Fractal Softworks Forum

Starsector => Mods => Topic started by: Kentington on July 19, 2020, 10:50:15 AM

Title: [0.95a] Capture Officers and Crew
Post by: Kentington on July 19, 2020, 10:50:15 AM
Capture Officers and Crew is a lightweight mod which allows the player to rescue a small number of enemy crew and officers from disabled vessels, then decide their fate. Captives are treated as cargo until they are either ransomed, broken, or butchered.

(https://i.imgur.com/tEkHaF1.png)

Simply use this ability icon ((https://i.imgur.com/uLS9lzr.png)) to access the captives menu.

Crew

Crew can be either ransomed (sold at port) for a small sum, broken (which will convert some percentage of them into crew, and the rest into valuable slaves which can be sold on the black market), or - for the RimWorld players out there - butchered for their organs and meat. Every 15 captives produce one unit of organs and two of food.

Officers

Officers can be either ransomed for 100*level^2 credits or broken to convert them to your fleet. Higher-level officers are more difficult to break, and if the process fails, they will be left as a slave. If you'd like to intentionally provoke hostilities with a faction, you can also butcher an officer for one unit of organs and an instant drop to Hostile reputation with that officer's faction.

Download (0.95a) (https://drive.google.com/file/d/1d6vAWIMwVb8W68D5TEmm70E0X66iF4vO/view?usp=sharing)
Download (0.9.1a) (https://drive.google.com/file/d/1GyezXkwR5POgzoSuirH07CKtoL4tBDWI/view?usp=sharing)

Changelog

Spoiler
  • 1.0.4: Now compatible with 0.95a-RC11.
  • 1.0.3: Fixed an incompatibility with Nexerelin.
  • 1.0.2: Added options to bribe or repatriate officers. Made slaves an economic commodity.
  • 1.0.1: Added config file and option to ransom all captive officers at once. Also prevented [REDACTED] officers from being captured.
  • 1.0.0: Initial release
[close]

In the unlikely event that Alex & crew want to implement any aspect of this mod into vanilla Starsector, they are free to do so.
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Hiroyan495 on July 19, 2020, 03:05:01 PM
That is what I was waiting for. The third option.
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Crimson Sky Gaurdian on July 19, 2020, 04:41:43 PM
There is left unsaid a fourth option:
Vent them into deep space to never be recovered.
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Caymon Joestar on July 19, 2020, 09:03:36 PM
Im liking the mod but i do have a couple of questions

1. What is the persuasion rate for Officers? It seems very low
2. How does one actually change the rate? I dont see like a setting/config for it in the mod files.
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Kentington on July 21, 2020, 08:24:34 PM
Im liking the mod but i do have a couple of questions

1. What is the persuasion rate for Officers? It seems very low
2. How does one actually change the rate? I dont see like a setting/config for it in the mod files.

The persuasion rate changes based on level. A level one novice is almost certain to be successfully broken, while you have around a 5% chance to break a level 20 veteran. There's currently no config setting to change this but I can add one if there's sufficient interest.
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Mondaymonkey on July 21, 2020, 09:12:33 PM
Can it capture [REDACTED] AI officers?
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Agreion on July 21, 2020, 09:16:54 PM
Im liking the mod but i do have a couple of questions

1. What is the persuasion rate for Officers? It seems very low
2. How does one actually change the rate? I dont see like a setting/config for it in the mod files.

The persuasion rate changes based on level. A level one novice is almost certain to be successfully broken, while you have around a 5% chance to break a level 20 veteran. There's currently no config setting to change this but I can add one if there's sufficient interest.

I am using your mod and I enjoy it! I am also interested on increasing the chances of breaking an officer since I want to recruit those unique officers from IBB.  8)
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Caymon Joestar on July 21, 2020, 11:35:15 PM
Im liking the mod but i do have a couple of questions

1. What is the persuasion rate for Officers? It seems very low
2. How does one actually change the rate? I dont see like a setting/config for it in the mod files.

The persuasion rate changes based on level. A level one novice is almost certain to be successfully broken, while you have around a 5% chance to break a level 20 veteran. There's currently no config setting to change this but I can add one if there's sufficient interest.

Adding one would be welcomed. 5% seems very low when the max is 29
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Rohzdear on July 22, 2020, 12:11:38 AM
This mod looks like a great concept; why isn't it on the Mod Index?

A config file to edit breaking chance, reputation loss, and the number of Organs and Food obtained from Butchering (would prefer it if more organs and no food was obtained from butchering) would be greatly appreciated. Version Checker compatibility would also be great.
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: yourleader on July 24, 2020, 02:30:34 AM
The mod works great! However, there are some... weird events...

- This mod forbid you from capturing [Redacted] Officer, however, doesn't exclude the one from Battle Station where factions put AI core in. This resulting you having a very cool Officer that you shouldn't have. it's not supposed to happen, but i love it! (Welcome to the team, "Alpha Core C3")

- Consequently this mod "let" you capture Officers from mods (which you shouldn't have) too, so somehow, we have "Immortal Light Core X14" (From Approlight) and "Blade Breaker Core B7" (From Dassault-Mikoyan Engineering). So say hello to my "little" friends, human pilot!

-One downside from this mod is that you have to manually check each officers you have. This become a problem when you do "deluxe bombing" all around the sector and forget about those you captured, resulting 78 officers you have to manually click to choose their fate. The should be an option so we can "ransom all", "break all" or "butcher all", that would be cool.

(https://i.ibb.co/jDt726r/Illustration.png)
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Kentington on July 24, 2020, 04:48:51 PM
The people have spoken! I've added a config file and the ability to ransom all captive officers at once.

For the moment, [REDACTED] officers (even those added by other mods) can no longer be captured, but I have a few ideas regarding salvaging "rogue AI cores" and methods of... erm... persuading them.
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: yourleader on July 25, 2020, 01:01:07 AM
Oh no... my AI pilots... my superior AI pilots! nooooo!
but hey, isn't this the right moment to use unused "necro core" from star sector? noice!

BTW, after i deluxe bombing Hegemony, i realized... all administators from the planet die with them...

maybe... just maybe... we can capture them and break them for good use? so instead of dying by fuel like the rest, they can live up and do something useful> >:]

And... from unquestionable methods, maybe... we can break their personality, to turn a timid girl into a reckless woman? >:]

But first, let's mass genocide and harvest organs from all officers right here lol

Title: Re: [0.9.1a] Capture Officers and Crew
Post by: yourleader on July 27, 2020, 01:07:19 AM
So far, the mod implement new item called "slave". It has quite good value, however, the economy system doesn't know what to do with it, so they keep stacking and lower it's value down.
Because no industry use slave, so there is no slave demand.
There should be a way a slave can be used, as i can think of, there are two methods

1: create an industry called "labor camp" that use slaves as  demand and produce universal items.

2: let the player directly harvest organs from slaves for profit.

Any of these options should help
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Jaghaimo on July 29, 2020, 03:47:19 AM
Fantastic little mod. With all those ideas coming in this mod may not stay small for long  ;D

Here're few more:

Doing anything to a prisoner should lower relations (as you're breaking Geneva convention) depending on severity. Break and brainwash are a form of torture after all.
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Caymon Joestar on July 29, 2020, 12:05:58 PM
Fantastic little mod. With all those ideas coming in this mod may not stay small for long  ;D

Here're few more:
  • Repatriate officer - forsake credits for reputation improvement
  • Brainwash officer - alternative to breaking, risk lowering level if unsuccessful (and minor rep hit), can repeat till level 1
  • Option to disable Slaves (at which point failed break should "kill" the officer, and majorly lower relationship (not as much as butcher))
  • Version checker support

Doing anything to a prisoner should lower relations (as you're breaking Geneva convention) depending on severity. Break and brainwash are a form of torture after all.

eh for that last point, if they do that, they should do add an non-torture method of persuasion that wont lower rep and maybe involves money or an "favor".
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: cjuicy on July 29, 2020, 12:33:48 PM
While its nice to see a new source for sourcing skilled officers, I would figure that bribery should be an option for most situations. You can already bribe an entire expedition or AI inspection in vanilla, so why not a random pirate you scooped up from the stellar drink? Perhaps base the bribery cost off of the faction and the skill level, which would make pirates/indies easy to pick up but Sindrian officers far more stubborn?
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: shoi on July 29, 2020, 01:23:16 PM
I like this mod, especially with nex. I don't run capital heavy fleets, so my officers frequently die..and I can actually recruit HVB officers!

However, I think the "break officer" could be split into two different approaches, mainly because it doesn't make sense in some context

1. Aggressive - broad category of methods like intimidation, brainwash, torture, etc. Same behavior as now. Instant conversion if succesful, High risk/reward
2. Friendly -  Lower risk, but takes longer. Attempt to persuade the officer to join you. Only can be done once per month(?) After IDK, like 5 nonconsecutive succesful persuasion attempts, they join.
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Transuni on July 29, 2020, 07:18:00 PM
ai can use it?
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: yourleader on July 29, 2020, 09:10:55 PM
That's quite alot of demand for a smol mod.

So far to complete the first milestone is to make use of slaves.

- Slave can be sold to the black market, but the market have no use of them, so they just keep slaves there and devalue anytime you sell more of them.

# we should be able to have labor camp that market can make use of, which increase income in exchange for whatever.
(Nice hint of interaction: kingdom of terra use slaves for a planet called "big stink", and some vanilla faction: Sindrian Diktat, use labor as war workforce, luddic path, use slaves as "redemption method", pirate of course, for drug and organ production)

- Slave are people, you should be able to harvest organs from them.

#Well of course, we should be able to butcher them.

After the slave system is done. We can wish for whatever next.

Ah by the way, remnant officer STILL can be captured from faction fight with defense station that have AI core. That should be patched.

As always, very nice mod

(https://i.ibb.co/NmDSjQh/image.png)
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Chikanuk on July 30, 2020, 01:58:00 AM
I think what indeed, this mod need some ways for markets to utilise slaves. And option to disable officer part, so if player want, he can avoid this whole "I break AI core to serve me" situation.
In general - pretty interesting mod, good job.
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Mondaymonkey on August 03, 2020, 01:15:46 AM
Suggestion:

Different player skills affect amount of prisoners captured, resource gained from butchering, officer brake probability etc.
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Kentington on August 04, 2020, 08:40:12 AM
Just updated! You can now repatriate officers for a slight boost in faction relations, or bribe them to join your fleet. The bribe amount depends on their original faction - a Luddic Path fanatic will require much more incentive than a pirate. Slaves also now count as an economic commodity.
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: mora on August 04, 2020, 11:15:43 AM
This mod currently crashes the game with a NullPointerEx when Nexerelin is enabled. Apparently it crashes when a commodity is picked for a procurement mission. Any idea what is causing this?
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Aldazar on August 04, 2020, 12:15:28 PM
So it's not me then. I have the old version of the mod and it works fine but this updated one crashes my game on generation. I spent the last hour narrowing it down with the 6 mods I downloaded and after resorting to my yesterday daily bbakckup folder I found it that the recent update today is doing it.
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Kentington on August 04, 2020, 01:44:56 PM
Well, crap. Can one of you please post your starsector.log? It's almost certainly related to changes in how slaves are handled, but I need to see precisely where the glitch is occurring.
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Aldazar on August 04, 2020, 02:06:05 PM
https://www.mediafire.com/file/9rnqpff29iflg9h/starsector.log/file might be a bit large with the mods but I've been playing none stop the past few days and no crashes except this mod if I try to create a new game.
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: RoquetheRogue on August 04, 2020, 02:32:45 PM
Will it cause relations to drop if you butcher someone while in dark mode? I rather it didn't that way!
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Kentington on August 04, 2020, 02:35:02 PM
Nexerelin bug should be fixed now - can you guys check to see if your games are working?
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Aldazar on August 04, 2020, 02:47:56 PM
Yep that works and I can now generate a new game.
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Aldazar on August 06, 2020, 06:07:19 PM
I raised the max  officer level to 29 since ai also gets it so increases the challenge but I notice I have not gotten any captured officers for a while.
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: ZeCaptain on August 08, 2020, 02:18:53 AM
There is another problem. If you are commissioned and you repreate the officer, your faction gets the rep bonus, but not your commission, which means when the relations re-sync you don't get the rep bonus.
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Iris Vin on August 08, 2020, 06:58:49 AM
I raised the max  officer level to 29 since ai also gets it so increases the challenge but I notice I have not gotten any captured officers for a while.

It's 5% at level 20, and that's fairly rare already. If difficulty to break goes up ad infinitum, level 29 is going to be even rarer.
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: majorfreak on August 08, 2020, 08:52:59 PM
awesome. i'm usually at wits end trying to score more 'timid' officers for my "saturated ordnance" technique. i hate using the console so this is a very welcome addition.
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: majorfreak on August 09, 2020, 01:13:12 PM
oh crap. i can't see the icon to manage this ingame...do i need to start a new game? i get the captives but i can't find the button anywhere. am i blind?
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: NephilimNexus on August 09, 2020, 08:38:37 PM
oh crap. i can't see the icon to manage this ingame

Manually add it to your hotbar.
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: majorfreak on August 09, 2020, 08:43:19 PM
oh crap. i can't see the icon to manage this ingame

Manually add it to your hotbar.
suhweet! cheers. i feel like such a n00b. lol.
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: majorfreak on August 10, 2020, 05:32:22 AM
uhm...i'm getting ALOT of 'reckless' officers. can we get an option to bias the RNG towards 'timid' please, in the config file? thx. it's [redacted] to think the pirates aren't cowards. Not alot of folk believe all pirates absolutely have to be Captain Jack Sparrow
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Aldazar on August 13, 2020, 07:37:52 PM
I'd prefer if we can get repatriate all at a reduced gain.
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: majorfreak on August 16, 2020, 11:11:49 AM
i'm definitely getting a bias for reckless officers. i'm assuming this is something the mod author coded deliberately, not something hardcoded. i was hoping to use this mod as a way to introduce more options to add officers without resorting to using the console to add personality specific officers.
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: mora on August 16, 2020, 02:19:23 PM
The personalities of officers depends on what faction you fight. The pirates and luddic path that you will most likely be destroying alot has their officer aggression set to 4 and 5 respectively.
So if you want steady or something else, its time to turn off your transponder and go ambush some other faction.
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: majorfreak on August 16, 2020, 04:31:58 PM
The personalities of officers depends on what faction you fight.
huh. intriguing. so it is hardcoded. cheers.
is there a faction that spawns timid officers?

If there is i can hopefully get commissioned by their enemies, eh? *taps forehead*
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Kakroom on August 16, 2020, 05:21:47 PM
So far, the mod implement new item called "slave". It has quite good value, however, the economy system doesn't know what to do with it, so they keep stacking and lower it's value down.
Because no industry use slave, so there is no slave demand.
There should be a way a slave can be used, as i can think of, there are two methods

1: create an industry called "labor camp" that use slaves as  demand and produce universal items.

2: let the player directly harvest organs from slaves for profit.

Any of these options should help

As an alternative to this, you could simply make industrial buildings in slaveowing factions produce demand for slaves.

If that warrants 'simply.' Actually it might not.

As a means of making slave demand more prominent, there are several factions with the game whose distaste for slavelabor seems oddly placed. Specifically the Diktat and to a lesser extent the Luddic Path, who I can headcanon as playing fairly loose with the human rights of profligates.

Title: Re: [0.9.1a] Capture Officers and Crew
Post by: mora on August 16, 2020, 07:01:31 PM

huh. intriguing. so it is hardcoded. cheers.
is there a faction that spawns timid officers?

If there is i can hopefully get commissioned by their enemies, eh? *taps forehead*
Sadly, the limit on how cautious officers can get in faction doctorine is Cautious. The game states that Timid officers are only available from hire on the Doctrine intel tab.
You can just install Automatic orders mod and enable personality overrides for a better QOL.
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: mora on August 17, 2020, 05:47:28 PM
(https://i.imgur.com/LK03RGk.png)
So I found having alot of mods which we probably all have, installing this mod will allow the player to be friendly with many of the meant-to-be-hostile factions(blade breakers, all the new HMI factions, etc) which I found problematic. Decompiling the code revealed that adding factions aren't as easy so I added functions so that faction data will be read from a CSV file, with some other minor stuff.(and fixed AI cores from stations being captured)
Any chance you will review the code and make this official? And sorry in advance if you felt uncomfortable with someone decompiling your code.
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Caymon Joestar on August 18, 2020, 07:38:47 PM
Installing this mod will allow the player to be friendly with many of the meant-to-be-hostile factions

I see nothing wrong with this. Would finally allow me to befriend Blade breakers.
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: mora on August 18, 2020, 10:18:07 PM
I see nothing wrong with this. Would finally allow me to befriend Blade breakers.
Yes, its all up to personal preference. The true problem I saw was that there was no way to configure how such factions would be handled. But hey, their whole purpose is to be blown up by the player so why even befriend them?
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Shaeris on August 18, 2020, 11:47:09 PM
I really like a lot of what this mod does. Capturing prisoners of all kinds and managing how you deal with them adds a neat layer to the game. The only thing that stood out as odd to me as the inability to just execute an officer without brutalizing them lmao. Having an option to simply kill someone, with a reduced penalty compared to the outrage you get for making an organ farm out of someone would be nice.

Side note, I must have rolled poorly when I decided to break all the crewmen I had cus I wound up with a pretty interesting result.  ;D

Spoiler
(https://i.imgur.com/awg0jqg.jpg)
[close]
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: mora on September 01, 2020, 04:42:59 AM
Yo dawg, I heard you like mods, so we put a mod in your mod so you can break, bribe, repatriate, butcher all officers at once.
I thought about sharing this, but sadly Kentington has been inactive for weeks on this forum.
Can anyone contact and/or ask Kentington for permission to upload the modified version of this mod?
(https://i.imgur.com/TUYGvAf.png)
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Combine~san on September 12, 2020, 07:55:55 PM
A Good Pirate is a dead pirate  :)
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: DNAturation on September 28, 2020, 01:01:36 PM
Rather than adding a new industry to use slaves, I think it'd be better if they gave like a small temporary growth boost to the colony they're sold to. Maybe add a stability hit as well just for the player owned colonies for balancing and so that people can't use them as trojan horses.
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: bigdady1 on September 30, 2020, 09:12:00 AM
loving the mod . thank you for making it having alot of fun. i was able to capture the pirate captain dickens and his sniper ship now he works for me lol.  8)
wish they had this in the base game. mabey were get lucky and he will implement it
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Agreion on November 05, 2020, 08:52:56 AM
Started a new run this week and I did several High Value Bounties(HVB) targets; I noticed that, none of the wanted characters are in the captured officer list. Is it still possible to capture those type of officers from HVB or is it that my luck is horrible?
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Arcagnello on November 06, 2020, 05:44:14 PM
Started a new run this week and I did several High Value Bounties(HVB) targets; I noticed that, none of the wanted characters are in the captured officer list. Is it still possible to capture those type of officers from HVB or is it that my luck is horrible?

I've obtained officers from high value bounties before, so it's just your lack of fortune I fear xD

Speaking of captured officers, I have a strong feeling that ransoming them is way too profitable, same thing with repatriating them to improve relations.

You can and will make more money from ransoming an enemy fleet full of capital ships&officers compared to a double bounty for each frigade posted in the sector where said fleet was defeated. I'm quite confident ransoms would still net a very nice amount of money if they were cut in half across the board, but that is a boring change of this mod. How about giving different ransom values to different factions? I imagine Tri-Tachyon has more than enough money to buy their officers back, while Pirates probably would rather pay you in less amicable methods, namely a piece lead in the head.

You can hunt down pirates like the vermin they are for a good year or so and then proceed to send their relations to the stratosphere by repatriating all officers at once. Some factions should either care very little about repatriations (pirates) or even not have the option to start with, or do you think Luddic Pathers would trust the AI satan if it so decided to send some of their martyrs back to them?


Then there's also the fact you're able to ransom/repatriate prisoners even in the fringes of space. Would it not be more immersive if you would only be able to execute both actions at the target faction's planets? Maybe same faction fleets would also be able to scrounge up money for their compatriots...


Lastly, breaking/butchering captives. I am very grateful of the fact I can at least gain crew after big battles (I have a fleet mainly made up of ships without shield generators, I sometimes literally consume more crewmembers than fuel/supplies per light year) but I can also recognize the fact that the storing of captives and their successive breaking/butchering is way too easy sometimes:
1)Captives take up as much space as marines, but they should really take two considering you would keep them locked in purpose built cells, separated from the rest of the ship cargo and crew compartments
2)Breaking/butchering captives should not be immediate. How about taking a page from the "Supply Forging" mod and have the breaking/butchering speed both have their respective skill toggle and have their speed depend on the amount of marines you've got on board. Example: one marine can break two captives a day OR butcher one a day
3)I am under the impression that just having reputation hits upon butchering enemy officers/captives is too little of a punishment for truly consistent monetary gains. How about finding out if it's possible to link butchering captives with the Vengeance fleet mechanic from Nexerelin? Linking it to raids/invasions from vanilla might be a tad too much, but then again so are the fat stacks of money you make, just like in Rimworld xD
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: BlackWater821 on December 30, 2020, 08:56:33 AM
Yo dawg, I heard you like mods, so we put a mod in your mod so you can break, bribe, repatriate, butcher all officers at once.
I thought about sharing this, but sadly Kentington has been inactive for weeks on this forum.
Can anyone contact and/or ask Kentington for permission to upload the modified version of this mod?
(https://i.imgur.com/TUYGvAf.png)

Hi. Do you mind pm me your version of mod? would love to use "all XXX officer" options.. thanks.
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: ShpunkY on January 29, 2021, 12:25:32 PM
Quote
Simply use this ability icon () to access the captives menu.
I can't find this icon pls help

Nvm im a dumbass and i just had to right click the skills menu
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Pelops on February 11, 2021, 11:20:23 AM
I downloaded your file that I would really like to use but I'm afraid to add it to my current game as adding mods on already started games can deprive you to come back to your previous saves.

what does your file modifies  ? Is it possible to add it on your running game ? Why isn't it in the current mods list ?


Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Pelops on February 11, 2021, 11:43:43 AM
The files are incorporated in the mods already but I don't seen how to use it to retrieve officers or enlist some new rallied crews on my own ships pfff !
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: Frosterus on February 13, 2021, 10:48:06 PM
Is there a way to edit values in this mod? Like getting less positive reputation from returning someone to their faction?
Title: Re: [0.9.1a] Capture Officers and Crew
Post by: 5ColouredWalker on February 26, 2021, 11:46:25 PM
Would it be possible to add the repatriate/bribe/ransom options to crew as well as Break/Butcher?

The later two are good for sale value, however it is odd that slaves can be more valuable than crew. I'd be willing to pay crew to turn coat, even if it was full price (Though less would be better.). Ransom kinda exists in selling captives however they have a ridiculously low price compared to either existing option. I understand if Repatriate isn't possible since you'd need some way to track where the crew came from, and while I've no ability to code, the most likely way that sounds possible is to create captives in faction separated stacks which would lead to menu and inventory bloat unless you had it just add to the reputation of all hostile factions.


I will chime in that ransoming officers is incredibly valuable. But I like the added value so eh.
Title: Re: [0.95a] Capture Officers and Crew
Post by: Kentington on March 30, 2021, 06:07:57 AM
Finally back! Updated this for 0.95a. DIY Planets will take longer.

Lots of good suggestions in this thread during my absence - I'll look into implementing some of them once I have a bit more time.
Title: Re: [0.95a] Capture Officers and Crew
Post by: Kakroom on March 30, 2021, 07:29:57 AM
This was one mod I feared I would never play with again once the update dropped. Glad to see that's not the case!
Title: Re: [0.95a] Capture Officers and Crew
Post by: Caymon Joestar on April 09, 2021, 05:52:16 AM
Hey did you lower the amount of money you can get from ransoming officers? Because im using the 0.9.5 version and a level 5 officer is merely 2500 credits to sell off, making them worthless to sell. Can you raise the amount of money you get from ransoming? It feels worthless to do so rn
Title: Re: [0.95a] Capture Officers and Crew
Post by: warhammer651 on April 09, 2021, 09:24:14 AM
Hey did you lower the amount of money you can get from ransoming officers? Because im using the 0.9.5 version and a level 5 officer is merely 2500 credits to sell off, making them worthless to sell. Can you raise the amount of money you get from ransoming? It feels worthless to do so rn
Pretty sure it's due to the reduced levels in the game overall
Title: Re: [0.95a] Capture Officers and Crew
Post by: It_that_watches on April 09, 2021, 11:12:49 AM
I'm collecting them like Pokemon!
Right now I'm trying to see if there's a skills difference between a typical Persean fpp_ai_f1 and Sindrian fpp_ai_f1.
Title: Re: [0.95a] Capture Officers and Crew
Post by: N3V3R on April 10, 2021, 08:52:51 PM
download link isnt working for me do you have a mirror?
Title: Re: [0.95a] Capture Officers and Crew
Post by: bigdady1 on April 12, 2021, 06:49:45 AM
Have to say this  is definitely one of my favorite mods to play with now. Just updated starsector.  Did you lower the chance to recover enemy officers ? I fought 10 battles haven't got one yet ?