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

Author Topic: [0.98a] NPC SMods 1.0.2  (Read 3112 times)

IceFire

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[0.98a] NPC SMods 1.0.2
« on: March 30, 2025, 10:11:13 AM »

Click Me


Realistic s-modding because if you can do it why shouldnt others.

Features:
  • All AI fleets will, according to how you set it up in the config file, be blessed with a number of s-mods. Bigger fleets will get more. Ships with officers receive a bigger share of fleet's s-mod pool depending on the officer's level.
  • s-mods on enemy ships don't disappear when the ship is recovered.

There's a few knobs in the config files to turn. Please refer to README.md or README.txt in mod's directory for all the gory details. You can change relative probabilities of s-modding any given hullmod, prevent s-modding of undesirable hullmods and s-mod numbers (and distribution).


Changelog:
Spoiler
1.0.2 Progress:
Spoiler
  • Bugs:
  • Build in Safety overrights stopped from generation on capitals.
[close]
1.0.1:
Spoiler
  • Ergonomics:
  • Added Version Checker intigration added.
  • Direct download link added to version checker i do
[close]
1.0.0:
Spoiler
  • Mod refurbished to a functioning state a list of known bugs is available.
  • Maximum amount of mods that should be generated reduced to 3 maximum hullmods that the player can build in increased to the vanilla base maximum of 2.
[close]
[close]

Known Bugs:
Spoiler
-Sometimes ships generate with more than 3 smods.
-Safety Overrides sometimes get build into capital ships
[close]

Original authors thoughts on his last version of this mod's latest state:
Spoiler
I like it. The new s-mod distributing algorithm produces enough s-mods to make most fleets vaguely intersting, while also throwing in real eye-catchers every now and then. I think I'll experiment with raising the s-mod cap. (This is now something I try to remove again at some point)
[close]

Original authors ramblings rationale:
Spoiler
I'm not entirely happy with s-mods costing story points. Adding them early is all right, since bonus XP helps getting them back in a reasonable time, and losses don't hurt too much. However, in the late game with each SP being worth a million XP bonus XP doesn't do much to alleviate the grind. Even worse, my playstyle late-game mostly focuses on exploration rather than combat, slowing the natural SP gain even more. I can go out of my way and fight, but I don't exactly have an incentive. It also makes me either overly cautious, never picking a fight I know I can't win without major losses, or sucker-punches me after taking a risk and being beaten (while still having a blast in-combat, mind you) by saying "now grind N million XP with a weakened fleet, mate".

This mod is not exactly a solution. It won't change the fact that losing battles sucks, and losing s-mods triples the suck. This mod is an experiment. I want to try and trigger my roguelike player's mentality of "RNG giveth and RNG taketh away" wrt s-mods by making them, essentially, loot. I also hope it'd give me an extra incentive to fight big human fleets and take risks.

(yes, I have just copied the README)
[close]

Credits:
Michail Link to originals authors thread
« Last Edit: May 13, 2025, 09:01:36 AM by IceFire »
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IceFire

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Re: [0.98a] NPC SMods (trophysmods) 1.0.1 30/03/25
« Reply #1 on: April 20, 2025, 12:34:12 PM »

Update 1.0.1:
Ergonomics:
Added Version Checker intigration added.
Direct download link added to version checker i do.
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Insolent Peon

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Re: [0.98a] NPC SMods 1.0.1
« Reply #2 on: April 20, 2025, 12:40:24 PM »

As someone who simultaneously uses Progressive S-Mods and wants NPCs to be able to put up a fair fight, I will be watching your career with great interest.
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Skittish

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Re: [0.98a] NPC SMods 1.0.1
« Reply #3 on: April 21, 2025, 10:02:55 PM »

Ive been looking for something like this for so long! Thank you!
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Kenshkrix

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Re: [0.98a] NPC SMods 1.0.1
« Reply #4 on: April 22, 2025, 02:16:16 PM »

Great idea, I've run into an issue though.

It can apply mods that aren't applicable to a ship, which at best does nothing and at worst can directly crash the game (with modded content, anyway).
Having it run an isApplicableToShip() call at some point should fix this.
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ModdedLaharl

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Re: [0.98a] NPC SMods 1.0.1
« Reply #5 on: April 26, 2025, 06:05:25 AM »

I'm writing down compat exclusions for other mods' hullmods as I go through a test run. In the compat folder, does the necessary file need to be named after the mod it's affecting or does that not matter?
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Killer of Fate

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Re: [0.98a] NPC SMods 1.0.1
« Reply #6 on: April 26, 2025, 10:22:09 AM »

looks like a neat mod, but a bit redundant considering there are a lot of fleets in Starsector that built s-mod as a challenge increase

Right now we have the defense fleets, they also have additional admiral skills
and the invasion armadas from crisis

with that being said, it does feel like variants for ships are made with mostly s-mods in mind. Considering they are very often OP-starved and not going up to maximum vents/capacitors often

Original authors ramblings rationale:
I'm not entirely happy with s-mods costing story points. Adding them early is all right, since bonus XP helps getting them back in a reasonable time, and losses don't hurt too much. However, in the late game with each SP being worth a million XP bonus XP doesn't do much to alleviate the grind. Even worse, my playstyle late-game mostly focuses on exploration rather than combat, slowing the natural SP gain even more. I can go out of my way and fight, but I don't exactly have an incentive. It also makes me either overly cautious, never picking a fight I know I can't win without major losses, or sucker-punches me after taking a risk and being beaten (while still having a blast in-combat, mind you) by saying "now grind N million XP with a weakened fleet, mate".

This mod is not exactly a solution. It won't change the fact that losing battles sucks, and losing s-mods triples the suck. This mod is an experiment. I want to try and trigger my roguelike player's mentality of "RNG giveth and RNG taketh away" wrt s-mods by making them, essentially, loot. I also hope it'd give me an extra incentive to fight big human fleets and take risks.

(yes, I have just copied the README)
this is true, and it's very annoying in how long it takes to grind s-mods, especially considering they are pretty much mandatory to fight late game enemies which tend to get every advantage in the book

it also heavily encourages capital ship spam with minimal support play, because it's easier to grind capital ship s-mods than a dozen frigates
« Last Edit: April 28, 2025, 01:17:26 PM by Killer of Fate »
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IceFire

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Re: [0.98a] NPC SMods 1.0.2
« Reply #7 on: April 28, 2025, 12:45:45 PM »

Happy you all enjoy the mod when the lore compliant diktat carrier for sce is done i will try to work on the version after todays hotfix update.
Great idea, I've run into an issue though.

It can apply mods that aren't applicable to a ship, which at best does nothing and at worst can directly crash the game (with modded content, anyway).
Having it run an isApplicableToShip() call at some point should fix this.
I will have a look at weather it is possible to add that in an unconvoluted way.
I'm writing down compat exclusions for other mods' hullmods as I go through a test run. In the compat folder, does the necessary file need to be named after the mod it's affecting or does that not matter?
Its not as simple as that, the specific jsons would need to be included in the .java file before compiling the .jar file any time and for any instance. While this isnt difficult it would balloon quickly and the amount of stuff i would have to keep up with would be unmanageable.

You can post what you have right now and i can take a look so it is not all lost.
looks like a neat mod, but a bit redundant considering there are a lot of fleets in Starsector that built s-mod as a challenge increase

Right now we have the defense fleets, they also have additional admiral skills
and the invasion armadas from crisis

with that being said, it does feel like variants for ships are made with mostly s-mods in mind. Considering they are very often OP-starved and not going up to maximum vents/capacitors often

Original authors ramblings rationale:
I'm not entirely happy with s-mods costing story points. Adding them early is all right, since bonus XP helps getting them back in a reasonable time, and losses don't hurt too much. However, in the late game with each SP being worth a million XP bonus XP doesn't do much to alleviate the grind. Even worse, my playstyle late-game mostly focuses on exploration rather than combat, slowing the natural SP gain even more. I can go out of my way and fight, but I don't exactly have an incentive. It also makes me either overly cautious, never picking a fight I know I can't win without major losses, or sucker-punches me after taking a risk and being beaten (while still having a blast in-combat, mind you) by saying "now grind N million XP with a weakened fleet, mate".

This mod is not exactly a solution. It won't change the fact that losing battles sucks, and losing s-mods triples the suck. This mod is an experiment. I want to try and trigger my roguelike player's mentality of "RNG giveth and RNG taketh away" wrt s-mods by making them, essentially, loot. I also hope it'd give me an extra incentive to fight big human fleets and take risks.

(yes, I have just copied the README)
this is true, and it's very annoying in how long it takes to grind s-mods, especially considering they are pretty much mandatory to fight late game enemies which tend to get every advantage in the book

it also heavily encourages capital ship spam with minimal support play, because it's easier to grind capital ship s-mods than a dozen frigates
How does that make the mod obsolete. Nothing on the forum* or vanilla has its functionality. Nex adds smods to taskforces. I am not aware of anything else nor does it matter if it doesnt add smods to nearly all vanilla fleets too which is this mods stated purpose.
*did look into it again and it turns out there are more mods that do aspects of what this mod does. I when i first looked for mods that did the same thing i only found a mod on nexus that does the very same thing this mod does just that the smods prevalence increases with the player level.
Michail and i didnt plan for the new content (due to lack of clairvoyance :D) and i havent tried to go against it without smods yet i am still in my first 0.98a playthrough. However i wouldnt say that smods where needed for anything vanilla could throw at the player when has has reached late midgame with vanilla ships pre 0.98.

I really like the fleet size by dp points mod i always had balanced fleets but that mod rewards the player for doing so up to the endgame. Not leaning onto them leads to me not missing them funnily enough but npcs gaining acccess to them makes things more interesting again and helps with the automatic plothole detector somebody seems to have set up i cant turn off.

I am happy that you like the mods if you find further bugs i will add them to the list on that note.

1.0.2
Bugs:
Safety overrides build in on captials will no longer happen
Website:
Download link fixed.
« Last Edit: May 13, 2025, 09:02:41 AM by IceFire »
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