but is there a way to customize what bonus your ships get? tempest with plus 1 burn kinda sucks.
"Rerolling" of certain traits is possible once the max mastery level is reached.

0.10.2 update:
Spoiler
Mastery weights have been changed -- should be save-compatible, but your mastery effects will likely be different after the update.
Additionally, the reroll system has seen significant under-the-hood changes. Reroll counts have been reset.

- Whenever you gain mastery points for a ship type, you will now gain 75% of those points for all similar hulls. Two ship hulls are similar if one is a skin of the other, or if they are two different skins of the same base hull (e.g. Pegasus and Executor).
    - Cybernetic augmentation has been modified to reflect this -- now two "ship types" are only distinct for the purposes of the OP bonus if they don't share the same base hull.
- The "regenerate" option now only rerolls effects for levels where you don't have a mastery already selected. This should alleviate the rare occurrence that you reroll into something that can't be changed/removed, and also allows selective rerolling of specific levels.
- The seed for random mastery generation can now be directly set in the settings. This is saved on game generation, and changing it requires a new game. Leave empty or whitespace only to use the sector seed, as before.
- Adjusted some masteries.
- S-Mod autofit option now properly detects and can apply the free logistics S-Mod slot from enhancing.
- Fleet post-inflater no longer modifies ships generated for the player via custom production.
- Fixed padding issue causing enhancement text to overlap repair bar in refit menu.
- Fixed fighter/bomber OP cost masteries being generated for ships without modular bays.
- Fixed fighter LPCs getting deleted when deactivating masteries that increase number of fighter bays; now they are added back to the inventory.
- Removed extraneous debug console output.
- Removed "phasefield" check for phase preset, instead checks spec.isPhase()
[close]
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itsANHonor

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Re: [0.97a] Ship Mastery System (+Miscellaneous Features) (12/11/24)
« Reply #88 on: December 10, 2024, 10:43:36 PM »

I just dropped by to say that this mod is awesome. I love this alternative to S-Mods. Makes playing with a fleet style so much more interesting and makes for fun head canon.
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GuerrillaGorilla

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Re: [0.97a] Ship Mastery System (+Miscellaneous Features) (12/11/24)
« Reply #89 on: December 11, 2024, 01:47:40 PM »

I haven't played with this mod besides loading it up and checking the settings (addicted to Factorio at the moment), does this not have a way to go past or change the S-Mod limit like progressive has?
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