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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Author Topic: [0.95a] Second Wave Options (0.6.5) - Options for Adjusting Campaign Difficulty  (Read 121815 times)

RustyCabbage

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Nope. I'm unsure how that would affect the UI when you adjust your doctrine yourself afterwards. Someone else mentioned it before though iirc, so I'll defs take a look at it in the future.

Bradley_

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I love the CR regen settings on paper, but the armor and hull damage is still repaired super fast, an the CR thing only encourages cheesy playstyle like going back to a friendly port for repairs. So yeah, repairs should be even slower, and port repairs nee to be overhauled
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Jang

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Are there any issues using this with 0.95.1a? I disabled the handmade variants by following the OP instructions - my hope is that the DE feature still results in harder vanilla fleets over time on the latest update.
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RustyCabbage

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Are there any issues using this with 0.95.1a? I disabled the handmade variants by following the OP instructions - my hope is that the DE feature still results in harder vanilla fleets over time on the latest update.
Nope, should be fine!

Proxima-b

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So my save is already at cycle 230, I need this mod for some challenges, if I install this mod mid-save, would it apply for the 24 years of growth or would I need to wait another 24 years for the difficulty bonus to kick in?
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Proxima-b

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Also I don't understand the term "DEmaxNumShipsFromDoc" from settings
it says "Each point in NumShips above 1 increases fleet sizes by x0.125 (adjustable in settings.json), so 3/0.125=24, so maxNumShips = 25"
Where does the "3" come from? and why is it 3/0.125 , not 4*0.125 ? The doctrine cannot go higher than 5 right ?
It also notes "#10 is effectively uncapped", but the next line says "maxNumShips = 25"
« Last Edit: July 20, 2022, 02:36:25 AM by Proxima-b »
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RustyCabbage

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So my save is already at cycle 230, I need this mod for some challenges, if I install this mod mid-save, would it apply for the 24 years of growth or would I need to wait another 24 years for the difficulty bonus to kick in?
former.
Also I don't understand the term "DEmaxNumShipsFromDoc" from settings
it says "Each point in NumShips above 1 increases fleet sizes by x0.125 (adjustable in settings.json), so 3/0.125=24, so maxNumShips = 25"
Where does the "3" come from? and why is it 3/0.125 , not 4*0.125 ? The doctrine cannot go higher than 5 right ?
It also notes "#10 is effectively uncapped", but the next line says "maxNumShips = 25"
I think the point was that the value given would adjust based on what was used in settings.json instead of assuming the default value but honestly I don't remember.
doctrine can go higher than 5 through through the doctrine evolution mechanics
if 10 is higher than you're likely to ever reach, then 25 is also higher than you're likely to ever reach and therefore it makes no difference :)

Barracuda

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Currently has a minor incompatability with Archean Order. Only mods loaded were Second Wave, Lazy Lib and Archean Order. Issue was that tanker type ships(Drum, Phaeton ,Prometheus etc) are not spawning in markets.
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Jang

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Does "DEuseMarketBonus" increase performance costs in a nex game? Trying to optimize for my slower cpu, but I don't want to disable anything that's essential to doctrine evolution working properly
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RustyCabbage

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Currently has a minor incompatability with Archean Order. Only mods loaded were Second Wave, Lazy Lib and Archean Order. Issue was that tanker type ships(Drum, Phaeton ,Prometheus etc) are not spawning in markets.
I feel like this might have popped up in the Archean Order thread before. At the very least it's vaguely familiar - might want to check there? Else, try deleting any references to tankers in default_ship_roles.json

Does "DEuseMarketBonus" increase performance costs in a nex game? Trying to optimize for my slower cpu, but I don't want to disable anything that's essential to doctrine evolution working properly
Shouldn't cause meaningful problems, plus it only runs once a month.

Jang

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Is there a way to see how many DE points are being given to each faction? Sometimes I tweak the config but it's difficult to tell how much of a difference each change makes. Thanks again!

EDIT: I found the console command getfactiondoctrine, which is pretty close to what I was looking for. While messing around with the command I saw that my own faction's fleets don't get any of the DE buffs. Could this be why enemy inspections and invasions are often "evenly matched" vs my own space forces, even though I have a strong military presence in my system? Or is that unrelated?
« Last Edit: August 27, 2022, 08:13:03 PM by Jang »
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MrCattsDad

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Good mod
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