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Post Re: Equiped Items stats change based on augs/mods
The Wiki runs on MediaWiki. It has a way to grab pages automagically, but I never figured it out. Added to that is the fact that nothing on the wiki is stored in an actual database, but is instead just a table on a page (a non-identifiable table as well). To hook it into the wiki the way it is now would be terribly hard, especially given that there is no player with higher than standard access to the wiki's systems.

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Sun Jul 06, 2014 12:02 pm
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Post Re: Equiped Items stats change based on augs/mods
You'll get a few bil from me as well, I spend so much time comparing setups for people that I really could use a fully functional calculator.

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Mon Jul 07, 2014 10:32 am
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Post Re: Equiped Items stats change based on augs/mods
Update:

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I can't seem to get the edit aug buttons to make a popup so I may have to redesign the idea on those. I just didn't want to clutter it too much.

The mod section will probably be a either a tickbox with the item mod (Assuming they give same bonuses across all tech levels) with the amount (So like if you had 4x intelligent for some reason)

I still have to add in ship bonuses and actual item bonuses too, but this is just two days work currently (Two days as in I've been using my free time at work doing this)

(Can you tell I like parenthesis?)

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Mon Jul 07, 2014 5:59 pm
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Post Re: Equiped Items stats change based on augs/mods
Mods have a different effect power depending upon tech level.

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Star Sonata is not ready for a release on Steam. See this topic for what we think should be done about it.
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Mon Jul 07, 2014 8:13 pm
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Post Re: Equiped Items stats change based on augs/mods
Alright I'll do the same type of menu as augs currently is for mods then. Not sure how else to do it. I'm trying to get it to be pretty customizable and feature-rich.

Once I get mods in and I'll check the math and then bundle it up and release it for a test. I'll add in auras after that. Anyone notice anything I'm missing? I could add in extra stats but these were the ones I thought most useful for a first release.

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Edit: Numerical inputs only allow (+/-)###.##

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Tue Jul 08, 2014 4:13 pm
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Post Re: Equiped Items stats change based on augs/mods
A menu for selecting Modifications would be great, will need to account for tech level and know what each mod does though.

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Tue Jul 08, 2014 5:49 pm
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Post Re: Equiped Items stats change based on augs/mods
Vert/Enkelin/Anyone who knows the calculations properly. The two given Aug Tweaking bonus give two different results. Also I thought that with two augs it would then give Bonus/2 or 50%. At 3 augs, Bonus/3 (33%). I've gotten most of the other calculations working and just need to finish off item mods. I'm probably just going to do the same thing as augs and give a popup and you can input a ton of mods.

Also I forgot inbuilt ship bonuses, that is in now.

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Thu Jul 10, 2014 6:37 pm
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Post Re: Equiped Items stats change based on augs/mods
Golfman560 wrote:
Also I thought that with two augs it would then give Bonus/2 or 50%. At 3 augs, Bonus/3 (33%).


Why would you assume this? It gives the full bonus to each augmenter.

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Thu Jul 10, 2014 8:51 pm
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Post Re: Equiped Items stats change based on augs/mods
I swore I read somewhere that said that AT degraded by the amount of augs equipped. I'll see if I can pull it up. But either way the 2 methods give 2 different results for negative aug bonuses.

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Fri Jul 11, 2014 8:16 am
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Post Re: Equiped Items stats change based on augs/mods
Golfman560 wrote:
I swore I read somewhere that said that AT degraded by the amount of augs equipped. I'll see if I can pull it up. But either way the 2 methods give 2 different results for negative aug bonuses.


I don't know what you mean by "the 2 methods" but the link I gave you to my post in the Guides forum is 100% correct for computing any kind of aug bonus. Don't bother trying to "pull up" counter evidence because there are only two outcomes of that effort:

1) it is wrong
2) it is algebraically equivalent to my method

If you like you can post some actual examples where you are having trouble and I will tell you where you are going wrong.

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http://www.starsonata.com/features


Fri Jul 11, 2014 8:19 am
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Post Re: Equiped Items stats change based on augs/mods
I found the issue with the 2 different methods. The wiki page (to me) seems to make it look like the AT bonus is applied to Bsum while yours applies to Fsum. Applying it to Fsum is definitely how it should be added.

Also just talked to BD and I am indeed going crazy on the depreciation on the AT with more augs equipped. I seriously don't know where I thought of that.

Will have something for people to play with in a little bit. (Item mods and auras aren't in though, that might be my goal for tomorrow or Monday)

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Fri Jul 11, 2014 9:13 am
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Post Re: Equiped Items stats change based on augs/mods
Working version up. Pretty sure the math is correct. Missing auras, item mods, save/loading, about/help functions, and also comments in the source.

http://forum.starsonata.com/viewtopic.php?f=17&t=59350

If you guys really want to give bils when its fully working, I'm on my alt named -redacted-. It'll go towards a nice shiny new ship when I sub again.

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Last edited by Golfman560 on Thu Sep 18, 2014 4:58 pm, edited 1 time in total.

Fri Jul 11, 2014 2:57 pm
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Post Re: Equiped Items stats change based on augs/mods
I havent tried it yet so dont yell at me if it does work but, I dont see aug tweaking skill in the interface. is this included? :)

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Sat Jul 12, 2014 2:58 pm
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Post Re: Equiped Items stats change based on augs/mods
Yeah I forgot the button. Its in the one posted. Imperial tweaking too

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Sat Jul 12, 2014 3:05 pm
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