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Or are those the ones written using StoryNexus...
It would be easier to mod, I think, if it were possible to put mod data in a file separate from the main, automatically updated, ones. That way your saves don't break completely every time a new steam update comes down the pipe.
I mean, there might be a way to get it to compile them without a download, but I haven't found one. The only thing I can think of is trying to enable forced content downloads while disconnected from the internet, but I suspect that'd just make it tell you "hey you got no internet access bud". I mean, it says that if you don't have internet access anyway, I'm just not entirely sure how turning on the force content download bit would interact with that. Whatever!
I haven't really done much actual modding, all that said. Mostly just tinkering with requirements and stuff just for the hell of it. Occasionally everything explodes! Trying to create anything from scratch seems like it'd be an actual hell, though, what with even simple things consisting of huge stacks of unused variables. Plus, you miss one comma and the game gets very upset, causing it to send you to The Hell Corner.
1.) Increasing the cargo holds of the Phorcyd-class Corvette, the Caligo-class Merchant Steamer, the Maenad-class Firgate and the Eschatologue-class Dreadnought by 20-40 points.
2.) Fiddled around with the Navigation constants - I increased the base speed of ships from 8 to 12 (tedium-reducing, because after 20 hours zailing across the inky black becomes boring rather than gripping), reduced the SAY timer accordingly (to 45 seconds). I haven't figured how to adjust Terror and Hunger accordingly yet, since it only increments in full values of 1 instead of decimals
3.) Upped the Turn Rate of all ships - PC ships and NPC spawned ships - by about 20% to make combat slightly less of a "circle endlessly behind them with your deck gun" affair.
Things I still want to figure out:
1.) Which trade good corresponds to which ID in Exchanges
2.) How to adjust carry-over between Captains. I want to change the Legacy system to allow me to carry over Pages without ruining my ability to gain Secrets, and I want to actually be able to leave components other than weapons to my Heir. One time for the Fulgent Impeller quest is enough. I really, really, really never want to do this quest again.
3.) How to modify Officers (There needs to be a class of Officer that trains Pages, and I want Officers that train each and every quality up to a maximum of 150 points - probably the 'Upgraded', post-questline versions, such as Maybe's Rival, the Indomitable Campaigner and whatnot. Would probably require there to be an "upgradeable" Gunner or First Officer, come to think of it)
Same here. Np++ and JStool with its autoformat makes life so much easier than trying to decipher the doom-noodle.
Not to mention the few quests that make you sacrifice 20, 40 or even more space.
- I've increased the ship's speed, doubled it. After a while sailing from island to island becomes really tedious and boring. I also halved the time needed to get a new event, since I reach my destinations twice as fast now and don't want to wait around in front of the port.
- I've lowered fuel and food usage so I don't have to constantly stack up on that stuff. Saves more cargo space too and makes the game a bit easier, being allowed to explore more easily.
All in all I feel that the creators made this game far too tedious. Too slow-paced. I'm glad that there's a means to speed things up and make some elements easier.
Perhaps I lack patience, but I feel a game should give a decent amount of progress in return of one's play time.
Combat sure could be more interesting, and more monsters could spawn. Right now enemies are rather rare and only present in what seems pre-determined locations. I'd love to see that changed or see a user-made modification for it.
Maybe it's an age thing, I dunno. I just don't have the patience for most games anymore, unless the game is right up my alley, which seems to be a rarity nowadays.
I agree with this. If you created new item for your ship and equipped it, then after update save file will become broken, because new qualities.json do not contain such record. That's why we cannot release mods with new items.
What's the best way to increase game speed? Is there a universal speed scale, or do I need to adjust boat speed and enemy speeds and resource consumption?
Terror accrual is still off. Some of the enemy settings may be off, too. Still digging. Any help would be appreciated.
navigationconstants.json
{"HungerUpdatePeriod":10, -> 3.33
"FuelUpdatePeriod":1, -> 0.33
"SomethingAwaitsYouPeriod":60, -> 20
"BaseHungerIncrease":0.5,
"BaseShipSpeed":8, -> 24
"BaseShipSpeedLimit":0.0005, -> 0.0015
"ShipReversePenalty":0.5,
"EnginePowerModifier":4.5,
"BaseShipAcceleration":5, -> 15
"BaseShipTurningSpeed":0.1, -> 0.7 (0.3 seemed too slow. Mechanics may not be linear)
"EngineFuelDecrementUnit":0.05,
"LightFuelDecrementUnit":100,
"SkeletonCrewDivision":2,
"CrewLonelinessDivision":4,
"TerrorLonelinessMultiplier":2,
"TurboSpeedMultiplier":1.75,
"TurboFuelCostMultiplier":2,
"TurboPeculiarNoiseIncrease":1,
"GloomUpdatePeriod":2, -> 0.67
"GloomUpdatePeriodInLight":5, -> 1.67
"GloomThreshold":10,
"BaseGloomIncrease":1,
"GleamCheckRadius":60,
"BaseTerrorIncrease":1,
"BaseGleamIncrease":1,
"DimAmbientThreshold":1,
"BrightAmbientThreshold":10000,
"HeadlightGleamBonus":1,
"PortGleamBonus":2,
"RepairMinHullPercent":50,
"RepairUpdatePeriod":3, -> 1.0
"RepairSuppliesConsumed":1,
"RepairHullIncreased":5,
"FleeTerrorBumpMax":10,
"SomethingAwaitsDateTimeIncrease":24, ->8 ????? (What does this do?)
"LegacyDateTimeIncrease":730, -> 210 ???
"DefaultTileMappingRules":"Default",
"MaxTradeEntityPopulation":6,
"WeatherDurationInDays":6}
Now for combatconstants.json, to get things to scale to the boatting changes we made:
{"UnsuccessfulPathsLimit":20,
"AICalculationInterval":1, -> 0.333
"AICooldownDuration":10, -> 3.33
"SearchDuration":10, -> 3.33
"EvadeDuration":5, -> 1.67
"RammingDuration":4, -> 1.33
"RammingMovementBonus":3,
"CooldownMovementPenalty":4,
"SeekingPlayerMovementBonus":1.25,
"BeastieChaseRange":20,
"BeastieSneakLeadDistance":60,
"SneakingDuration":12, -> 4
"SneakingTransitionLength":3, -> 1
"SneakingMovementBonus":1.5,
"IronDamageCoefficient":0.16,
"MirrorsWarmupCoefficient":0.3,
"VeilsAggroCoefficient":0.9,
"AggroRangeLightsOffModifier":0.75,
"IlluminatedWarmupCoefficient":1.5,
"BeastieMinPercentHitChance":0.8,
"AttackMissDistance":20,
"CrewDamageHullThreshold":0.5,
"DamageVariationRange":0.15,
"MaxDistanceShuttlersWillChase":200,
"BeastieItemUseInterval":5} -> 15
Weapon speed is kind of complicatd. This is item-by-item, so you need to do search and replace in CombatAttacks.json
"BaseWarmUp":18 -> "BaseWarmUp":6
"BaseWarmUp":12 -> "BaseWarmUp":4
"BaseWarmUp":8-> "BaseWarmUp":2.67
That should be it?
SpawnedEntities.json
Again this requires doing a few search and replace:
"RotationSpeed":1 -> "RotationSpeed":3
"RotationSpeed":0.7 -> "RotationSpeed":2.1
"MovementSpeed":21, -> "MovementSpeed":63, (to ensure I don't hit the same value twice)
"MovementSpeed":12, ->"MovementSpeed":36,
etc.
How do I compile this into a proper mod?
"C:\Users\$Username\AppData\LocalLow\Failbetter Games\Sunless Sea"
... but I can't find where you guys are changing ship stats (cargo hold, etc). Is there another location, or did I just miss it?