Nexus: The Jupiter Incident

Nexus: The Jupiter Incident

games Oct 30, 2018 @ 7:58am
Finally Nexus Modding secret has been discovered
By default we have (tacticsbase.ini)
XPCategories #SKL_MILITARY 200 400 800 9999 9999
XPCategories #SKL_ENGINEER 30 50 110 999 999
XPCategories #SKL_SCIENCE 20 50 100 200 999

or you can find inside every .mission something like
SetXPCategories(#SKL_MILITARY, 100, 170, 999, 999, 999);
SetXPCategories(#SKL_ENGINEER, 30, 999, 999, 999, 999);
SetXPCategories(#SKL_SCIENCE, 30, 999, 999, 999, 999);

XPCategories is parameter for every player's ship.
How much experience each ship will get after mission

Example:
our ship kills enemy ship (with price 120), so +1 xp for our ship (for instance - Brutus)
then Brutus kills one more enemy with price 200 (120+200=320), so we jump to next level and get +1 xp. Next level to get +1xp will be 999. (actually we will get +3 xp as soon as 999 same for 3rd, 4th and 5th ticks)

All ships have price rating. You can find this rating if you will open multiplayer and will try to configure your fleet. Basically this is default empty price + devices price.

Same logic for ENGINEER and SCIENCE

SKL_ENGINEER - this is how much damage your ship repair during battle

SKL_SCIENCE - scanning enemy equipment + datascanner's info (strategytypes.ini)

Overall, theoretically you can get +15 xp every mission for every ship (without some bonus targets that sometimes we have during missions)
Last edited by games; Oct 30, 2018 @ 8:01am
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Showing 1-11 of 11 comments
TehnoMag Oct 30, 2018 @ 11:35am 
Hmm. interesting, but i have sove notice:
Price used only in MP game. In SP used XP variable of ship entity. And increment in end manually by script .
TehnoMag Oct 30, 2018 @ 11:37am 
On ENG and SCI skills, I came to the same conclusion, but we need exact formulas for used it properly.
Last edited by TehnoMag; Oct 30, 2018 @ 11:38am
games Oct 30, 2018 @ 12:35pm 
Originally posted by TehnoMag:
Hmm. interesting, but i have sove notice:
Price used only in MP game. In SP used XP variable of ship entity. And increment in end manually by script .
I found that ship gets exp only if it makes final "killshot". From my tests it looks like that price from mp shows the same price in sp. So it is not about ship hull damage %

We need formula only for ENGINEER repairs and SCIENCE recon devices. Even here I have some ideas. Need to test more. I think that equipment price influence on gathering points.
Last edited by games; Oct 30, 2018 @ 12:36pm
Rhophius Oct 30, 2018 @ 7:54pm 
XP points are static in NTJI, this was covered in a post i made years ago detailing the tacticstypes and base files. You will find it hard to change those individual gained values.
games Oct 31, 2018 @ 4:10am 
Originally posted by Rhophius:
XP points are static in NTJI, this was covered in a post i made years ago detailing the tacticstypes and base files. You will find it hard to change those individual gained values.
Sorry, but you are wrong. XP points are not static.
Only uGetNPC(#name):XP := uGetNPC(#NPC_Player):XP + x; is static.

Your "covered in a post i made years ago" - wrong. Test SetXPCategories by yourself. Good luck!
Really, if you do not believe me, test it by the logic in my post.

For instance, give 23xp in 2nd mission
Only uGetNPC(#name):XP := uGetNPC(#NPC_Player):XP + 23;
and set
SetXPCategories(#SKL_MILITARY, 999, 999, 999, 999, 999);
SetXPCategories(#SKL_ENGINEER, 999, 999, 999, 999, 999);
SetXPCategories(#SKL_SCIENCE, 999, 999, 999, 999, 999);
- then you won't have level upon the ship

If you will set
SetXPCategories(#SKL_MILITARY, 999, 999, 999, 999, 999);
SetXPCategories(#SKL_ENGINEER, 1, 999, 999, 999, 999);
SetXPCategories(#SKL_SCIENCE, 1, 999, 999, 999, 999);

Then will get +2xp and level up ship crew (23+2=25) as he made at "SCIENCE" recon and ENGINEER repair (flack).

Actually, I also was surprised when I figured out how exactly XP system works and why nobody before found this.
Last edited by games; Oct 31, 2018 @ 4:23am
Rhophius Oct 31, 2018 @ 11:26am 
https://steamcommunity.com/app/6420/discussions/0/357286033299751996/

Myself and Technomag discussed the xp system sometime ago, its buried somewhere in the discussions from 2 years ago.

The xp system breaks the game massively, after 20 in military your weapons will damage ships way beyond what is considered reasonable.
games Oct 31, 2018 @ 12:05pm 
Originally posted by Rhophius:
https://steamcommunity.com/app/6420/discussions/0/357286033299751996/

Myself and Technomag discussed the xp system sometime ago, its buried somewhere in the discussions from 2 years ago.

The xp system breaks the game massively, after 20 in military your weapons will damage ships way beyond what is considered reasonable.
No, it does not. bcs you can not get 20 skill during campaing game. 8 max if i not mistaken (2 by default +3 ship +3 choose = 8)
So you will have 8M, 3S, 4E

I also discussed it with him just few days ago
Last edited by games; Oct 31, 2018 @ 12:11pm
Rhophius Nov 1, 2018 @ 12:12pm 
Yer i didnt state what you could aquire within the campaign, its a statement of how broken the military stat becomes after 19 points. There are 10 skill points available in the campaign, they are aquired through completing bonus objectives.

But go ahead and try out the different stats, even on professional the game becomes extremely easy with maxed military, since the other stats are essentially useless (maybe engineering, more resource if your having trouble with gorg shields though i doubt it)

Medals for stat points.

Medal 1 for successfully defending the Sunflower base by destroying or disabling all three attacking ships

Medal 2 for saving lives aboard the Razor and the Northstar Station

Medal 3 Disabling the raptor base via leaking conduit before vardrags do it for you.

Medal 4 destroying 5 gorg ships and successfully defending the colossus

Medal 5 identify and disable both IP-blocker and Fortress Shield on the station at epsilon gate

Medal 6 destroy all enemy ships at the peacetalks (comet) while defending gorg ambassador

Medal 7 for scanning and destroying the the Locust queen

Medal 8 scanning the entity and saving the NOAH admiral Scheinmann

Medal 9 succesfully deploy blocking field, destroying the entity and rescuing Vice Admiral Norbank from Balthazar

Medal 10 reaching and securing the communication relay stations, destroying the entity orb and the remaining units of the controlled fleets. (extremely hard due to relays stations in relation to your starting position)
games Nov 2, 2018 @ 1:11am 
Rhophius, Medals are just a text, it is NOT stat points.
for instance - M.mc:uAddMedal(01) in mission and test here gsflt_medaldesc.ini

Medals only show that you have completed some tasks and somethimes (as soon as some Mission objects completed, you will get bonuses XP or equpment, etc )


Example:

023___BackToEarth.mission

If(MissionObjective(2)=#OBJECTIVE_COMPLETED & MissionObjective(4)=#OBJECTIVE_COMPLETED,
M.marcus:uAddMedal(02);
);

MissionObjective(4, #OBJECTIVE_COMPLETED);
//epizodvaltozo beallitasa:
U.SOS_Ment := 1;

episode_2.rules
If(U.SOS_Ment, uAddDevicesToStock(#weap_eBomb,1););


You also can get bonus only 1 or 2 xp (usually zero if you play beginner level) when you finish some objects that are interconnected with Medals
for instance:

044___PeaceNegotiations.mission
if(MissionObjective(3)=#OBJECTIVE_COMPLETED&MissionObjective(2)=#OBJECTIVE_COMPLETED,
M.mc:uAddMedal(06);


if(SelectShips(4,S.race=#race_Gorg&S.this:ship)=0,
MissionObjective(2, #OBJECTIVE_COMPLETED );
U.All_Gorg:=1;
ChooseFirst(
M.diffLevel=1,
uGetNPC(#NPC_Player):XP := uGetNPC(#NPC_Player):XP + 1;
,
M.diffLevel=2,
uGetNPC(#NPC_Player):XP := uGetNPC(#NPC_Player):XP + 1;
,
M.diffLevel=3,
uGetNPC(#NPC_Player):XP := uGetNPC(#NPC_Player):XP + 2;


P.S.I
Your phrase "its a statement of how broken the military stat becomes after 19 points." is not correct. As it can be said about any game with stats...

Also, professional level is hard to play even if you are pro (compare to affords within easy beginner or experienced levels). And it is impossible to archive some medals and side-objects if you play professional. For instance - save Manatus. Or you need 1000 save-load to save Hawking

P.S.II
Example1
Sometimes we need to scan something quickly, so Brutus with Science 6 rules (as he has 2 from the beginning, then 2 levels-ups and 2 bonus = 6), then you can use him as "recon ship" and save points to increase Angel/Marcus Military skill.

Example2
In New Conflicts mod I put skills to Engineering becouse Hero's ship is quite bad and always needed both more cargo points and repair speed of the devices
Last edited by games; Nov 2, 2018 @ 1:40am
Player333676 Dec 28, 2021 @ 3:26pm 
Originally posted by games:
By default we have (tacticsbase.ini)
XPCategories #SKL_MILITARY 200 400 800 9999 9999
XPCategories #SKL_ENGINEER 30 50 110 999 999
XPCategories #SKL_SCIENCE 20 50 100 200 999

or you can find inside every .mission something like
SetXPCategories(#SKL_MILITARY, 100, 170, 999, 999, 999);
SetXPCategories(#SKL_ENGINEER, 30, 999, 999, 999, 999);
SetXPCategories(#SKL_SCIENCE, 30, 999, 999, 999, 999);

XPCategories is parameter for every player's ship.
How much experience each ship will get after mission

Example:
our ship kills enemy ship (with price 120), so +1 xp for our ship (for instance - Brutus)
then Brutus kills one more enemy with price 200 (120+200=320), so we jump to next level and get +1 xp. Next level to get +1xp will be 999. (actually we will get +3 xp as soon as 999 same for 3rd, 4th and 5th ticks)

All ships have price rating. You can find this rating if you will open multiplayer and will try to configure your fleet. Basically this is default empty price + devices price.

Same logic for ENGINEER and SCIENCE

SKL_ENGINEER - this is how much damage your ship repair during battle

SKL_SCIENCE - scanning enemy equipment + datascanner's info (strategytypes.ini)

Overall, theoretically you can get +15 xp every mission for every ship (without some bonus targets that sometimes we have during missions)
Does military rating counting "kills" require to completely destroy an enemy ship, or is it enough to make it evacuate?
You can edit everything in this game, including Military science and engineering, I can start the first mission after jumping through the worm hole with the best equipment, make my ship go 1km/sec, have 99 of all stats. not hard just edit the settings.
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