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[0.90] ImprovedStrategies v0.12


Borsek

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IMPROVED STRATEGIES v0.13

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What does it do?

It changes the strategy conversion rates so some strategies become actually worthwhile.

It messes only with the conversion of funds into reputation or into science, and vice-versa, as well as the conversion o science into rep; and with initial setup costs (lowers all base costs to 0 and lowers some max costs, 5% still has a small cost).

My rule of thumb was, that reputation is the 'rarest' resource because it maxes out at 1000, science is slightly more common (but semi-finite), and funds are quite common.

The rates: (max-min dedication)

Rep into funds: 1 rep for 1.8-1.23k funds

Funds into rep: 1 rep for 1.48-1.96k funds

Sci into funds: 1 sci for 1.0-0.81k funds

Funds into sci: 1 sci for 1.2-1.57k funds

Sci into rep: 1 rep for 1.111-1.408 sci

Rep into sci: 1 rep for 1.8-1.325 sci

This is a simple modification of Strategies.cfg (only the rates and initial costs were changed), so you can look the 'code' up by simply opening the .cfg in notepad or similar.

How to install?

Unzip the file found at: https://kerbalstuff.com/mod/423/ImprovedStrategies and throw the 'ImprovedStrategies' folder into your KSP GameData folder. Removal works the same, and turning the mod on/off only requires a game restart, even with active strategies.

Why modify the values?

Simply because getting 10 funds or similar peanuts per unit of science was ridiculous to me - in the early game, you need both funds AND science (and some rep), so this mod actually makes it more viable to use strategies early on. In the late game, you will probably be selling science and rep anyway, so you might as well be able to build bigger projects legitimately. Maybe you think the moded values go too far - that's up to you. Feel free to post a request for different conversion rates, and I might make an extra version or two.

Feel free to comment or report bugs and similar in the thread!

P.S.: Use at your own risk, and if your PC has a nuclear meltdown while running this mod, I am not to be held liable. Also it was probably not the mod's fault. Also, this was probably made before by someone, somewhere, I made my own as I was unable to find such a mod.

EDIT: Added license file into mod download.

Edited by Borsek
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I'm selling science and rep for cash.

No need to increase science. Just cash.

I have

Landing pad, Level 3

Tracking level 2

R and D level 1

Astro comp. level 2

admin level 1

sph level 1

vab level 2

719.3 science all level 1 tech researched but 30 or so parts still locked.

553,233 cash

rep in mid light green area.

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I'm selling science and rep for cash.

No need to increase science. Just cash.

I have

Landing pad, Level 3

Tracking level 2

R and D level 1

Astro comp. level 2

admin level 1

sph level 1

vab level 2

719.3 science all level 1 tech researched but 30 or so parts still locked.

553,233 cash

rep in mid light green area.

Well, there's only SO many flag planting, station building and proper orbit reaching missions one can do on the same 3 bodies before getting bored - oh, look, another mission to minmus, taking half an hour for about 150k profit - 10 more hours of grinding and I can upgrade the science building to lvl 3! HOORAY!

Not to mention Kerbin surveys... I ran out of cash for upgrades in the beginning, so I did a few of those with a lolplane - tried with no jet engines - it worked, but it was painful as HELL.

In any case, this mod will eliminate a lot of that, however, I might tone it down a little, maybe set the conversion rates to 1/3 of the current ones - the 60% rep I trade off nets me hundreds of thousands for a very small cost, so I need to do some more tweaking. I'll probably make an optional file as well.

If I ever have a few days of nothing to do, I might make a UI slider sort of thing so one can adjust it to whatever. Hooray re-learning C#.

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Thanks for this mod. With stock, the Outsourcing R&D strategy at 5% investment gives 1 science per 35 fund, and some of the missions I saw give 100k funds in advance, which means you also get almost 3k science also just for accepting the mission which breaks the game. Hopefully this mod will make the game more balanced

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  • 1 month later...
  • 2 weeks later...
In any case, this mod will eliminate a lot of that, however, I might tone it down a little, maybe set the conversion rates to 1/3 of the current ones - the 60% rep I trade off nets me hundreds of thousands for a very small cost, so I need to do some more tweaking. I'll probably make an optional file as well.

Personally, I like that it's just a .cfg file. Less complications given KSP's bugginess.

I'd agree that by default you might want to back off the Sci -> Funds and Rep -> Funds by about 1/2. Maybe a "hard" mode version with 1/4 the current values, a "normal" version with 1/2 the current values and an "easy" mode version with current values. Either all in the same zip or as separate zip files.

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