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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Author Topic: [0.8a] Starsector+ 3.7.0  (Read 1169341 times)

Psiyon

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #810 on: January 22, 2015, 07:32:35 PM »

Quote
25% of ships are removed/restocked every month from every market in vanilla.  Not sure what you're asking, in that case.  Maybe a higher rate?

I'll try 50% for open/military and 75% for the black market.

Actually, I'll do one better: scale the loss based on amount of time since the last visit (with exponential distribution normalized for 1 month being a 33%/50% loss); if you refresh the market after being gone for a year, it'll be nearly 100% gone.
That sounds absolutely perfect! You rock. And I didn't even realize that ships were being removed and restocked every month in vanilla--they always seemed to be the same to me.
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Recklessimpulse

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #811 on: January 22, 2015, 07:41:56 PM »

From playing the game I suspect the re-stock only occurs if you spend a month IN the system if you go out and explore it does not seem to function correctly. This is just personal experience though not heavy testing.
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Tommy

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #812 on: January 22, 2015, 07:56:37 PM »

Dark, could you please increase the xp gain after level 40 ? I've been playing for about 10 hours now (after I reached level 40), and I'm level 41 :)

Probably killed dozens of the massive fleets (Gedune, Pirates, Templars etc) after 40.
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Dark.Revenant

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #813 on: January 22, 2015, 08:11:47 PM »

Dark, could you please increase the xp gain after level 40 ? I've been playing for about 10 hours now (after I reached level 40), and I'm level 41 :)

Probably killed dozens of the massive fleets (Gedune, Pirates, Templars etc) after 40.

The XP rate is the same as in vanilla Starsector and you actually gain more skill points than in vanilla Starsector on top of that.  That said, I was able to get to around level 45 with casual play, about two or three hours between levels at that point.

From playing the game I suspect the re-stock only occurs if you spend a month IN the system if you go out and explore it does not seem to function correctly. This is just personal experience though not heavy testing.

I checked just now with debug messages and it turns out you're incorrect; where you are located does not matter.
« Last Edit: January 22, 2015, 08:14:29 PM by Dark.Revenant »
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Tommy

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #814 on: January 22, 2015, 08:16:15 PM »

The XP rate is the same as in vanilla Starsector and you actually gain more skill points than in vanilla Starsector on top of that.

I can totally understand that. But I wasn't comparing it to Vanilla. I was just asking you if you could think about increasing SS+'s Xp gain, after 40 :) It's a total drag. At least make it like it was until 40. The same progression. I would probably have to play 200 hours, killing non-stop, to make it to 50 or above. Just not realistic at this stage. My 2 cents :)

From playing the game I suspect the re-stock only occurs if you spend a month IN the system if you go out and explore it does not seem to function correctly. This is just personal experience though not heavy testing.

The way you could it (and the way I do it sometimes) is just spend a few minutes near the station I want a new inventory, save once every 4-5 days, and figure out when the station restocks. Eg. if it's on the 24th, I reload the 21st save, and speed up to 23, then save again. And keep reloading until the restock gives me the ships I need.
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Histidine

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #815 on: January 22, 2015, 08:48:00 PM »

Is the XP to next level formula moddable? I too would be happy if the soft cap went away (or at least was made much softer).
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Recklessimpulse

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #816 on: January 22, 2015, 09:02:43 PM »

Ah yeah that is a good suggestion.
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Tommy

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #817 on: January 23, 2015, 08:38:57 PM »

So! If you have no plans for this kind of adjustment in SS+, can you please direct me to where I might be able to remove this experience cap from 40 onwards ?

Pretty please ?  :P
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Midnight Kitsune

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #818 on: January 24, 2015, 12:41:12 AM »

So! If you have no plans for this kind of adjustment in SS+, can you please direct me to where I might be able to remove this experience cap from 40 onwards ?

Pretty please ?  :P
Good luck doing that unless you can code Java and have an IDE? like netbeans set up! If you want to see what you are up against for possibly removing the soft cap, look at ..\Starsector\starsector-core\data\scripts\plugins\LevelupPluginImpl.java.
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Dark.Revenant

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #819 on: January 24, 2015, 12:52:58 AM »

Check the upcoming patch notes in the OP.
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Tommy

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #820 on: January 24, 2015, 01:12:37 AM »

Midknight, I guess that's a no for me. My developer team used to use Netbeans. But that was ages ago. Have no idea about programming myself.

Dark, I did see that just now. You're such a glorious bastard of a guy. Thanks  ;D
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Wyvern

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #821 on: January 24, 2015, 10:31:52 AM »

Exploit: if you install maximized ordnance on a ship, use the extra ordnance points, and then remove maximized ordnance before you leave the refit screen (or switch to another ship), you gain the benefit of the hull mod without its drawbacks.
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Wyvern is 100% correct about the math.

Dark.Revenant

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #822 on: January 24, 2015, 11:15:21 AM »

Exploit: if you install maximized ordnance on a ship, use the extra ordnance points, and then remove maximized ordnance before you leave the refit screen (or switch to another ship), you gain the benefit of the hull mod without its drawbacks.

No, you don't.  Look at the ship again.
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Wyvern

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #823 on: January 24, 2015, 11:43:28 AM »

Yes, you do.  Try the steps I listed.  Now, if you put maximized ordnance on, use the ordnance points, leave the refit screen or switch to a different ship and then go back and try to take maximized ordnance off, it will magically re-appear.  But if you take it off before leaving the refit screen or switching ships, it will not.

Now, it's possible that this is due to some other mod messing things up; just in case, here's the list of what I'm running right now.
Starsector+ 2.4+
Console Commands 2.3
Interstellar Imperium 1.6.1
LazyLib 2.0b
Neutrino Corporation 1.80
Omnifactory 1.10b
Save Transfer 1.3
Shadowyards 0.5.2.2
The Knights Templar 0.9.3g
ZZ Shaderlib Beta v1.02
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Wyvern is 100% correct about the math.

Tommy

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #824 on: January 24, 2015, 12:14:08 PM »

I concur with what Wyvern says. This manifests exactly as he describes. I have too many mods to list here. Probably all of the 6.5.1a mods, except Save Transfer 1.3 and Console Commands 2.3. So you can rule these out.

As he says, no idea if this is about SS+ or any other mod. Haven't tried it with vanilla.
« Last Edit: January 24, 2015, 12:16:25 PM by Tommy »
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