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Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Author Topic: [0.9.1a] Commissioned Crews 1.5  (Read 18026 times)

Techpriest

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[0.9.1a] Commissioned Crews 1.5
« on: September 20, 2019, 01:22:51 AM »


Quote
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...


Commissioned Crews is a mod designed to make commissions more worthwhile to hold onto even in the mid-game and late-game by granting ship bonuses that are only unique to the faction you are commissioned to. However, if you get decommissioned by whatever means, you'll lose that bonus! This mod should be compatible with everything. It's also not as performance-intensive as a faction mod at all. So there's no worries there.

How does it work?
Simple.
Dock at a Market. That's all you need to do. Unless there's a special circumstance that prevents this check from happening (apparently starting ships aren't being checked for odd reasons) A certain hull mod checks if there's a commission and gets replaced by a commissioned crew bonus to a ship you put the hull mod in. It does a fleet-wide check so you only need to do it once if you're not adding any new ships!

Disclaimer
Disclaimer: This fleet-check may not work properly when you first begin the game. You may have to use the hullmod as a backup fleet check. This is because ships that are given to the player aren't "exactly" alive until they encounter their first combat, change weapons, or anything to make them alive!
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What if there are some ships I JUST DON'T WANT THE BONUS ON FOR SOME ODD REASON
I got you covered. Just apply this bonus and the ship won't be tagged for any future commissioned bonus hullmod.
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I'm convinced, what bonuses do I get from commissioning with the factions?
For the Vanilla 5 Factions that you can actually commission with





Disclaimer: Sindria's bonuses are diverse and different officers grant different doctrines. Timid grants +Weapon HP and -Shield Dmg Taken, Cautious grants +Weapon HP and Manuverability, Steady grants Manuverability and Weapon Turn Rate, Aggressive grants Weapon Turn Rate and +Damage to Shields, and Reckless grants +Damage to Shields and +Weapon Damage.
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For those who like Nexerelin... you get access to 2 more factions bonus
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For modders: Wait, but what about MODDED factions?  :-X
To users, you may have to wait for your favorite mod author to make support. Support however is...
very easy to support for modders. You can download this example code to see how I got a "200 IQ" hull mod for the Rimward Trading Company commissioned hull mod. 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 literally be no reason to continue support aside from balancing out the commissioned hull mods. Commissioned Crews won't take a dangerous update drive until the next version of Starsector. 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`,
    - [ ] 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`.

2. 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.

3. In `data/config/TechpriestCommission.csv`,
    - [ ] Change `almighty_dollar` to your faction id.
    - [ ] Change `chm_200iq` to your hull mod id.
4. Optionally you may want to add a tip, 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.
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To Users: Supported Modded Factions
Click on the image to go to their page!
Knight Chase's Mayasuran Navy
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Gwyvern's Legacy of Arkgnesis
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Protonus's Blue (Extratential Lanestate Union)
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MesoTroniK's Tiandong Heavy Industries
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J0hn Shm0's Concordance of Protection Syndicate (COPS)
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creature's Yuri Expedition (Caparice Trade and Exploration Company)
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Tartiflette's Outer Rim Alliance
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Tartiflette's Scy Nation
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Changelog
1.4.1 October 29th, 2019
  • Fixed a bug where you were able to gain a commission bonus when docking into a planet with no owners.
  • Updated some art assets.
  • Tri-Tech Assistant's Skeleton Crew Reduction reduced from -15% to -10%
  • Tri-Tech Assistant now provides +20% more flux vent/capacitors from flux distributors/coil adjunct hull mods
  • The Path now provides a +25% weapon/engine repair speed bonus.
1.3 October 13th, 2019
  • Commissioned Bonuses may now be acquired automatically when you dock into a market (in the last resort if a bug happens, the hullmod still does the same purpose and for modules).
  • Game loads 5 seconds faster (code compiled into a .jar, srccode remains)
  • Hegemonic Plating's Armor Bonus increased from 35/50/65/80 to 40/60/80/100.
    • Ships from a XIV Armor Structure only receive 50 flat armor.
  • League Leadership reworked from League Manufactory; now increases the rate at which fighters respawn by 30%/25%/20%/15%.
  • Blessing of Ludd's Damage Bonus increased from +10% to +20%/15%/10%/5%.
  • Lion Training reworked; now grants a +5% Maneuverability and +10% Weapon Turn Rates. Provides more bonuses when an officer is attached.
    • Timid and Cautious Officers grant Lion's Eye. -5% Flux Damage from Shields.
    • Steady Officers grants Lion's Mane. +10% Maneuverability and +15% Weapon Turn Rate.
    • Aggressive and Reckless Officers receive Lion's Maul. +5% Damage to Shields.
  • Tri-Tech Assistant reworked; now reduces skeleton crew count by -15%.
  • The Path's Speed Bonus increased from 15/15/15/10 to 25/20/15/10.
1.2/1.21 September 28th/29th, 2019
  • Hegemonic Plating's Armor Bonus increased from 35/40/45/50 to 35/50/65/80.
  • Blessing of Ludd reworked; now grants +25% Missile HP and +10% Missile Damage.
  • Sindrian Endurance renamed to Lion Training; now offers a scaling bonus of defensive/offensive abilities varying on the personality of the officer (timid <-> reckless)
  • Tri-Tech Assistant reworked; now reduces the decay of CR by -20%.
  • The Path's Speed Bonus increased from 15/15/15/5 to 15/15/15/10.
  • 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.
1.1 September 20th, 2019
  • League Volunteers renamed to League Leadership
  • League Leadership now has a reduced effect of 5% instead of 25% when combined with Expanded Deck Crew
  • Made some user-friendly changes to how commissioned crews can begin.
  • Added tip lines
1.0 September 20th, 2019
  • released
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F.A.Q.
  • Q:Does this apply to AI-controlled fleets?
    A: There is no intent or desire to do so. It would just power creep the game and create modded faction support more difficult to accomplish.
  • Q: How come when I get a commission with this {modded_faction}, I don't get anything with your mod?
    A: More likely the author of the {modded_faction} has not supported this mod yet or has refused to do so. I cannot personally release one for a {modded_faction} without their explicit permission.
  • Q: What about bonuses for us independents?
    A: Not if you receive commissions, you won't find any here.
  • Q: What about my player faction?
    A: No.
    Q: but...
    A: No. If you do not have an actual faction to be commissioned to, there are no hullmods for you to give.
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Credits
@Vayra - Held my left hand when making this mod.
@Nicke535 - Held my right hand when making this mod.
@AxleMC131 - Held my left arm when making this mod.
@Tartiflette - Held my right arm when making this mod.
@LazyWizard - Held my left shoulder when making this mod.
@Histidine - Held my right shoulder when making this mod.
@123nick - for Video in OP.

@MesoTroniK - For supporting this mod!
@Knight Chase - For supporting this mod!
Artwork goes to the Starsector Development Team
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« Last Edit: December 01, 2019, 10:00:48 AM by Techpriest »
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Sozzer

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Re: [0.9.1a] Commissioned Crews (Beta)
« Reply #1 on: September 20, 2019, 02:48:00 AM »

Just a heads up, you can have the hullmod cost 0 points. It still works fine, and doesn't require any to install.
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Techpriest

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Re: [0.9.1a] Commissioned Crews (Beta)
« Reply #2 on: September 20, 2019, 02:50:08 AM »

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.

Edit: Version 1.1 released, but not save-game compatible, unfortunately. The game should be stable though!
« Last Edit: September 20, 2019, 04:38:04 AM by Techpriest »
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Agile

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Re: [0.9.1a] Commissioned Crews 1.1
« Reply #3 on: September 20, 2019, 05:35:29 AM »

My god.

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.
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SafariJohn

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Re: [0.9.1a] Commissioned Crews 1.1
« Reply #4 on: September 20, 2019, 07:26:45 AM »

This is a brilliant way to do faction crews, great job!

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.
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Techpriest

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Re: [0.9.1a] Commissioned Crews 1.1
« Reply #5 on: September 20, 2019, 08:37:56 AM »

My god.

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.
It is an idea, I've been tinkering with.
This is a brilliant way to do faction crews, great job!

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?

SafariJohn

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Re: [0.9.1a] Commissioned Crews 1.1
« Reply #6 on: September 20, 2019, 10:33:14 AM »

There is a replacement script to show one hullmod from this mod already? Or I'm not understanding correctly?

What I mean by replacement script is changing the code that adds the faction hullmod to remove the generic hullmod at the same time.
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Wyvern

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Re: [0.9.1a] Commissioned Crews 1.1
« Reply #7 on: September 20, 2019, 11:21:37 AM »

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.

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.
« Last Edit: September 20, 2019, 07:58:46 PM by Wyvern »
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Wyvern is 100% correct about the math.

Wispborne

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Re: [0.9.1a] Commissioned Crews 1.1
« Reply #8 on: September 20, 2019, 12:53:12 PM »

Is this an accurate checklist of what a faction mod author needs to do?

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.
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SCC

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Re: [0.9.1a] Commissioned Crews 1.1
« Reply #9 on: September 20, 2019, 12:54:55 PM »

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.
For Sindrian Diktat, I would perhaps add increased resistance to star coronas and hyperspace storms as well, and maybe what Wyvern suggested.

Techpriest

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Re: [0.9.1a] Commissioned Crews 1.1
« Reply #10 on: September 20, 2019, 03:35:55 PM »

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?

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.
Yup, that should be it. I think.

Harmful Mechanic

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Re: [0.9.1a] Commissioned Crews 1.1
« Reply #11 on: September 20, 2019, 03:52:49 PM »

This is really cool, I'm going to have to think about how I might want to integrate it.

(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').
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SafariJohn

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Re: [0.9.1a] Commissioned Crews 1.1
« Reply #12 on: September 20, 2019, 04:31:13 PM »

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.

(Haven't downloaded the mod since I'm not playing Starsector atm :-[ Was just going off your screenshots)
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Vherkin

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Re: [0.9.1a] Commissioned Crews 1.1
« Reply #13 on: September 20, 2019, 06:05:49 PM »

It's a good idea, making late-game com interesting.  :)
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MesoTroniK

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Re: [0.9.1a] Commissioned Crews 1.1
« Reply #14 on: September 20, 2019, 09:35:13 PM »

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.
This line of thought is problematic for a lot of reasons, here are some (but far from all) stated in short.

It would basically be power creeping the entire game at the same time. When the point of the mod is to make having a commission make sense later in the game and the bonus it provides offsets the forced enemies that doing so creates. It would also pretty much mean that a mod HAS to support it, even if they don't want to, or if for lore reasons they shouldn't. Because not supporting it nerfs the faction if the end user has this mod and also would hit factions that don't offer commissions.
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