A solution to the mid-game problem of not needing commissions and enhancing your lore immersion by granting special characteristics depending on what faction you're commissioned by. Perhaps it is also an encouragement for you to try out new faction starts...
1. In `data/hullmods/hull_mods.csv`,4. Optionally you may want to add a tip, hullmod font colors, but that's only if users have this mod so they may get confused if they take a commission and they don't get anything.
- [ ] Under `id`, change `CHM_hegemony` to whatever hull mod id you want.
- [ ] Under `script`, change `data.scripts.hullmods.CHM_hegemony` to use your hull mod id instead.
- [ ] If desired, change any other values, like the `desc`.
2. In `data/scripts/hullmods`,
- [ ] Rename `CHM_hegemony.java` to `<your hull mod id>.java`.
- [ ] Inside that file, replace `class CHM_hegemony` with `class <your hull mod id>`.
- [ ] Inside that file, replace `hegemony` with your faction id.
3. In `data/config/CommissionBonus/TechpriestCommission.csv`,
- [ ] Change `hegemony` to your faction id.
- [ ] Change `CHM_hegemony` to your hull mod id.
if (!"almighty_dollar".equals(Misc.getCommissionFactionId())) {
ship.getVariant().removeMod("chm_200iq");
}
Just a heads up, you can have the hullmod cost 0 points. It still works fine, and doesn't require any to install.New update it is then within the hour. Not sure if it's save-game compatible tho.
My god.It is an idea, I've been tinkering with.
The pirate commission is SO worth it. Sensor skill + Pirate commission would be insane.
Is it possible to make it so that the more reputation you have in a commission, the higher the bonus? Like, it'd start at 5% when you first commissioned, then goes up to 30% or something or whatever you choose when you become Cooperative.
This is a brilliant way to do faction crews, great job!There is a replacement script to show one hullmod from this mod already? Or I'm not understanding correctly?
Very unbalanced atm, but there are others who can better help you with that.
I think you can remove hullmods from the list of ones the player knows. If so, I suggest reorganizing things so faction crew hullmods are available directly while commissioned and the generic Commissioned Specialists hullmod is shown (but blocked) while not commissioned. This would allow multiple options at once and be cleaner in some ways. It would also let you have pirate and pather crews available simply at high rep with their factions.
If you don't want to do that, I would suggest at least doing a replacement script so you only show one hullmod on the ship. Click the general hullmod in the list, get the specific hullmod on the ship.
There is a replacement script to show one hullmod from this mod already? Or I'm not understanding correctly?
Question: Do these bonuses apply to ships from the given faction, or just player ships when commissioned?There's no way to check what's the ship's origin faction/market/whatever. There's potentially a substitute, with bonus applying only to ships that faction uses, though in that case some bonuses would have to change a bit. Church bonus would apply only to low-tech ships, in which case, I would argue it could get even stronger, since they rely on missiles so much and your roster is fairly limited (it won't boost any phase ships). Tri-Tachyon would have to get something that's useful to either phase ships, carriers or high-tech ships, since those are the only ships they use. I think I would settle for energy guns using 10% less flux, or make another fighter focused one and have Tri-Tachyon Aces: more fighter damage, longer refit times.
What I mean by replacement script is changing the code that adds the faction hullmod to remove the generic hullmod at the same time.It already does that tho? I'll have to recheck.
Is this an accurate checklist of what a faction mod author needs to do?Yup, that should be it. I think.
1. In `data/hullmods/hull_mods.csv`,
- [ ] Under `id`, change `chm_200iq` to whatever hull mod id you want.
- [ ] Under `script`, change `data.scripts.hullmods.chm_200iq` to use your hull mod id instead.
- [ ] If desired, change any other values, like the `desc`.
1. In `data/scripts/hullmods`,
- [ ] Rename `chm_200iq.java` to `<your hull mod id>.java`.
- [ ] Inside that file, replace `class chm_200iq` with `class <your hull mod id>`.
- [ ] Inside that file, replace `almighty_dollar` with your faction id.
1. In `data/config/TechpriestCommission.csv`,
- [ ] Change `almighty_dollar` to your faction id.
- [ ] Change `chm_200iq` to your hull mod id.
What I mean by replacement script is changing the code that adds the faction hullmod to remove the generic hullmod at the same time.It already does that tho? I'll have to recheck.
Question: Do these bonuses apply to ships from the given faction, or just player ships when commissioned?This line of thought is problematic for a lot of reasons, here are some (but far from all) stated in short.
Edit: It's been pointed out to me that the above question is unclear. What I meant to ask is if this gets applied to fleets controlled by the given faction, or just the player's fleets.
This is really cool, I'm going to have to think about how I might want to integrate it.That sounds good just make sure the users download this mod!
(It would be really fun to balance a faction around below-average stats without a commission that raise to above-average with one. 'Proprietary Maintenance Standards').
This is a really neat idea. As others have noted, balance is off a bit - some of these are definitely more valuable than others - but it's still a really neat idea. Kudos.MesoTroniK makes a good point, but no your player faction fleets don't get the bonus since most of the time they are fighting with fleet points in auto-resolve battles. There's no point in giving player faction hull mods since it is rare you want to join a fight with them. I'll take a look at Sindrian Endurance and Tri-Tech Assistant for next update.
My assessments:
Hegemonic Plating: Simple and to the point. Not a really significant bonus, but nothing to sneer at either.
League Leadership: This one's pretty powerful; at least personally, I rarely have the OP available to put expanded deck crews on my carriers, so I'd be getting the full bonus more often than not. On the flip side, the Persean League is pretty boring as a faction, so giving them an exciting and potent crew bonus is, imo, actually, a good idea.
Sindrian Endurance: An interesting idea, but... not actually that useful, at least for my playstyle. I'd probably combine this with something like a 10% reduction to ship maintenance supply cost.
Blessing of Ludd: This one is, um... weird? The effect seems fairly reasonable, but the flavor-text could use a re-write. Something like "Eschewing automated tracking systems, each missile is individually remote-guided by Luddic gunnery crews."
Tri-Tech Assistant: 100% useless bonus. There are several sources for auto-aim accuracy bonuses (High CR, gunnery implants skill), and they already add up to more than actually has any effect. That said, I'm not sure what would be a good replacement here. Maybe a 5% reduction to shield / phase cloak maintenance flux costs?
The Path: One of the more powerful options. On the other hand... you've got a commission from the Luddic Path. That probably balances out.
Pirate Handiworks: Powerful but situational. Though, again, if you're allied this closely with the pirates... well, not only does that mean you're more likely to be in a situation where this matters, it also means you do need all the help you can get.
Hm. Yeah, okay, so that's just Sindrian Endurance and Tri-Tech Assistant that I think need work.
Question: Do these bonuses apply to ships from the given faction, or just player ships when commissioned?
Edit: It's been pointed out to me that the above question is unclear. What I meant to ask is if this gets applied to fleets controlled by the given faction, or just the player's fleets.
It's a good idea, making late-game com interesting. :)Thank you!
Found a oversight.1.21 September 29th, 2019 (https://bitbucket.org/Techpriest2590/commissioned-crews/downloads/Commissioned_Crews_1.21.7z)
When you save a loadout with the Commission hull mod, then use the loadout on another ship, the Commission hull mod doesn't show up, so you have to manually add it.
Found a oversight.1.21 September 29th, 2019 (https://bitbucket.org/Techpriest2590/commissioned-crews/downloads/Commissioned_Crews_1.21.7z)
When you save a loadout with the Commission hull mod, then use the loadout on another ship, the Commission hull mod doesn't show up, so you have to manually add it.Save-game compatible.
- The Commissioned Specialist Hullmod will now do a ship-wide check on your fleet instead of doing the ship it has the hullmod on individually.
What TT did to deserve this? Their bonus to leading weapons was at least somewhat useable for almost any ship and CR decay reduction was a change for the better, but now, in middle-late game it's just utterly useless. Other factions get useful stuff like armor bonus, fighter respawn speed, missile damage bonus and even custom useful combat bonuses depending on what officer pilots ship and then TT gets... 15% skeleton crew reduction?Simply navigate to Commissioned Crews\data\scripts\hullmods and replace CHM_tritachyon.java with the one from 1.2.
Your mod is great and i am planning to continue to use it, but in case if you don't plan to change that, can you please tell me how do i preserve CR decay reduction bonus when updating to a new version? Thanks.
Simply navigate to Commissioned Crews\data\scripts\hullmods and replace CHM_tritachyon.java with the one from 1.2.Sadly doesn't work like that because there is no scripts folder in 1.3 version. I guess i could swap something in CommissionedCrews.java, but there is none in 1.2, so i can't take files from there. Thanks anyway, i will stick to 1.2 for now.
At least, in theory.
Sadly doesn't work like that because there is no scripts folder in 1.3 version. I guess i could swap something in CommissionedCrews.java, but there is none in 1.2, so i can't take files from there. Thanks anyway, i will stick to 1.2 for now.It's in the jar now, so there's another step to it.
It's in the jar now, so there's another step to it.Do i just change file extention from java to class? Because i can pull only .java file from 1.21, there is no .class file because there is no jar folder there at all.
Open CommissionedCrews.jar with 7zip and navigate to data\scripts\hullmods\ and replace the file with the old one.
Shoot, didn't notice that. I don't know enough about java to give you a clear answer, but I doubt it.It's in the jar now, so there's another step to it.Do i just change file extention from java to class? Because i can pull only .java file from 1.21, there is no .class file because there is no jar folder there at all.
Open CommissionedCrews.jar with 7zip and navigate to data\scripts\hullmods\ and replace the file with the old one.
I'm not sure even with a 50% crew reduction it would be worth it once a colony is set up.
Crew expenses are minor even with crew into the thousands.
This mod looks pretty cool. Can it be added midgame?Yes.
I guess I need a bit more of a detailed walkthrough, because I get a null error each time I visit a planet with this:Not sure if you're familiar with how Starsector accept .csv files, but you can override the CHM_pirate hullmod in hullmod.csv by having it have the same hullmod ID.
Edit: All fixed, sad you can't have multiple entries for a Faction, and it makes overriding default hullmods a bit of a pain.
Pirate Handiworks,CHM_pirate,,,,,,,,TRUE,,0,0,0,0,data.scripts.hullmods.CHM_pirate,Pirates and smugglers on-board makes constant adjustments to make the ship less visible in space. The ship's sensor profile is reduced by %s.,Reduce sensor profile.,graphics/hullmods/chm_pirate.png
There seems to be a bug with the tri-tach assistant commissioned crew bonus and its interaction with the flux coil adjunct hullmod. It is applying its bonus to flux dissipation instead of capacity.Fixed and save-game compatible. Re-download for the bugfix in 1.41
if (!"almighty_dollar".equals(Misc.getCommissionFactionId())) {
ship.getVariant().removeMod("chm_200iq");
}
I wanted to get on here quickly and say that I do plan on supporting this mod with Archean Order factions in the future. It looks really cool. :)
Probably the next update, I'd say. I'll have to think on what bonuses to give, though.
Say, I'm running a League game right now, and while the manufactury is great on my carriers, it's pretty underwhelming for the rest of my fleet, and did nothing until I actually got a carrier.I'll think about it.
Would you consider adding on an additional bonus? Say to in-combat repair time or maybe CR decay/operating time to reflect the high standards of maintenance and equipment on League ships?
@Override //All you need is this to be honest. The framework will do everything on its own.
public void applyEffectsAfterShipCreation(ShipAPI ship, String id) {
if (ship.getVariant().hasHullMod("CHM_commission")) {
ship.getVariant().removeMod("CHM_commission");
}
// This is to remove the unnecessary dummy hull mod. Unless the player want it... but nah!
}
Don't suppose there's anyway for the United We Stand hullmod to work when you're part of an alliance (from Nexerelin) but not actually commissioned by any of it's members?United We Stand hullmod already does this though? If your player faction is in an alliance, it'll reward you the hullmods from those factions.
Don't suppose there's anyway for the United We Stand hullmod to work when you're part of an alliance (from Nexerelin) but not actually commissioned by any of it's members?United We Stand hullmod already does this though? If your player faction is in an alliance, it'll reward you the hullmods from those factions.
This file contains OF ONLY a modified .csv and a modified .java file for 1.2.1a. That applies the fix. Versions after 1.2.1a already has this fix, but in the case when Tiandong update you will no longer need this file.Don't suppose there's anyway for the United We Stand hullmod to work when you're part of an alliance (from Nexerelin) but not actually commissioned by any of it's members?United We Stand hullmod already does this though? If your player faction is in an alliance, it'll reward you the hullmods from those factions.
It doesn't seem to be working for me, it makes the sound when I enter a market, but the hullmods don't apply. For reference I was commissioned previously with Tiandong Heavy Industries, I resigned my commission, formed an alliance with Tiandong and the bonus didn't apply. Thinking it might not work properly with just 1 ally I spent a bit of time and eventually got Anvil Industries to also join, but still no bonus.
Correction: I've now gotten the Anvil bonus, but the Tiandong bonus doesn't apply. (It did when I was initially with them, but that was before the alliance)
So, apparently Shadowyards is having some weird issues with it's commissioned crew; the guide for getting it set up is pretty straightforward and everything is in place appropriately (hullmod script, hullmods.csv entry, and the TechpriestCommission.csv entry,) however, it's functioning... oddly.
Specifically the crew is being oddly clunky to apply. Like, it'll show up, eventually, but you need to land at a planet, manually apply the hullmod, leave the planet, and land again at which point the crew hullmod gets applied e: at least if the ship is default variant. Also if you click on the commissioned crew thing for a ship that already has the commissioned crew it'll just remove the hullmod and you'll have to do the "gimme a crew dance" described above. I didn't realize this wasn't functioning normally when first setting it up because I hadn't run with the mod before. Any idea what's up?
I've noticed similar behavior as well, but I haven't had a chance to confirm why. For me, it doesn't apply upon docking, but will immediately apply when I manually add the hullmod using the refit screen. I thought it had to do with trying to limit the hullmod to the player flagship, but if it is elsewhere it might be a larger issue in general. I'll try to help a little later on assuming the source is available. Have to finish the compatibility edits first so I don't lose track of what I'm actually editing.With starting ships, they seem to not... be automatically added for some weird reason. Only until you go into a fleet battle or change one of their refit that they'll start accepting the hullmod like a breeze.
I don't seem to have access to the Unite We Stand OR the Commissioned Crews hullmod. I've got a lot of mods but I don't know if any are conflicting.Nevermind I am an idiot. I have been filtering hullmods for an unknown amount of time.
Hello, I think something might have gone wrong with the new tri-tachyon hullmod.Fixed. Redownload.
It doesn't seem to affect even high-tech/tri-tachyon ships anymore.
Okay, I'm fully willing to accept the possibility that I'm just an idiot who doesn't understand how to use this mod, but I have to ask something.United We Stand grants the hullmods from those you are allied with, not those you have a better reputation with.
After applying the "United We Stand" hullmod to a ship and re-entering a market, the only crew bonus I get is from Interstellar Imperium. I am not commissioned under the Imperium and there are other factions my relations are better with (if I understand correctly how it's supposed to work). This happens regardless of the ship design or the owner of the market I do this at.
I'm not sure what causes this, an incompatibility with a mod like Starship Legends or faction mods w/o Commissioned Crews support.
United We Stand grants the hullmods from those you are allied with, not those you have a better reputation with.Ah, I see. I was confused by how the game presents information on alliances; I thought factions listed as "known allies" in the faction directory were it. Thank you.
Nex is updated now, is there a simple Json change I can make to reenable the compatability?March 28, 2021
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner/1.9999/total?color=%235588EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner/releases/download/1.9999/Commissioned.Crews.zip)
- Disabled Nex Support only cuz Nex isn't updated.
- TOTALLY THE First Update before Starsector 0.95
- Save game compatible with Commissioned Crew 1.99.
Hey, have you checked the Supported Modded Factions lately? It grew with 1 supported factions from the last patch to this patch! Wow!
Nex is updated now, is there a simple Json change I can make to reenable the compatability?
- Some cool font colors.
This made me laugh. Thanks!Nex is updated now, is there a simple Json change I can make to reenable the compatability?
- Enabled Nex Support only cuz Nex is updated.
Just font color of their tech type.
- Some cool font colors.
Is the red text meant to indicate the commission mods aren't functioning? Or just differentiate from other hullmods? I added the latest update to an ongoing save, didn't see anything in the tooltip to indicate the mods aren't functioning but figured I'd ask since usually red=bad.
Getting a weird bug, I applied the crew buff at the main ScalarTech planet and got the luddic path buff instead?I can't replicate. Redownload Scalar and Commissioned Crew...
What can I do to fix that?
are you biased against TT?no
Getting a weird bug, I applied the crew buff at the main ScalarTech planet and got the luddic path buff instead?I can't replicate. Redownload Scalar and Commissioned Crew...
What can I do to fix that?
Unless you're commissioned to the Luddic Path. :) The crew buff is dependent on your commission, not on the planet you're on.
April 14, 2021
(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner/1.999999gg/total?color=%235588EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner/releases/download/1.999999gg/Commissioned.Crews.zip)
- Luddic Rituals now applies a hefty missile damage bonus instead of increased missile damage toward shields.
- Tri-Tachyon's CC now increases flux dissipation when venting by 15%.
- Optimized some performance code.
- Save game compatible.
Much love!
Hey, have you checked the Supported Modded Factions lately? It grew with 1 supported factions from the last patch to this patch! Wow!
ok apparently the "last resort" option ended up working, but i wonder what happenedUnsolvable bug from how the player faction is generated at the start of the game. The automatic option should work usually when you buy new ships.
I'm not seeing anything in the example file's script that limits it to the Hegemony, is that handled elsewhere (now?)?Support is very easy to support for modders. You can download this example code to see how Hegemony gets its hullmod. (https://bitbucket.org/Techpriest2590/commissioned-crews/downloads/generic_mod_name_compatibility.zip). You just need to remember to put something in the TechpriestCommission.csv to align with the corresponding faction string and hullmod string while making sure your hull mod has code (in the example) to remove itself when the player is no longer commissioned to the faction. The hullmod should somewhat encourage players for receiving a commission with them (straight debuffs are ? but buffs for a debuff is fine). Support is extremely stable at the moment.
Once you have support, there should little need to maintain support aside from balancing out the commissioned hull mods. If you want some ideas, you may check a look into what the supported modded faction have as their bonuses. For mine, all of the vanilla factions are open-sourced, so you may take a peek to see how I made the code work.1. In `data/hullmods/hull_mods.csv`,4. Optionally you may want to add a tip, hullmod font colors, but that's only if users have this mod so they may get confused if they take a commission and they don't get anything.
- [ ] Under `id`, change `CHM_hegemony` to whatever hull mod id you want.
- [ ] Under `script`, change `data.scripts.hullmods.CHM_hegemony` to use your hull mod id instead.
- [ ] If desired, change any other values, like the `desc`.
2. In `data/scripts/hullmods`,
- [ ] Rename `CHM_hegemony.java` to `<your hull mod id>.java`.
- [ ] Inside that file, replace `class CHM_hegemony` with `class <your hull mod id>`.
- [ ] Inside that file, replace `hegemony` with your faction id.
3. In `data/config/CommissionBonus/TechpriestCommission.csv`,
- [ ] Change `hegemony` to your faction id.
- [ ] Change `CHM_hegemony` to your hull mod id.
I'm not seeing anything in the example file's script that limits it to the Hegemony, is that handled elsewhere (now?)?
3. In `data/config/CommissionBonus/TechpriestCommission.csv`,The limitation is handled in the TechpriestCommission.csv. If you want your commissioned hullmods to affect pirates, you can do that which means taking a pirate commission grants you two commissioned hullmods (one from mine and one from yours)
- [ ] Change `hegemony` to your faction id.
- [ ] Change `CHM_hegemony` to your hull mod id.
i didn't know that you are into memesBuy me dinner first before we go into those personal details yeah?
Tri-Tach: is bonus per smod or just for a presence of any smod?tritach: any
Sindrian: is bonus for ships with officers only or will doctrine tab settings apply?
Hi was wondering if there was a maximum amount of commission bonuses or if it was capped at 5? Cause I am currently allied to 7 factions which are ;Doesn't look like United Pamed has a Commissioned Crew hullmod bonus in the first place. Perhaps petition Peplat for a bonus of your choice? :)
-Nia tahls Spindle
-Tri tachyon
-Safarijohns Roider union
-tartifelles Outer rim alliance
-Dark revenant's Imperium
-Peplats United pamed (from xhan empire mod and AFAIK has no commissioned crews for the united pamed but the xhan do)
-Sleepyfish's Star Fed (which isnt showing up at all)
^thats in chronological order so Im wondering if its due to united pamed not having a commission crew, Star fed not working or if there is a hard cap of 5 commission crew bonuses.
Any insights?
I feel that the bonuses of bases factions are EXTREMLY underwhelming, maybe buff the armor value for the hegemony ? and maybe movement speed for Lions training ?I'll think about it. Hegemony's armor bonus scales harder on higher-armored ships like the Hegemony doctrine has... I'll wait for the second blog post of uniquifying the factions for Diktat.
Hi was wondering if there was a maximum amount of commission bonuses or if it was capped at 5? Cause I am currently allied to 7 factions which are ;Doesn't look like United Pamed has a Commissioned Crew hullmod bonus in the first place. Perhaps petition Peplat for a bonus of your choice? :)
-Nia tahls Spindle
-Tri tachyon
-Safarijohns Roider union
-tartifelles Outer rim alliance
-Dark revenant's Imperium
-Peplats United pamed (from xhan empire mod and AFAIK has no commissioned crews for the united pamed but the xhan do)
-Sleepyfish's Star Fed (which isnt showing up at all)
^thats in chronological order so Im wondering if its due to united pamed not having a commission crew, Star fed not working or if there is a hard cap of 5 commission crew bonuses.
Any insights?
I have contacted SleepyFish for a fix on this. It can be fixed in the next update.
I have not put a cap nor limit to how many CC bonus can be earned.I feel that the bonuses of bases factions are EXTREMLY underwhelming, maybe buff the armor value for the hegemony ? and maybe movement speed for Lions training ?I'll think about it. Hegemony's armor bonus scales harder on higher-armored ships like the Hegemony doctrine has... I'll wait for the second blog post of uniquifying the factions for Diktat.
Hmm.... 'United We Stand' seems to only be giving me two of the bonuses for my alliance, the first two, and isn't showing the third one that's joined.
Is that a bug?
I have not put a cap nor limit to how many CC bonus can be earned.:-[ it is likely there is old code that removes the hullmod in the hullmod script itself if you are not commissioned. I do not know what the third faction is, but that is usually the case.
.... :-[ it is likely there is old code that removes the hullmod in the hullmod script itself if you are not commissioned. I do not know what the third faction is, but that is usually the case.Well, I had a large alliance with my faction, Dassault, Hiigara (with the bonus you helped me make), Aurora (hasn't made a bonus so not relevant), and the Star Federation.
I am almost certainly missing something obvious as a relative newcommer to the community, but how do I check out the Supported Modded Factions you mention in your update announcements?Click on the image to see their mod page. Their mod should have the support.
I am almost certainly missing something obvious as a relative newcommer to the community, but how do I check out the Supported Modded Factions you mention in your update announcements?Click on the image to see their mod page. Their mod should have the support.
I'm in an alliance with Shadowyards and I'm not getting the bonus, CC issue or SY issue?SY issue, I believe.
I'm getting the bonus if I commission with them, but not when in alliance.Yeah author was made aware of it a while ago, but you can download this file to be extracted in data/hullmods of the Shadowyard folder (to be used in Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21))
Skirmish Tactics,ms_skirmishTactics,,,Shadowyards,,,,FALSE,TRUE,,0,0,0,0,data.hullmods.MS_CCskirmishTactics,"With their origins as a militant guerilla organization, SRA tactical doctrine has developed to focus on maneuver warfare. A general vulnerability of such tactics to being cut off from support has played a significant role in crew training programs, which center on exploiting their vessels generally superior maneuvering characteristics.
This specialised education results in Yardie spacers being deft hands at maneuvering even the most ungainly scows, increasing turn rate by %s%% and turn acceleration by %s%%.",Improves turn speed and turn acceleration.,graphics/shi/hullmods/ms_elySensors.png
Skirmish Tactics,ms_skirmishTactics,,,Shadowyards,,,,FALSE,TRUE,,0,0,0,0,data.hullmods.MS_CCskirmishTactics2,"With their origins as a militant guerilla organization, SRA tactical doctrine has developed to focus on maneuver warfare. A general vulnerability of such tactics to being cut off from support has played a significant role in crew training programs, which center on exploiting their vessels generally superior maneuvering characteristics.
This specialised education results in Yardie spacers being deft hands at maneuvering even the most ungainly scows, increasing turn rate by %s%% and turn acceleration by %s%%.",Improves turn speed and turn acceleration.,graphics/shi/hullmods/ms_elySensors.png
First off, thank you for this mod, an auto-include in my book.Sure!
I do have a tiny suggestion:
-> How about removing the docking requirement for Commissioned Crew Ban? It's only purpose is to prevent the automatic addition of my faction/alliance's CC bonus, which only ever happens when you dock (or use Alliance Sensor Array which already requires you to be docked). It would be nice to be able to apply CC Ban immediately when recovering a ship that warrants it.
Thank you for the nice mod. There seems to be a bug when you are commissioned with EFSF from GundamUC. EFSF deflected shield is supposed to reduce the soft flux generated by using shield...but it actually increase the soft flux...Gundam UC author should be responsible for that?
does this mod work with Progressive S-mods? i'm asking because i have better deserving S-mods AND progressive S-mods.... Why wouldn't it?
its saying there is a custom hullmod incompatibilitydoes this mod work with Progressive S-mods? i'm asking because i have better deserving S-mods AND progressive S-mods.... Why wouldn't it?
Help! I did a pirate start commission and get the pirate bonus, but they're allied with the tritac and i don't receive that...started the game with such alliance (i like random faction relations). thanks!Commissioned players do not receive the benefits of alliances, players in the alliance with TT and Pirates do.
Why would you be able to build in a Commissioned Crew bonus?its saying there is a custom hullmod incompatibilitydoes this mod work with Progressive S-mods? i'm asking because i have better deserving S-mods AND progressive S-mods.... Why wouldn't it?
is it just that i cant build it in? am i missing something, cause im only getting the hegemony armor enhancement, like the alliance sensor array, i'm probably being dumb
No Luddic Path or Pirate love? :'(Ludic Path and Pirate are available if you have Nex installed
For those who like Nexerelin... you get access to 2 more factions bonus and a unique mechanic...(https://i.imgur.com/MoVHHdB.png)(https://i.imgur.com/QXbew3U.png)[close]
I noticed after playing a while I can only get one fraction bonus with United We Stand hullmod. no matter I have 3 allies or 2 allies in the alliance.Im unaware that Hiigaran and Neutrino had a bonus?
I am pretty sure all three fraction have coded the bonus, they are shadowyard, spindle (scarlartech) and UAF.
Is this a bug or I did something wrong? I had two fractions bonus turned on before from shadowyard and spindle.
And I tested if I switch alliance to another alliance (Hiigaran and Neutrino corp), it's the same. I can only get bonus from Hiigaran.
.... Im unaware that Hiigaran and Neutrino had a bonus?....The latest unofficial Hiigaran update incorporated the one you helped me make. 8)
Well, the code you sent me shouldn't be reproducing with ciph's issue which makes me wonder how they aren't getting the bonuses..... Im unaware that Hiigaran and Neutrino had a bonus?....The latest unofficial Hiigaran update incorporated the one you helped me make. 8)
I had made it available before then though, so a couple of people probably added it to their games.
As an FYI, the next release of Everybody Loves KoC will feature these:okiCommissioned KoC(https://i.postimg.cc/YCsZ1nN2/Commisoned-Ko-C.png)[close]
Great mod! Altho I got an issue. If my faction is in an alliance with Spindle and UAF while the character is comissioned by Iron Shell, the alliance array only applies the comission bonuses. Is there a way to slimily stack the bonuses? >:)Hmmmmm... the argument was always that if you're commissioned, you don't really take the crews of your bosses' friends!
I wanna make a edit for Commissioned crew, but I would like a reality check before trying, so how possible does this sound?;Although I'm not why you would want to spend a story point to do this, I was thinking of allowing built-in options when 0.96 passes so S-Mod effects can be applied from the Commissioned Crew hullmods as well. If this helps.
Commissioned crew, except you can use a story point to built in a crew bonus if you got 100 rep and which can't be revoked.
The rational is a dedicated mercenary or diehard loyalists from the faction having joined you.
Any chance there could be implementation for the Faction Intel screen? I'd love if there was a way to integrate the Commissioned/Allied bonuses into the upper screen to glance over than just guessing/remembering/searching online.I'll definitely try working on this in the month to integrate it into the faction intel screen... if possible (or I'll just stick it in the Commissions tab). Don't have to rely on modded faction list as much then!
Edit It'd also be great of the Modded Factions listed on the front page go by name first, creator second. It's much harder to search with the current formatting.
Did any one test if this mod works with the update or is it broken?
Did any one test if this mod works with the update or is it broken?Works fine as far as I know into 0.96 with no issues from other users. I am just stuck on updating to 0.96 by attempting to integrate this so people don't have to look at the OP thread and then possibly LunaLib optional dependency to toggle settings?
Any chance there could be implementation for the Faction Intel screen? I'd love if there was a way to integrate the Commissioned/Allied bonuses into the upper screen to glance over than just guessing/remembering/searching online.:-[
Edit It'd also be great of the Modded Factions listed on the front page go by name first, creator second. It's much harder to search with the current formatting.
Did any one test if this mod works with the update or is it broken?Works fine as far as I know into 0.96 with no issues from other users. I am just stuck on updating to 0.96 by attempting to integrate this so people don't have to look at the OP thread and then possibly LunaLib optional dependency to toggle settings?Any chance there could be implementation for the Faction Intel screen? I'd love if there was a way to integrate the Commissioned/Allied bonuses into the upper screen to glance over than just guessing/remembering/searching online.:-[
Edit It'd also be great of the Modded Factions listed on the front page go by name first, creator second. It's much harder to search with the current formatting.
I think it is possible, I just need to ensure it doesn't crash when the tooltip doesn't load properly.
Update on Mod for 0,96a?!Can change the mod version to 0.96 as far as I know. No present conflict.
So, I've rather enjoyed having this mod included in my run's. It gives more to being commissioned to a faction beyond having access to more of their military market and a steady paycheck, which while not bad, felt like it lacked a certain x-factor that made it really worth going out of my way to join up with a Faction. That said, for all the good the mod does, I do have a question, does the Commissioned Crews for modded factions handled on your end or the mod makers end? Because with regards to Diable Avionics bonus, it feels a bit dated now that Solar Shielding can give a 100% reduction to Hyper-space storms while s-modded. Yeah you can just not have it s-modded instead, I suppose it doesn't hurt much regardless, just felt like there could have been something more to it than just that. However I still do enjoy your mod regardless and look forward to adding it into my future runs once I am satisfied with my current playthrough.Modmaker's end.
I just wanted to add this is a fun mod and the updated IX Battlegroup now has CC support.Nice, thanks!
(https://i.imgur.com/sj20uKg.png)
How do I go about downloading your mod's latest release? Please, and thank you.Pressing the Download Here button in the original post is downloading the updated version for me.