I really like the combat skill in "quality captain" and the max level increase by "A new level of confidence", are there ways to make them work with this mod?
This mod looks great, however I know fossic mods such as borken and gamma legion do add their own skills to the skill trees which will most likely cause mod conflict. Hopefully some workaround can be found so I can keep playing with all these mods. :P
Ah great news, borken does offer some unique skills that ties in with their ships though so hopefully they can coexist in the future :DThis mod looks great, however I know fossic mods such as borken and gamma legion do add their own skills to the skill trees which will most likely cause mod conflict. Hopefully some workaround can be found so I can keep playing with all these mods. :P
Generaly for mods like this theres a good chance it will just work, but you wont have any way to access those skills.
Lukas, does this mod require new game or can I add it mid-save? Anyway, looking interesting and I hope it's +-balanced.
After playing with it for a couple hours - I wish that the green skill tree skills were kinda, built in the character just like combat skills are. They are essentially mandatory for me to take every time - max officer skill is relevant for other officers as well and removing the command officer negatively affects the others.
I don't know if this is intended as a way to balance John Starsector
There's one big problem with mod.
Seed world - you could copy from the character window. It could have been used in other new games. Now it is impossible to copy seed with this mod.
Is there any way to return the button copy world seed?
I like this mod.
I can do a lot of builds, it's cool.
Can I have some suggestions?
- I can't change the names officers. It's sad. It would be interesting to give them names like officers on ships.
- I would like to be able to dismiss them just like officers on ships.
Thanks for a great mod.
I wish we could use your Portrait Changer mod (https://fractalsoftworks.com/forum/index.php?topic=27381.0) to modify executive officer portraits
I think I found incompatibility with another mod.
Modules from mod - Exotica Technologies don't work.
No errors, no game closing. Just the buffs from mod modules don't work together with this mod.
Exotica Technologies has a module that increases fleet speed by +2. And the bonus of installing the module on any ship - don't increase speed and don't work. I think and other mod modules don't work because they change the parameters of ships.
I think I found incompatibility with another mod.
Modules from mod - Exotica Technologies don't work.
No errors, no game closing. Just the buffs from mod modules don't work together with this mod.
Exotica Technologies has a module that increases fleet speed by +2. And the bonus of installing the module on any ship - don't increase speed and don't work. I think and other mod modules don't work because they change the parameters of ships.
Not quite sure how that would happen, i dont know Exotica, so i wasnt even aware it has fleetwide effects.
But im not sure if i could change anything in this mod to make it work. I asume you already tried disabling this mod and testing it again to see if its even at fault?
Apparently I can't Manage XOs unless I have at least 4, since I can't unassign them unless all 3 slots remain filled. Am I missing something?
It seems some Planet Ops from Nomadic Survival/Perilous Expanse may be unavailable due to requiring vanilla skills
I want to say thank you so much Lukas for all of your work, RAT has brought me much joy over the last year since I discovered it.
That said, I love the look of this mod, and am downloading it now, but I want to ask if it'll be an option (Luna config for example) to increase the limit on simultaneous officers, I've enjoyed modded games with maxed skills and while I know it'd be horribly imbalanced here, I nonetheless request it.
I think I found incompatibility with another mod.
Modules from mod - Exotica Technologies don't work.
No errors, no game closing. Just the buffs from mod modules don't work together with this mod.
Exotica Technologies has a module that increases fleet speed by +2. And the bonus of installing the module on any ship - don't increase speed and don't work. I think and other mod modules don't work because they change the parameters of ships.
Not quite sure how that would happen, i dont know Exotica, so i wasnt even aware it has fleetwide effects.
But im not sure if i could change anything in this mod to make it work. I asume you already tried disabling this mod and testing it again to see if its even at fault?
Thanks!
Though also sorry, im not really interested in adding such an option. The whole system is made around using 3 slots, and id rather keep it that way in all cases.
Keep in mind though, this mod is essentialy like playing with the lv25 cap, as each officer provides 6 skills, and the player can get 8 in combat.
I wish we could use your Portrait Changer mod (https://fractalsoftworks.com/forum/index.php?topic=27381.0) to modify executive officer portraits
I could probably just fit it in to the UI itself somehow, will look in to it
I really like the combat skill in "quality captain" and the max level increase by "A new level of confidence", are there ways to make them work with this mod?
No, as this is an entirely different system, and both of those skills mods work with the base one, they are not compatible.
I really like the combat skill in "quality captain" and the max level increase by "A new level of confidence", are there ways to make them work with this mod?
No, as this is an entirely different system, and both of those skills mods work with the base one, they are not compatible.
The problem is vanilla personal combat skills aren't exactly well balanced, are there any adjustment made in this mod?
I already have a new level of confidence installed and past lvl 20, what will happen if I uninstall that and install this mod mid-save
For me, personaly, the limit of 3 "trees" and not many skill points is so sad. I'd rather skip the main battle tree to something else. Mods looks very cool, and would be really great if you can give variation of mod where players can take more skill trees and could have more skill points (but will need much more xp, or mabe make them weaker but give players opportunities to take more (extra balance - maybe bad idea).
This mod looks rly VERY interesting, and anyway thank you for your work!!! Skill system is a little bit weak part of this game, and what you did is very good.
Then just mabe give a chance to take something instead Combat skill tree, for more variation....
Is there a way to uncap the level but retain the total number of skill points ?
With a lot of mod installed, the XP is just too easy to come by.
Or just get a slider for player XP gain.
The CR bonus from Crew Training appears to be broken, might be the entire management tree as Top Conditions doesn't apply either.
How do I reassign executive officers' skill, I can't find such option.
Lukas04,
I started a new game to try this out and at first it was a bit awkward as I used Quality Captains and A new level of confidence in previous games. I have to say this is so much better for my playstyle and I salute your out of the box thinking. I do have a couple questions though;
First is can you remove Executive Officers that a player has an overflow of? I mistakenly hired three different ones that were logistics and I now understand I can only have one but the other two cannot be interacted with. Is there a way to fire them?
Second is this mod compatible with Take No Prisoners? I was unsure so I disabled it before starting this run and frankly may not go back to it as I am enjoying the building from nothing playstyle. I only ask as it deals with standard officers and I was not sure if there would be any interaction with executive officers.
Thank you for all your mods, they add so much to my game.
In the latest changelog it says: Fixed a bug that removed all your executive officers if your fleet got entirely defeaten. (only fixed on new saves). Does that mean if I have an old save, I would lose all officers if I got destroyed, what change should I make to my save file to fix this?
In the latest changelog it says: Fixed a bug that removed all your executive officers if your fleet got entirely defeaten. (only fixed on new saves). Does that mean if I have an old save, I would lose all officers if I got destroyed, what change should I make to my save file to fix this?
Just cant fix it on your current save, best thing you can do is, well avoid it from happening. Though cant really do that if your on ironmode i guess.
In the latest changelog it says: Fixed a bug that removed all your executive officers if your fleet got entirely defeaten. (only fixed on new saves). Does that mean if I have an old save, I would lose all officers if I got destroyed, what change should I make to my save file to fix this?
Just cant fix it on your current save, best thing you can do is, well avoid it from happening. Though cant really do that if your on ironmode i guess.
There must be some lines of difference between the old save and new save where it store the data on executive officers right? I mean theorically if one finds out what said diffenrences are and edits them out in the xml file it could be fixed.
In the latest changelog it says: Fixed a bug that removed all your executive officers if your fleet got entirely defeaten. (only fixed on new saves). Does that mean if I have an old save, I would lose all officers if I got destroyed, what change should I make to my save file to fix this?
Just cant fix it on your current save, best thing you can do is, well avoid it from happening. Though cant really do that if your on ironmode i guess.
There must be some lines of difference between the old save and new save where it store the data on executive officers right? I mean theorically if one finds out what said diffenrences are and edits them out in the xml file it could be fixed.
You can also just make sure to save before every fight, and its also not a save breaking issue in the first place, as you could just get new officers.
If anything, I feel like that should become an optional feature, a toggle in the options or something. Your fleet got blown away? Say goodbye to your carefully cultivated buddies. It might also be a bit too punishing, but...
Oh, and speaking of toggles, I want to bring up another aspect that I think could make for a fun toggle: transverse jump.
In the current version, the problem of T-verse and neutrino detector being obtainable via Tech skills is to just have them baked in to your options from the start. Clean and easy, but baking in transverse does mean that a lot of the little interactions you can get from not having transverse, both in the main story and in a lot of little potential interactions (.97 added at least one more of these!), simply aren't possible anymore if you use SiC. And, to be honest, this is another pure power spike compared to vanilla, where there are tons of early game starts, and even full builds, that don't provide transverse at all.
So I, personally, would like to see this being an option in the mod menu - a toggle or something for whether the player begins with transverse and the detector enabled or not. In a non-Nex game, you can still get both abilities from the Galatia questline, so that's not a concern; the only sanity checking required would be compatibility with things like Nex, where the Academy questline can be removed.
Can we get a difficulty option for LunaLib for the scaling of enemy fleet executive officers?
Less strongCan we get a difficulty option for LunaLib for the scaling of enemy fleet executive officers?
Not sure if ill add full scaling, but i could add a preconfigurations for easier/base/harder.
Are you asking because you want them less strong or stronger?
No to the part of converting that bug to an optional toggle, someone else already asked on discord, and i also considered it, but id rather avoid such a sudden cut off of skills in general.
On the other suggestion, sounds fair enough, i can add those toggles. Personaly i just used this approach as i use nex skip story config, which i think gives the skill anyways (That or because i always picked navigation first anyways)
This absolutely blows the vanilla system out of the water. I do however have a couple major criticisms. (Note: I'm only using the vanilla game balance as a reference for these. Content adding mods are not being considered)
1. The "Support" line is problematic. The fact that all of the carrier skills are condensed into a single officer type encourages carrier monofleets and said skills combo together on a carrier monofleet in an absolutely overwhelming way. The bonuses to fighters either need to be toned down or spread among multiple officer types.
2. Low Tech fleets have been pretty badly neglected. The only line that armor focused kinetic ships really benefit from is Tactical. The issue is that Tactical boosts a little bit of everything and the benefits synergize decently with the specialized lines. However there is no specialized fleetwide line that really boosts any of the qualities Low Tech ships rely on (range, armor, specialized kinetic/HE damage).
and finally
3. 'Management' is kinda mandatory. Not sure there's a whole lot you can actually do about this. It's more an issue of officers being really important and 'Leadership' in the base game being basically mandatory. As close to a 1/1 lift of the leadership skill line from vanilla 'Management' has just sort of inherited this status.
I think "Piracy" might not be useful. Why "provisional replacements" cant reduce dp?
I think "Piracy" might not be useful. Why "provisional replacements" cant reduce dp?
Because it is a logistical aptitude. The few combat skills it has are just a bonus.
Piracy is pretty decent as 70% more salvage from battles and a 40% higher chance for weapons to drop is really good.
It doesnt reduce the maintenance costs as much as Starfaring, but it makes it much easier to do fights back-to-back.
A skill with dmods reducing deployment costs will be in the tree i just mentioned a post back.
I think piracy if alright as you can swap it anttime you need raid go stelthy or get some mor redacted weapons.I think "Piracy" might not be useful. Why "provisional replacements" cant reduce dp?
Because it is a logistical aptitude. The few combat skills it has are just a bonus.
Piracy is pretty decent as 70% more salvage from battles and a 40% higher chance for weapons to drop is really good.
It doesnt reduce the maintenance costs as much as Starfaring, but it makes it much easier to do fights back-to-back.
A skill with dmods reducing deployment costs will be in the tree i just mentioned a post back.
Thank you! That sounds great.
Wanted to briefly say that I'm thrilled this mod exists. I've fantasized about a similar system in the past, but never bother to attempt it. This definitely fulfills the dream.
I've only played with it for a few hours now, but I'd like to provide a few bits of feedback.
1.Echoing what has already been said, I do agree with the sentiment that some aptitudes are too laser-focused on certain areas ("Support," "Small Craft," and "Automation," as you've stated). Sounds like from your earlier response that you're considering some ways to address this, and I think that's the right move. I'm unopposed to the concept of a specific playstyle each having an "optimal" aptitude for players who want to go all-in on something (carriers only, mass frigates, automated ships, etc), but I don't think said aptitudes should horde all of the relevant skills. Spreading things out a *bit* more would probably foster some more interesting builds and prevent situations where players lock themselves into a specific set of XOs for the whole run.
2. I'm concerned about the aptitudes with skills that that modify hard limits: s-mod count, officer limit, flux caps/vents, etc. These were fine(ish) when they were attached to the player: speaking for myself, I'd never even reassign/swap those skills as they were not only powerful, but also a hassle to change. SiC seems to be a lot more accommodating to the idea of swapping skills/XOs more regularly than a player would reassign their skills in vanilla (which is a great concept). So, if I pick a skill for an XO that allows +1 s-mod -- yes, that skill is fantastic, but now it's also a pain to remove that XO because, after enough time, I've probably built my whole fleet around that one skill.
Personally, I'd prefer any skills that adjust hard limits to exist on the player's skill tree rather than an XO's. Or, maybe a hot take: those limit-adjusting skills can just be removed entirely. 3 s-mods per ship is insanely good. With the power that 3 leveled-up XOs give to a fleet, more s-mods just isn't needed. Though, I'd still like some way to field up to ~10 officers... if it were me, I'd probably just set the limit at 10 and call it a day. Officers are just too good and interesting mechanics-wise for me to not immediately choose to go all-in on them.
Thanks for all your work in creating this; SiC is a huge breath of fresh air. While I appreciate and respect all the effort that Alex has put into the vanilla skill system, no iteration of the base game's approach has really "clicked" for me as well as SiC has. I may toss some more thoughts your way as I go through my current playthrough.
2.Awarding permanent effects on player level-up is a good solution; I agree that it'd help with the "in-between" levels that don't give skill points.
Understandable, and it is part of my design ethos to avoid such skills when possible. This is why those hard limits stats are pretty much almost only available in Management, aside from Limit Breaker in Automation and as you mentioned Flux Regulation. I did not want to remove those skills, as they are iconic vanilla effects, but since i already figured that they could get in the way of fun, im not really planning to do anymore of the same kind.
At some point im planning to add some "Level up" effects, mostly to fill out levels where you dont get a skillpoint. Those would include things like
- Extra XO XP Gain
- +1/2 Officers in Fleet
- +1/2 Officer levels
- +1 Officer Elites
Using those i could replace some of the current "permanent" effects and give Management some new ones, still officer related, just more fitting to the system. However i think il keep "Best of the Best" as it is, as i think i did a good job at not making that one inconvenient (The inactive s-mods just reactivate when you re-assign the officer).
Officer management isn't giving the 2+ officers :'(There was a version in which many skills did nothing, are you on the latest version?
Been playing with this mod for a few days already, and I do have to say it is, as of now, an excellent mod with even greater potential. While I don't have anything against the vanilla skill tree right now, I do like being able to play around with a different skill tree iteration and optimizing around that (not to mention fighting fleets using that same system too; I appreciate that aspect too), so I can't wait to see how SiC will develop. With that in mind, I do have a few thoughts I'd like to mention for now:While I probably have more to say, I'm really just waiting for the Improvision XO to come out so I can do some Derelict Operations spam once again - or at least not care about having D-Mods on my ships. Can't wait to see what new skills are coming out for that!
- Is there, or will there be, a configurable, faction-specific weighting for XOs, similar to how, in vanilla, each faction has access to a limited selection of fleetwide skills? It would make a lot of thematic sense having, for example, the Hegemony favor Management and Tactical XOs, or Tri-Tachyon specalizing in Technical XOs - and, in reverse, it would be weird seeing Hegemony and LC fleets run Piracy XOs. Not only that, I imagine this would also be of interest to modded factions that want to tailor which fleetwide skills their typical fleets get.
On a related note, I think a few of the scripted vanilla fleets, like the Ziggurat, Hypershunt Omegas, and the Usurpers Diktat fleets, should probably have consistent, non-random XOs - especially since, right now, Caden has actually-competent XOs, whichdoes not fit his characterization in the vanilla storycompletely makes sense for such an outstanding Lion's Guard loyalist!- For the Continuous Repairs skill, would it be possible to make the repair threshold lower for smaller ship sizes, similar to how it's done for the vanilla Hull Restoration skill? It can feel bad having frigates and destroyers, which tend to die more often in big battles and are also cheaper to replace anyways, require the same 300 DP threshold to repair as cruisers or capitals, both of which are generally more expensive to restore and, thus, is the main incentive for running a non-combat XO. (Also, I noticed that, unlike Hull Restoration, Continuous Repairs works on mothballed ships too, which seems a little weird but, given the context, is probably fine since you have to expend extra fuel and/or burn speed carrying such ships around.)
- Wide-Ranged Transmission feels way too powerful to be a mid-tier Automation skill, especially since you can always give drone bombers Missile Specialization + Target Analysis, which alone makes for an incredibly insane synergy that actually makes Support's Barrage skill completely detrimental (since you already get extra missile ammo from MS, and the damage malus hurts bombers, especially the Flash, a lot). Even with Scintilla and Flash as the only automated carrier/bomber combo in vanilla, I doubt that anything else, even non-automated carrier spam, can hold up to Scintilla/Flash spam with WRT - and I'm not even considering mods that include other automated carriers and automated bombers/fighters. I don't think it'll hurt to move WRT to the final tier, so you'd have to choose between a general pick, a specialized carrier pick, or a player-focused pick. (Also, it's not like Limit Breaker synergizes that well with WRT, since fighters only get at most 4 skills; at best, it'd save some SPs from not needing to integrate Gamma Cores. At worst, it'd probably hurt players who want both WRT and Neural Junction, but IDK since Technical XO has Neural Link as another option for piloting auto-ships)
Officer management isn't giving the 2+ officers :'(There was a version in which many skills did nothing, are you on the latest version?
Bug Reporting, was running 1.0.2 at the time for context.
Incompatibility with Random Assortment of Thing's Abyssal automated ships, was unable to claim any of them as automated ships with a Technical Officer or an Automation Officer. Didn't matter if they were fresh from combat or one of the spawned derelicts.
Joining ongoing combat seems to inherit the executive officers of whoever's side you're joining, rather noticeable with skills like Smallcraft's Support Doctrine not applying the dp cost reduction. I don't remember offhand but I believe you kept it joining ongoing combat in vanilla?
For feedback, you've already posted that there'll be the 50% chance to avoid dmods added to Continuous Repairs, I quite like the skill so definitely looking forward to that. I am greatly enjoying having to pick and choose the officers and their builds, even switching between two of the same specialties but with different skills. Overall, excellent mod.
So. After playing some 40-ish hours with this mod...
I fully enjoyed this mod.
But.
Uh, it kind of removes my usual playstyle, the Derelict Op + Support Doctrine one. I tried looking through all of the executive officers I can get normally, and none of them have DP reduction for D-modded ships or for officer-less ships.
Most of the mod has a focus of limiting the player to the semi-optimal playstyle as the High Tech and d-mod-less run.
Can you add something combat-related for us D-mod lovers in the next update or sumthin?
:o Awesome stuff, I love you. I bet the player is now even more OP.
Derelict Op + dmod stuff is being added by the Aptitude im currently working on, might have an update later today, save incompatible though.
Also Support Doctrine still exists in the Smallcraft Aptitude,same effect as base game.
Derelict Op + dmod stuff is being added by the Aptitude im currently working on, might have an update later today, save incompatible though.
Also Support Doctrine still exists in the Smallcraft Aptitude,same effect as base game.
Derelict Op + dmod stuff is being added by the Aptitude im currently working on, might have an update later today, save incompatible though.
Also Support Doctrine still exists in the Smallcraft Aptitude,same effect as base game.
This is good to hear; I'd noticed Support Doctrine was in smallcraft (another one that makes that a real winner for my frigate-heavy playstyle), but I was wondering if I'd just missed the DP cost reduction somehow. Good to hear it'll be in.Personally I'm waiting to play in depth again until the Transverse-at-start toggle is added in
Mistake with officer.Same here, here is a sc:
It can be buy but not the correct name. Under portrait it says -
No post for id
[executive_officer_sc_smallcraft]
Been giving a save with this mod a go. I quite enjoy the broad possibility of buffs and build variety, as well as the idea of being able to swap around my build 'on the fly'.
But there is some feedback i can give, and an ability from vanilla skills that i think has been overlooked. I've Played 1.0.6, but i've double checked a fresh 1.1.1 save to make sure things are still relevant.
1. Managing unassigned XO's is a little fiddly. You cant dismiss or rename an unassigned XO if you have an XO of the same type or catagory unless you enter the management menu from that XO's type or catagory. XO's are also only listed in order of acquisition, which makes managing a bunch of them a little tricky, as they'll be almost randomly mixed up together. And you may want to have a bunch of them for mixing up your builds. Fixing the former should(?) be as simple as allowing you to select a conflicting unassigned XO but just greying out the confirm button. For the latter, the list could be automatically sorted by officer type and then by name alphabetically? Some kind of specific ordering there other than order of acquisition would be nice i think.
2. Respecing XO skills? I know they're based off ship Officers and you cant respec their skills willy nilly, only their elites. And since you can get more and duplicate XO's you can just spec out a different officer differently. But being able to spend a story point to respec an XO's skill selection would make varying and trying out new builds much nicer, especially since leveling one to 5(6?) takes a while. I believe it took me until player level 10 before one of my XO's was max level? And i had XP gain rate set to 1.25. If i wanted to try out the other capstone skill for a different build i would need to aquire and level up a brand new XO all the way.
3. Hull Restoration and ship recovery. its not properly listed in Hull Restoration but it actually improves universal ship recovery rates. For the most part it seems to make any storypoint recovery a normal recovery. Although it doesnt reduce the D-mod rate for recovered enemy ships. I've tested this by nuking a 300 point hegemony fleet over again with different vanilla skill combinations. But as far as i'm aware, XO skills dont do that (unless generic "post battle salvage" does it?), which makes recovering new ships quite difficult.
4. Continuous Repairs and D-mod removal. I havent used it just yet, but i'm not sure about the 300 DP per hullmod removed. That aforementioned 300 point hegemony fleet had a little under 400 DP worth of ships in it all up. That would have removed one D-mod from one ship, likely a frigate or destroyer i lost in that very battle. In that situation its more of just a D-mod rebate. But taking many engagements into account, removing D-mods turns into a game of slogging through trash fleets. I am not quite sure whether or not that is effective enough its good, or just barely effective enough its a slog. Encouraging farming unengaging and easy combat for that seems... Not great? If it ends up being a slog, it may actually be worse than AFKing to remove d-mods. But as i said, i havent used it just yet so i'm sure.
5. This is just my own taste in power level, but i am ravenous for a fourth XO slot. Having a logistical XO is basically required on the campaign map, but they do basically nothing in combat. Leaving in practice only two slots for XO's that do anything in combat. And only two slots is juuust slightly too few. Sure, currently i could replace that logistics XO with a combat XO, but i'll be honest i am not leaving my home system without a logistics XO. Campaign level movement speed is just too good of a quality of life improvement to give up.
Wait no not -3! Halved! How did I mess that up?
Things from mods not working because they require vanilla skills is a known issue btw. Each instance is different but likely a thing those mod authors would need to account for themselves if they care about compatibility.
edit: and apparently the Nex issue is fixed in the next major SiC version
Just wondering out of pure curiosity, but would it be a possibility to have the ability to switch portraits on executive officers mayhaps?
Unfortunately the portrait changer mod doesn't include that capacity.
Either way an amazing mod, been enjoying it quite a bit!
Actually made me wanna replay starsector in quick succession multiple times just to try different skill builds.
We can't build the Autonomous AI Battlestation (unlocked from start, just go to orbital station and hover over it) from TASC with Second in Command. It says that it requires the "Automated Ships" skill but even if we have an executive officer with that skill, it still fails.
Why not make slots and skill points configurable?
You can have a default balance for 3 slots but if someone would like to just power trip it would be pretty awesome.
There might be an incompatibility with Terraforming and Station Construction, I don't have any of the options to build stations or anything in the skill bar.
I really like the idea of this mod, and have always felt there was something that just didn't quite sit right about the way skills are done in Starsector, and I think this may be the thing to fix it.
That said, after having played this a bit, I've decided to put this on the shelf. Its very new and obviously still needs some work.
One thing I can give as input that really put me off was the balancing between the Piracy and the Starfaring line:
The two are mutually exclusive, while having a lot of overlap. And this is where the problem lies: Piracy is just strait up better and probably just overtuned when compared to MOST skill trees. But when stacked up against the Starfaring line? Ouch man. Ouch.
The Starfarer line is TERRIBLE. It gives NO combat bonuses, and has worse exploration utility than Piracy, because most of the things it has can be gotten from hullmods and the like, while piracy has the very useful Ambush skill (which is EXTREMELY useful for exploration) AND most of the same stuff starfaring has AND combat bonuses. The only thing that Starfaring has of note is the continuous repairs skill, which is a great utility skill for a combat skill tree... but not an exploration skill tree.
Also, you're blocked from taking both... This is unnecessary because taking both of them... or maybe just taking the starfaring line is kind of a self nerf, so there is no reason to actually stop people taking both, except to inconvenience people who like the exploration elements of this game.
So this is what my solution would be:
Make a new skill tree called "smuggling" (given how prominent that is in this game, it makes total sense there would be a skill tree for it) and strip out some of the elements from piracy and starfaring and add them to smuggling: give starfaring some combat utility, while making piracy less of an auto take.
Also, please add an option to control the spawn rate of the executive officers to the Lunalib mod menu. I realize having a high spawn rate is probably really useful for testing, but I trip over like 5 executive officers everywhere I go.
High hopes for this mod.
Please do not go making assumptions about what I do or do not want, or put words in my mouth. That is rude.
If you don't want any suggestions for your mod than just say so, no need to be so condescending.
Hello!
Quick question (or maybe a point of feedback?); is there a place in game where I can see if an two executive officers fall in the same category without hiring them? It seems kinda intuitive in that I can sort of tell based on how much overlap there is between the skills offered, but there doesn't seem to be anything in the hiring dialogue that indicates which category a skill set belongs to, which caused me to waste 10k early on in my current playthrough.
Over all though, great mod! This is only my second playthrough, and I specced heavily into industry and tactics on my first playthrough cause I could tell early on those two trees would make things massively more manageable. Not having a free dp remover has drastically changed how I've played this second time around, and I'm loving it.
Is there any way to retain original skill tree for compatibility? Like, can we make it active but hidden or something ?
Im having trouble as so many mods check skills from old skill tree.
Any chance to get a governor type second in command? I always take those skills so not seeing them is a bit off, or wanting to play without alpha core governors.
I just found that to recover Abyssal Ships in RATs you need the Automated Ships skill but the same skill from Second-in-command doesnt count.
Hi Lukas.
I just wanted to let you know that when you first announced you wanted to give a try at reworking/expanding the skills system I was skeptical. I was quite content with the current (vanilla) system and I was afraid of an overcomplicated rework/expansion that wouldn't achieve its goal.
After coming back from my holidays, I downloaded your mod and gave it a try. And my god, it is simply outstanding. It's probably one of the most creative and best mod I have ever played in this game. The whole system of Executive Officers is super neat and simple to use while retaining a "vanilla feel" (it that makes sense) and there's so much creativity in each type of Executive Officer it's simply mindblowing. The possibilities in fleet building allowed by the system you created are incredible ! I am currently having a lot of fun building a whole fleet centered around ammo based weapons and missiles thanks to All Out from Piracy and Mass Bombardment from Tactical. Is it good or overpowered ? I don't know. But its the kind of build I would never have thought about in the vanilla system and it also encouraged me to hunt bounties (thanks to the heavily increased post-battle salvage) right from the start (something I almost never did because it was easier to make money through trade / exploration).
I have some very minor grips with your mod (I think the player now drowns too much in Story Points) but hey, this mod isn't even one month old !
You are one hell of a mod author !
Does the +1 to officers under your command not apply to your second in command officers?
Hello!
I think the mod is really good except for one issue: D-mods. In the vanilla tree I and most people I know rush the Industry tree to get Hull Restoration. I feel like there's no other good way to get rid of D-mods other than this skill considering that restoring hulls manually or through Restoration Docks added by that colony mod is still too expensive for early and mid-game when you ACTUALLY need to remove D-mods (your fleets are weaker and you can't just buy a new ship). Also, I don't like seeing red indicators next to my ships.
The issue with this mod is that executive officers all level slowly and you can only get D mod removal by around levels 8-10. Even then, it's inefficient, seemingly removing 1-2 D-mods per fleet killed. This is pretty late in the game around the time you can already do remnant hunting.
I'm sorry, but I don't think I will be running this mod in the future due to this, which is a shame because it's very cool.
Recent patch did increase the base XP gain, it is also been a config in the mods LunaSettings for a while now.
The Hull Restoration equivelant not being the "I always need to pick this" skill is pretty much intentional, kind of bad for a mod with a bunch of customisation to encourage a skill like it to much. Though i think it generally does its job fine.
Recent patch did increase the base XP gain, it is also been a config in the mods LunaSettings for a while now.
The Hull Restoration equivelant not being the "I always need to pick this" skill is pretty much intentional, kind of bad for a mod with a bunch of customisation to encourage a skill like it to much. Though i think it generally does its job fine.
I dunno, I always felt like Hull Restoration was more of a "there's no good alternative to this essential thing" rather than a "this is overpowered beyond belief". Kinda similar to the Helldivers 2 situation with weapon nerfs if you know about that. Ultimately it's your mod and your decision but I do think stronger D-mod removal skills that can be acquired early would benefit it, at least until/if restoration costs are tuned down or other ways to remove D-mods are introduced.
Hello!
I've been playing around with your mod and I love it.
A bit of feedback from my previous campaign,
It's great not having to decide between personal combat skill, fleet combat skill and explorations skills.
The game felt much easier than vanilla, I'm not sure if it's intended, I also felt I had a significant surplus of story points.
I'm definitely going to keep using this mod for future game, thank you for making it!
Recent patch did increase the base XP gain, it is also been a config in the mods LunaSettings for a while now.
The Hull Restoration equivelant not being the "I always need to pick this" skill is pretty much intentional, kind of bad for a mod with a bunch of customisation to encourage a skill like it to much. Though i think it generally does its job fine.
I dunno, I always felt like Hull Restoration was more of a "there's no good alternative to this essential thing" rather than a "this is overpowered beyond belief". Kinda similar to the Helldivers 2 situation with weapon nerfs if you know about that. Ultimately it's your mod and your decision but I do think stronger D-mod removal skills that can be acquired early would benefit it, at least until/if restoration costs are tuned down or other ways to remove D-mods are introduced.
A lot of people come to this mod with the expectation of something that was essential for them in vanilla being not on the same level, or just comparetively not as worth it anymore, and if i would integrate all of those requests id probably make the mod a lot more boring.Hello!
I've been playing around with your mod and I love it.
A bit of feedback from my previous campaign,
It's great not having to decide between personal combat skill, fleet combat skill and explorations skills.
The game felt much easier than vanilla, I'm not sure if it's intended, I also felt I had a significant surplus of story points.
I'm definitely going to keep using this mod for future game, thank you for making it!
Probably will always feel a bit stronger than vanilla due to how its build, but you can increase the difficulty to "Hard" for the NPC fleets, which should help even the playfield a bit more!
Hey there! I was wondering if anyone knew of any quick fixes for this problem I'm having, and if not, to inform of a potential incompatibility. I'm using the Terraforming mod, and I'm unable to make the Remnant Station because it requires the vanilla skill Automated Ships, and the Automation Officer I have of course has the modded version of the skill. Just wondering if anyone knew of a way to manually add the skill to my captain, or perhaps some other solution I'm too stupid to think of LOL
Ah dang, thank you for letting me know! Love the new update by the way!Hey there! I was wondering if anyone knew of any quick fixes for this problem I'm having, and if not, to inform of a potential incompatibility. I'm using the Terraforming mod, and I'm unable to make the Remnant Station because it requires the vanilla skill Automated Ships, and the Automation Officer I have of course has the modded version of the skill. Just wondering if anyone knew of a way to manually add the skill to my captain, or perhaps some other solution I'm too stupid to think of LOL
Its an issue SiC introduces but has to be fixed by TASC. Author knows of it so maybe it will be fixed at some point, not sure about how to help you otherwise. Maybe there is a console command that would let you just spawn the structure on the colony, not sure if it would work though.
Honestly, thank you so much for the portrait changing feature!
I do not even know what to say, just so very kind of you to consider this niche little need of however few people would even want this feature, so very over-the-top considerate, thank you!
Got a bug report for automated ship recovery for both the Automation aptitude and Makeshift Drones skill: Random Assortment of Things Abyss drones are uncovered. I just tested both sources of automated ship recovery and neither work. I was rather surprised as both of these are your mods.
This is fixed in the latest version of RAT
Love the concept and execution. Will this mod work with skill pack mods? There are faction mods that add faction skills (e.g. UAF), if so does the support have to be set up in their mod?
Its not in beta anymore
Hey Lukas loving the mod, wanted to throw an idea your way
"A hullmod which based on the highest-grade ship with this hullmod in the fleet, will provide additional EO skills. For example, cruiser grade can provide one additional skill while capital grade can provide two. Following that line of thought some ships can be specialized in command, which are much more expensive and rare, but also provide more skills or other fleetwide bonuses."
Credit to leste on fossic. His original idea was for the hullmod to provide EO officer slots but you made your position on that issue pretty clear so I made some changes. :P
Awesome mod :)
Would you consider giving each aptitude its own category so that modders who want to make their own aptitudes can more easily make them exclusive vs the existing ones?
Id rather keep the use of aptitude incompatibility low, and dont quite want to encourage adding to many of them through other mods either. The more free the system is, the more fun it is too.
So for now i will likely just keep it at Automated & Logistics, as those are aptitudes where i can generaly see it be needed.
Its not that much of an issue if aptitudes have some overlap, you just should not design aptitudes that have 1 to 1 overlap with an existing one, and that becomes a lot easier by making the aptitudes focused on multiple topics at once, for example for the Exotech tree i wanna do at some point it will handle things like phase, carriers and a few generic tech related things. So there will be some synergy with the Strikecraft Aptitude, but since its only a few carrier skills you wont get to overlap to many carrier skills.
Id rather keep the use of aptitude incompatibility low, and dont quite want to encourage adding to many of them through other mods either. The more free the system is, the more fun it is too.
So for now i will likely just keep it at Automated & Logistics, as those are aptitudes where i can generaly see it be needed.
Its not that much of an issue if aptitudes have some overlap, you just should not design aptitudes that have 1 to 1 overlap with an existing one, and that becomes a lot easier by making the aptitudes focused on multiple topics at once, for example for the Exotech tree i wanna do at some point it will handle things like phase, carriers and a few generic tech related things. So there will be some synergy with the Strikecraft Aptitude, but since its only a few carrier skills you wont get to overlap to many carrier skills.
I understand the idea of keeping the system open for players, but I'd like to point out that the inability to prevent certain skill synergies makes designing and balancing aptitudes harder, which in turn could lead to less choice for players.
Just as an example, imagine if aptitude skill tiers and per-tier limits wasn't a thing, and players could take any number of skills together the moment they have the points. Would that make creating and balancing new aptitudes easier or harder? And if it did make creating new mod content harder, would that ultimately give players more or fewer choices? I think it's a lot easier to make new content that's conceptually novel and balanced compared to just one aptitude, rather than all nine at the same time. The system is fantastic and I want to make new content for it. Ultimately I'll work with the design constraints I have, but I believe more choice for the modder in which balance levers to use gives more opportunity to make good content, so I hope you'll give my suggestion some more thought.
Anyway, whether or not you make the change, I'm still enjoying the system a lot. Good job.
Really enjoying the mod, would it be possible to add in a screen of some sort to show every new skill tree? This would make planning a build a lot easier.
Idk if you are taking ideas for more skill trees but if there is a way you could make some executive officers more rare then others might be interesting to add some stuff a little more broke then others?
Maybe like a character that can only drop from cryosleep caskets in medium or above danger systems and can increase OP/vents/etc. For your ships? Some sort of engineering focus?
Just some thoughts. Great mod either way, thanks for creating it!
Not sure if this is a bug but I have occasionally seen officers in NPC fleets show up only with the default skill of an aptitude.
is there any way to change executive officers max level?
is there any way to change executive officers max level?
waiting for a reply
is there any way to change executive officers max level?
waiting for a reply
There isnt
is there any way to change executive officers max level?
waiting for a reply
There isnt
Why?
Is there any way to retrain executive officers? I didn't see any.Just hire another officer of the same aptitude and train them in a different set of skills, then you'll have two officers you can switch between if you need to. Other than the possible initial investment*, it's not like they're costing you anything to keep around. Other than your XO drinking all the coffee on those late night shifts.
is there any way to change executive officers max level?waiting for a reply
Erm... what? Every mod has to be configurable, do i to need explain this? ;D"Every mod has to be configurable"
Is there any justification to gatekeeping players from accessing basic settings (something that literally every other mod creator allows) and going powertrip mode?
Great mod idea and very professional execution! I already checked but wasnt able to find a full list of XOs with their respective skills. Would you be able to provide one? Thanks a bunch!
So here to report something odd.
Using 1.1.6. double checked it.
Privateering might be bugged. It says 400c per ship destroyed, scaling up. I just destroyed around 40 ships in a single fleet of non-modded and modded ships. Among them, there were at least 3 ventures (which I could recover), 1 Mule, 1 Wayfarer, and 1 Kite for vanilla ships. Rest were modded.
I got 797c at the end of it. I even calculated how much I had before the fight and after. It all lined up. I only got 797c from the skill.
I tried this multiple times, and the result was all the same.
Except when I fought space stations.
Space stations always netted me 4k c, no matter their rating.
Edit: also fought artillery station with derelict op. destroyed 6x cruisers, 8x destroyers, 13x frigates, and the artillery station, and got 16k.
Erm... what? Every mod has to be configurable, do i to need explain this? ;D
Is there any justification to gatekeeping players from accessing basic settings (something that literally every other mod creator allows) and going powertrip mode?
Could we get a change to the levelexecutive command to set a specific level? I'm an idiot and thought it worked like that, only to realize after 15 minutes of fiddling with syntax that it's just a straight level up.
Hey there, i'm getting an error when trying to load SiC with RAT
When i try to load them both it gives me a "Fatal: second_in_command/skills/automated/SCBaseAutoPointsSkillPlugin" popup and don't load the game. I tried with only the 2 and dependencies, but the error persists
Re-instaling the mods did nothing too
What i could find in the log was this, if you need more info, tell meSpoiler141222 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SecondInCommand]
141234 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/secondInCommand/abyssal/abyssal_ships.png (using cast)
141777 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: second_in_command/skills/automated/SCBaseAutoPointsSkillPlugin
java.lang.NoClassDefFoundError: second_in_command/skills/automated/SCBaseAutoPointsSkillPlugin
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at second_in_command.specs.SCSkillSpec.<init>(SCSkillSpec.kt:14)
at second_in_command.specs.SCSpecStore.loadSkillSpecsFromCSV(SCSpecStore.kt:123)
at second_in_command.SCModPlugin.onApplicationLoad(SCModPlugin.kt:27)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: second_in_command.skills.automated.SCBaseAutoPointsSkillPlugin
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 21 more[close]
Hey there, i'm getting an error when trying to load SiC with RAT
When i try to load them both it gives me a "Fatal: second_in_command/skills/automated/SCBaseAutoPointsSkillPlugin" popup and don't load the game. I tried with only the 2 and dependencies, but the error persists
Re-instaling the mods did nothing too
What i could find in the log was this, if you need more info, tell meSpoiler141222 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SecondInCommand]
141234 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/secondInCommand/abyssal/abyssal_ships.png (using cast)
141777 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: second_in_command/skills/automated/SCBaseAutoPointsSkillPlugin
java.lang.NoClassDefFoundError: second_in_command/skills/automated/SCBaseAutoPointsSkillPlugin
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at second_in_command.specs.SCSkillSpec.<init>(SCSkillSpec.kt:14)
at second_in_command.specs.SCSpecStore.loadSkillSpecsFromCSV(SCSpecStore.kt:123)
at second_in_command.SCModPlugin.onApplicationLoad(SCModPlugin.kt:27)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: second_in_command.skills.automated.SCBaseAutoPointsSkillPlugin
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 21 more[close]
This is an error from having an outdated version of Second-in-Command, so you probably messed up your reinstall
Hey Lukas loving the mod, wanted to throw an idea your way
"A hullmod which based on the highest-grade ship with this hullmod in the fleet, will provide additional EO skills. For example, cruiser grade can provide one additional skill while capital grade can provide two. Following that line of thought some ships can be specialized in command, which are much more expensive and rare, but also provide more skills or other fleetwide bonuses."
Credit to leste on fossic. His original idea was for the hullmod to provide EO officer slots but you made your position on that issue pretty clear so I made some changes. :P
Thanks for the suggestion but, that sounds rather unintuitive and and messy, and in the end it wouldnt really add anything in terms of choices to the mod. It also doesnt really address the reasons as to why there arent more slots or skills per officer.
Please do not go making assumptions about what I do or do not want, or put words in my mouth. That is rude.
If you don't want any suggestions for your mod than just say so, no need to be so condescending.
I am sorry, but i am not sure how else to interpret your message, am i missing something? Im mostly going of off what you wrote in your message.
At one point you call the aptitude terrible, in another you complain about how you cant use it together with Piracy because it greatly inconveniences your exploration gameplay without it.
Just feels like the feedback is contradicting itself there, as it shows what value the aptitude has, and why someone may pick it over piracy.
One problem I ran into is information overload due to excess number of skills on the opposing fleet. The consequence is that I end up ignoring what the enemy has. A lower number, but more impactful skills for the enemy officers would solve this, but I dont know how viable differentiated skills for player officers and enemy officers are.
Please do not go making assumptions about what I do or do not want, or put words in my mouth. That is rude.
If you don't want any suggestions for your mod than just say so, no need to be so condescending.
I am sorry, but i am not sure how else to interpret your message, am i missing something? Im mostly going of off what you wrote in your message.
At one point you call the aptitude terrible, in another you complain about how you cant use it together with Piracy because it greatly inconveniences your exploration gameplay without it.
Just feels like the feedback is contradicting itself there, as it shows what value the aptitude has, and why someone may pick it over piracy.
Let me try to clarify then:
For context, I play with the adjusted sector mod, so there is quite a lot of distance to cover. Which on the surface may make it seem like exploration tree would be great.
But there are two main problems withe the exploration tree:
The first being purchasing: I can buy most of what the exploration tree does; its as simple as getting an atlas or an apogee with the appropriate hullmods, and buying some extra fuel/supplies. Sure, those little bits I can't simply buy? I'd like to have those, but that leads into the second problem:
Opportunity cost. Exploration is dangerous, every scavenger, redacted, and everything else wants to kill me. So not having... well any other skill tree.. is a really big cost. Sure, you might say that's the trade off, but I'd refer you to problem one.
This is why I compared it to piracy; most of whats in the piracy skill tree I can't buy with credits (an theoretically unlimited resource) unlike the exploration tree where I can do that. Officer skill points/slots are a limited and time consuming resource to acquire, so naturally I'm going to try and maximize the value of them; which means not taking exploration, because I can get most of what it does through other means.
Does that explain my position better?
But that's the thing; its Apples and Oranges. You can always get more credits, there is no cap or limit to the amount of credits you can get. Officer slots however have a very finite limit on them. So therefore, if you want to maximize value you should always try to get the things credits cannot buy with your officers.
If you have ever taken an economics class (micro economics specifically) they talk about this kind of psychology. Interesting stuff really.
Anyway, I'm not going to bother arguing with you, it seems from this thread you have a very specific idea of how this mod is supposed to be.
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.CombatEngineAPI.getTotalElapsedTime(boolean)" because the return value of "com.fs.starfarer.api.Global.getCombatEngine()" is null
at second_in_command.skills.management.ReEntry.applyEffectsAfterShipCreation(ReEntry.kt:29) ~[?:?]
at second_in_command.hullmods.SCControllerHullmod.applyEffectsAfterShipCreation(SCControllerHullmod.kt:65) ~[?:?]
at com.fs.starfarer.loading.specs.oooo.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.super.updateFromCurrentVariant(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.super.setFleetMember(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.V.setFleetMember(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.return.Ó00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.return.setPlugin(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.L$4.actionPerformed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.L.setCurrentTab(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.L.setCurrentTab(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.showCoreUITab(Unknown Source) ~[port_obf.jar:?]
at Shoey.ExtendedControls.EveryCampaignFrameScript.advance(EveryCampaignFrameScript.java:111) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
But that's the thing; its Apples and Oranges. You can always get more credits, there is no cap or limit to the amount of credits you can get. Officer slots however have a very finite limit on them. So therefore, if you want to maximize value you should always try to get the things credits cannot buy with your officers.
If you have ever taken an economics class (micro economics specifically) they talk about this kind of psychology. Interesting stuff really.
Anyway, I'm not going to bother arguing with you, it seems from this thread you have a very specific idea of how this mod is supposed to be.
It might not be my place to participate in this... but
Unless I'm mistaken, there isn't a real cap on Executive Officers that you can have stored and swapping between your officers at a colony/station is free.
As long as at least some parts are situationally useful you don't really have a reason not to bring an EO along. They won't take away experience from your active EOs and they still receive some experience when they aren't active. Personally, if the Starfaring officers were just the hyperspace burn level skills I'd still bring one along.
...a space trucker themed EO with even more cargo capacity buffs would be cool though.
Anyway, bug report;
I'm getting an occasional crash when swapping to the refit screen. It might be ExtendedControls fault, but if I'm reading this right you should be able to do something on your end:Codejava.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.CombatEngineAPI.getTotalElapsedTime(boolean)" because the return value of "com.fs.starfarer.api.Global.getCombatEngine()" is null
at second_in_command.skills.management.ReEntry.applyEffectsAfterShipCreation(ReEntry.kt:29) ~[?:?]
at second_in_command.hullmods.SCControllerHullmod.applyEffectsAfterShipCreation(SCControllerHullmod.kt:65) ~[?:?]
at com.fs.starfarer.loading.specs.oooo.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.super.updateFromCurrentVariant(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.super.setFleetMember(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.V.setFleetMember(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.return.Ó00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.return.setPlugin(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.L$4.actionPerformed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.L.setCurrentTab(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.L.setCurrentTab(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.showCoreUITab(Unknown Source) ~[port_obf.jar:?]
at Shoey.ExtendedControls.EveryCampaignFrameScript.advance(EveryCampaignFrameScript.java:111) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
I can share the entire log if you'd like. I think a simple null check for getCombatEngine would suffice, though?
I love this mod and the way it spices up the game. however i wish there was a setting to allow for more executive officers or increasing their max level, i love being overpowered
Is there any way to raise max level beyond level 25 or make you gain more skillpoints per level? i wanna have all main skills unlockable, on level 25 you always have one or more skills unable to get unlockedmaybe try console comands
I love this mod and the way it spices up the game. however i wish there was a setting to allow for more executive officers or increasing their max level, i love being overpowered
Hey i was wanting the ability to use both a piracy and a starfarer officer at the same time but due to the incompatible category, i would like the option or a way for me to disable that in settings. thank you for the mod :3
Would it be possible to add a way to search for specific officers à la Stellar Networks?
Is there any way to raise max level beyond level 25 or make you gain more skillpoints per level? i wanna have all main skills unlockable, on level 25 you always have one or more skills unable to get unlocked
Being permanently short of 1 skill will be terrible for perfectionists or people with OCD though
(and then potentially get even more skillpoints beyond that which will uselessly sit there unable to be spent and activate OCD again).That's when I bring out console commands and use "addskillpoints -1".
Hey so - is there a good directory of skills?
Wondering if there's a subskill that has BOTB's DP effect
didn't even know there were incompatible skills between aptitudes, really gonna need that full aptitude/skill list and the incompatibilities :P
Hi,
I absolutely love your mod. It adds a lot to the game & opens up a lot of ways to play I wouldn't have tried otherwise. I'd like to ask though, is it possible to increase the number of executive offices you can assign? Whether through the game or by changing the mod settings/config. It feels like technical or automation officers are almost always a must-have due to the automated ship skill being locked to them & a lot of content expansion mods play heavily on automated ships, leaving you to micro-manage the other two slots & I just don't find that enjoyable.
Wish you all the best with your future work! (:
Hi,
I absolutely love your mod. It adds a lot to the game & opens up a lot of ways to play I wouldn't have tried otherwise. I'd like to ask though, is it possible to increase the number of executive offices you can assign? Whether through the game or by changing the mod settings/config. It feels like technical or automation officers are almost always a must-have due to the automated ship skill being locked to them & a lot of content expansion mods play heavily on automated ships, leaving you to micro-manage the other two slots & I just don't find that enjoyable.
Wish you all the best with your future work! (:
Hi,
I absolutely love your mod. It adds a lot to the game & opens up a lot of ways to play I wouldn't have tried otherwise. I'd like to ask though, is it possible to increase the number of executive offices you can assign? Whether through the game or by changing the mod settings/config. It feels like technical or automation officers are almost always a must-have due to the automated ship skill being locked to them & a lot of content expansion mods play heavily on automated ships, leaving you to micro-manage the other two slots & I just don't find that enjoyable.
Wish you all the best with your future work! (:
Made an account just to agree with this. I want to run a single automated ship in my fleet, commanded by an officer with the Cybernetic implant skill I got from a modded station. Unfortunately, that mod recognizes that I don't have the Automated Ships skill "equipped", so if I want to use that one ship, I have to dedicate an entire 1/3rd of my specialization to just the automation executive officer and the specific Automated Ships skill, and not even use the rest of that skill tree because it's exclusively buffs for automated ships.
My point is, I really hope you can find some way to "save" just the Automated Ships skill from that officer's tree, or even move it up to the global combat skills, cause it's proven to be really limiting for myself and evidently a couple others. I just want to use my awesome Guardian ship. I'm not trying to run an entire fleet full of AI ships, like that skill tree seems to solely be based around with it's fleet-wide AI ship bonuses. There should be some middle-ground.
Otherwise, great mod. Thanks for what you do.
Are there any plans on integrating Industrial Planning in SiC somewhere - possibly Management?
It's not something I'd ever give much thought to, but I really appreciate all the new icons added my SiC. No clue if you did them yourself, but they look really good and suit the style of the rest of the game.
It's not something I'd ever give much thought to, but I really appreciate all the new icons added my SiC. No clue if you did them yourself, but they look really good and suit the style of the rest of the game.
I pretty much made no new icons, they are mostly all just hueshifted icons with some other minor editing, which is why you can see a lot of repeat icons. A few icons are modified from mission/quest icons, which is why you may not recognize them. Dont think i would have had it in me to make those hundreds of icons myself or ask someone else for it haha.
Maybe as a level up bonus? Like the officer bonuses.Are there any plans on integrating Industrial Planning in SiC somewhere - possibly Management?
Nah, dont think colony related skills would really work in SiC.
quick question, is there a way to make the ability "insipire" work on nexerilin using SiC?, since it requeries 2 leadership points im unable to use it during invasions
Maybe as a level up bonus? Like the officer bonuses.Are there any plans on integrating Industrial Planning in SiC somewhere - possibly Management?
Nah, dont think colony related skills would really work in SiC.
For me the 3-slot limit is a core aspect of the mod, so its not something i will change. Its there to encourage different kinds of builds on both the skill side, but also in how you you shape your fleet, so for example saves where maybe you just dont have access to automated stuff for once. A large part of the mod is pretty much designed to break myself out of the habits i put myself in to in Vanilla, and personaly the game has become a lot more fun because of that.
Maybe in the future i could add another tree with an automation skill, not super likely though. Emergent Threats (https://fractalsoftworks.com/forum/index.php?topic=27284.0) has a tree with a +90 points automated skill however.
New Update! Now with a new Aptitude, which comes with low-tech adjacent skills.
Changelog & Download: https://github.com/Lukas22041/SecondInCommand/releases/tag/1.2.0
(https://imgur.com/CETPIuQ.png)
New Update! Now with a new Aptitude, which comes with low-tech adjacent skills.
Changelog & Download: https://github.com/Lukas22041/SecondInCommand/releases/tag/1.2.0
(https://imgur.com/CETPIuQ.png)
Neat!
Is this mod safe to update mid-playthrough or does it break ongoing saves?
Sick mod.
Do you think you could also introduce semi rare officers that have set randomized skills between each aptitude? And maybe instead of restricting overlapping skills, they have diminishing effects?
Can I add this mod mid-save?
This mod is absolutely fantastic. Great work. Just used it for this first time in my most recent playthrough and I really should've tried it earlier! Some of the skills are very cool and interesting. "Safe recovery" in smallcraft for example is a really great one. UI looks great, integrates seamlessly with the basegame and perfectly functional. Well done all around, and thank you for making this mod.
I do have some feedback which, hopefully, is actually constructive.
The leveling experience:
Unlike vanilla where you're slowly progressing through skills as you level. With this mod all my officers are leveling at the same rate and going from 0 capstones for a prolonged period then suddenly getting 3 capstones all at once doesn't feel quite right. Also I had 15 skills unlocked well before I was level 15, and I even swapped some officers for new ones.
Suggestion:
One of your 3 active XOs gets bonus exp (top slot?) and overall total exp required to level cap increased. Bonus when level capped: unassigned officers also acquire EXP. I get that you don't want to have to use all the officers actively to level them later on, but moving the unassigned passive gain to level 15 gets you a more engaging early-mid game while letting you try out builds late game freely without grinding, and you can still shuffle officers early on at the cost of a couple officer levels.
You could also tie the number of active XO skills to the player level, but I'm guessing you didn't do this because it a hassle to deal with while also letting you freely swap XOs.
General Feedback on a handful of skills:
"Emergency order" from Starfaring would work better in Piracy. More specifically removing the CR penalty for using Emergency burn. You want to preserve CR when using Emergency burn to attack something. If you're using it avoid a battle it's not really an issue. Flavour wise it fits with piracy more IMO. Either give "outmanoeuvred" + 1burn speed while using Emergency Burn and no CR hit on Emergency burn or make it it's own Piracy skill. If you want to keep an EB bonus to Starfarer, remove it's fuel cost there which is more in line with conserving resources while exploring.
"Well organized" in management. This skill has got to be by far the worst skill in any tree by a mile. It should be replaced with something else that presents the player with an actual choice. While I generally don't want to pronounce myself on "balance" issues. This one is particularly egregious bad.
Suggested replacement:
"Tactical retreat"
+25% speed, manoeuvre and damage reduction to a ship when it is given a retreat order.
I don't know if this is possible. If not, give it this bonus but when a ship's hull is at 75/60/45/30% based on hullsize possibly with a bigger speed boost and no damage reduction one. Either way this would pair up nicely with the Re-entry skill in the same tree.
"Authority" in Management: This skill does nothing until battles aren't big enough to spawn objectives or in battles that never have objectives like battlestation battles. I'd add "If there are no objectives, this skills bonuses apply as if player controlled 1-2 objectives"
Improvisation tree:
Currently this tree is like a Derelict + defensive tree. However if someone wants to take this tree for a non-derelict strat you'll have no capstone and you'll have to pick 2/3 out of mobilization/enhanced overrides/redistribution which are all niche and specific skills. I'd add a generic non-derelict capstone here. 20-25% free hull repair on ships in battle if they dip below 50%? Scrap the mobilization skill or combine it with the SO one.
Rest of the trees/skills are mostly fine overall. Haven't gotten the Abyssal XO yet in my playthrough so I can't speak on that one. Neither have I tried the other mod-specific unique officers (Although I suppose it would be up to them to balance them correctly).
Extra Feedback on the 2 logistics skill trees in general.
It's been said before in this thread, and I still use them because of QoL, but choosing between trees that are entirely about bonuses outside of combat vs in combat doesn't feel good at all. It even feels like it goes against the spirit of the mod in general "Having to choose between personal combat skills or general fleet upgrades". Now it's replaced with "choosing between general QoL skills or fleet upgrades". Also Alex's initial rework of the skill tree had the whole industrial tree be basically only QoL stuff on release IIRC and that was one of major criticisms. I'm very much thinking about it in a "don't let the player optimize the fun out of the game" way, same way as transverse jump is now no longer permanently locked behind a skill.
I'd say bite the bullet, and lock the player into 1 logistics slot and 2 or 3 combat slots and balance the mod around that (give AI more trees on average or let the AI get upto 4 trees total if you give us 3 combat slots). Then remove the few general combat bonuses from logistics trees and purely logistics bonuses out of combat trees. Skills that are primarily combat skills but give extra flavour out of combat bonuses like "Magnetic Shielding" in Automation are still totally fine imo.
If you do decide to go with a locked logi slot, there was also another poster that was talking about industrial planning type skills, so I whipped up a "colony/alliances/trade" focused logistics tree. (I would personally never pick industrial planning, a total meme skill IMO), but it one of the most divisive skills when 0.95 dropped. People were either super mad about colony skills forcing you to go 10 points in industry to have "optimal" colonies or the industry capstones being 100% useless.
Anyways here's a possible colonial logistics tree with some extra Nexrelin bonuses thrown in too.
Diplomacy:
Civilian Convoys
Ships with Civilian grade hulls +2burn speed
(nex) +50% agent travel speed
Rapid response
All ships in faction (not just your fleet but your colonies fleets)
+1burn to faction
+15% out of combat Manoeuvrability
(nex) requested fleets form faster
Inspiring presence
+1 skill choices when leveling an officer
+30% effectiveness of ground operations
Hidden bonus: Marine bar event gives a much greater number of marines.
+1 stab to colonies
+1 bonus to faction officer quality (Like when you go in command -> doctrine and blueprints and you have the "fleet composition & doctrine pips")
(nex) -2 to "recent uprising" stability penalty when conquering a planet
Charismatic
-75% monthly cost to officers and administrators
+25% income bonus from commission (kills, monthly etc)
+25% effectiveness of ground defenses
(nex) Agent actions are free/cheaper
Civilian Trade
All ships with civilian grade hulls:
+50% cargo capacity
+25% fuel capacity
-50% crew requirements
-50% Maintenance/fuel costs
Shared communications
Gain bonuses from all buoys in systems owned by friendly factions
Additional +1nav/+1stab/+400 sensor strength from buoys owned by your own faction
Receive 1 XO's combat bonuses from if fighting with them in a battle
Share one of your XO's combat bonuses to allies if fighting with them in a battle
(I don't know how feasible this is, but it would be a cool situational bonus IMO)
Fleet preservation
Ships more likely to be recoverable after battle
+25% salvage from battles/battle debris
+1 bonus to faction ship quantity (fleet composition & doctrine pips)
-50% crew losses in battle (including fighters)
Lower chance for D-mod recovering own or allied ships after combat
Frontier operations
-50% Survey & colonization requirements and cost.
-30% cost for hazard pay
-50% hazard penalty to building maintenance (so 150% hazard planet would have the costs of a 125% hazard planet, 250 would be 175%, 100% or lower unchanged). Alternatively just flat -15% or something is simpler but less flavourful.
+15% post-battle salvage including weapons from automated ships
Industrial planning (capstone skill)
+1 production to industries
+50% maximum value of custom ship and weapon production per month
Free Trade Agreements (2nd capstone skill)
+25% access
+1% growth to colonies
-50% colony crisis gain rate
(nex) Lowers chance of alliance declaring war on you
(nex) Bonus success chance to agent actions on other factions
With this you'd have 3 logistics trees, each one focused on either making more money from exploring, fighting, or colonies/helping allies.
Additionally I'd consider moving the militarized subsystems skill out of improv and making 2 different flavours of it for Starfarer/Piracy. Diplomacy wouldn't get it since it's bonuses are based on civilian grade hulls, and it gets the "fighting with allies" combat bonus instead. I'd make the Starfarer one more defensive (+PD weapons range, -damage received, +ECM) and make a piracy one that's more aggressive (+flux,+speed,+damage). This would also allow flexibility with meme civilian ship builds without locking you into a particular combat tree.
Anyways, thanks again for all the effort you've already put into the mod. It's one I plan on using on again in the future for sure.
I've been enjoying tinkering with this mod so far. I like the character it adds, though I miss some of the fluff of the vanilla skill tree. There's a lot of versatility, though not without a cost. A good, vanilla-adjacent approach.
One big issue is that it's nearly impossible to find the Phase Anchor hull mod. Since it doesn't come with a skill anymore, you have to rely on RNG. In just my last game it took me cycles to find it. Needless to say, that's not ideal. Maybe something can be done?
Since I returned to playing recently, and looked at the list of mods, yours was one of the first ones I picked to include. I really appreciate what you've done here.
Not a criticism, but a feature feasibility request: allow resetting an XO's skills for story points? Perhaps at a rate of 1 per 5 skill points the XO has? (So, 1 to 5 skills costs 1 SP, 6 to 10 is 2, and 11 to 15 is 3).
Since I returned to playing recently, and looked at the list of mods, yours was one of the first ones I picked to include. I really appreciate what you've done here.
Not a criticism, but a feature feasibility request: allow resetting an XO's skills for story points? Perhaps at a rate of 1 per 5 skill points the XO has? (So, 1 to 5 skills costs 1 SP, 6 to 10 is 2, and 11 to 15 is 3).
XO respeccing is already a feature, update your SiC
Anyone know how to modify the Automated ships skills to increase the point allotment? I looked around in the mod files but couldn't figure it out.
How do you respecc? I got 1.2.2 but can't find the button.
This looks amazing, and will potentially make me start a new save to try it.
Having attempted (and failed!) such sweeping systemic changes before, wow, this must have been so much effort!
Thanks!
I think I found a bug regarding XP gain for executive officers. They don't seem to gain any experience if you disengage from the battle while the enemy is winning (for example, taking out enough ships to make a clean disengage and then retreating). Your character will still gain XP from the battle, but the XOs will not. This is on the latest SiC version.
Steps to Replicate:
- Get into a battle, preferably one against multiple fleets.
- Take out just enough ships to make a clean disengage (alternatively, use the "nuke" command to reach that threshold)
- Make a full retreat to end the battle (or use the "endcombat enemy" command).
- Fully disengage from the enemy
- Check the "Character" screen and view the XP of the XOs.
Brainstorming for a Executive Officer for Colonization:
BTW the mod is brilliant, should be integrated into the game. Solves so much problems with current skills concept.I disagree. As great SiC is the mod means you need to build specific fleets to fully benefit from it. Which I love, it gives more replayability. But I wouldn't call it a good mod to integrated into the base game since it changes too much.
Potential bug? Player fleet catches hyperspace storms when "moving slowly" through them. Not right away, but randomly. I remember base game had the same bug when .97 just rolled out. Bug appeared after adding your mod.
BTW the mod is brilliant, should be integrated into the game. Solves so much problems with current skills concept.
BTW the mod is brilliant, should be integrated into the game. Solves so much problems with current skills concept.I disagree. As great SiC is the mod means you need to build specific fleets to fully benefit from it. Which I love, it gives more replayability. But I wouldn't call it a good mod to integrated into the base game since it changes too much.
Speaking of different builds, I'll have to force myself to have a playthrough where I take the Automation commander and get myself some AI ships. I've wanted to do that for a while now, and being able to field a couple of Radiants (when one is strong enough to beat them) certainly sounds appealing, but man, it's so hard to give up one of the more generalist pew-pew focused commanders and the universally useful bonuses they provide.
I typically don't leave home without either Piracy or Spacefaring (helps so much with logistical headaches of all kinds), slap a Tactical (just universally useful) in the second slot and have the 3rd slot as my flex commander, depending on what sort of fleet theme I'm going for. I guess the Automation one will have to go here ...
Hm, Ai Cores counting as officers for the Management skill line does make for some interesting synergies ... certainly something to think on! I was thinking of pairing it with Technical, which seems like a natural fit for the Remnant ships (and more AI points!), but maybe. Don't think I can force myself to give up a logistics commander though. I realize they aren't strictly necessary and they don't really help with combat any, but there's so much quality of life involved in having one (especially while you haven't reached effectively infinite money state).
Derilict drones though ... urgh. Don't think I would want to be caught dead piloting one of those ^^
Upgraded Derilicts do sound interesting though. Can't say I have ever used Secrets of the Frontier, but I guess this is as good time as any to look into it and add it to my modlist. It would certainly be welcome to get into the AI ship game earlier in the playthrough, if I'm going to be lugging the AI commander around as one of my active ones.
Yeah SiC just has another focus, I think vanillas system works pretty well if you only make a save once or twice a year, SiC brings more fun if you play the game a bunch and need more encouragement to try different builds
Derelict Drones on their own are pretty bad, but combining them with the Improvisation Tree makes them dirt cheap to deploy on mass, and all of them having the Rugged Construction Hullmod negates the negative downsides of dmods. Its a pretty fun kind of build to go with, atleast once, probably not to fitting for your current playthrough. Also yeah, technical is a good fit, Management may be better if you have mods that add more automated ships than Remnants & Derelicts
Derelict Drones on their own are pretty bad, but combining them with the Improvisation Tree makes them dirt cheap to deploy on mass, and all of them having the Rugged Construction Hullmod negates the negative downsides of dmods. Its a pretty fun kind of build to go with, atleast once, probably not to fitting for your current playthrough. Also yeah, technical is a good fit, Management may be better if you have mods that add more automated ships than Remnants & Derelicts
I do have a lowtek junkheap Improvisation run planned (maybe finally doing a Pirate playthrough), but yeah, probably doesn't quite jive with what I have planned for this one.
Also, don't believe I have any mods that add other automated ships (beside a few new Remnant hulls maybe). Would you happen to know any? Could be pretty interesting for a non-remnant automation run.
Got a request and a cross mod bug report. Can Industrial Planning be added as a base skill, as much it's a meme skill I do find myself missing it.
It seems the Take No Prisoners has a weird interaction with SiC. Causing every generated prisoner to have that skill only the player should have. It takes up a skill slot which is never nice to see.
Random Assortment of Things, Knights of Ludd & LOST_SECTOR have a bunch.
I haven't played the game for a long time and just came back to it. So this mod is new and seems awesome. Is there away to make it say my level cap is 25 or higher (slow burn game play) and get all skill (I think there are 14?), even if it is still at 2 levels per point. It would be like the other mods I was using before were I never stopped leveling and the level cap was at 40. I like the feel of never reach a set limit, if I reach it I lose interest in the game as I feel like I have done all I can with the character - I love leveling up and being rewarded for it.
I haven't played the game for a long time and just came back to it. So this mod is new and seems awesome. Is there away to make it say my level cap is 25 or higher (slow burn game play) and get all skill (I think there are 14?), even if it is still at 2 levels per point. It would be like the other mods I was using before were I never stopped leveling and the level cap was at 40. I like the feel of never reach a set limit, if I reach it I lose interest in the game as I feel like I have done all I can with the character - I love leveling up and being rewarded for it.
Theres only a config to increase the max level of the player up to lv25 in the Lunalib settings.
Id recommend to just turn down XP gain if you would want it to take longer
I think I will be giving up on my Automated ship playthrough, it's just causing it to tear my hair out ^^All of this can be fixed by another mod AI-Tweaks which lets you edit AI core personalities. Aggressive works for me.
I realize this must be how AI ships behave in general (this is my first time actually trying to use automated ships, as opposed to crewed ones) and nothing to do with this mod specifically, but damn. After getting an Automation officer and successfully salvaging a couple of nice AI ships from Medium threat warning beacon systems, I have come to realize that Automated ships behave like suicidal lemmings!
No joke, they will rush in and proceed to all but facehug enemy ships (even if it's bigger ships that outnumber them) and proceed to sit there attempting to exchange blows until they inevitably die despite their superior ship stats. Leaving the rest of my manned crew to try and clean up the resultant mess. As amusing as that is, it cots more to constantly repair and de-D-Mod these whackjobs than their presence possibly contributes to my earning potential!
Granted, loot hasn't yielded me any AI cores yet to slot in to the ships, but I don't imagine that will cause them to behave in a particularly smarter manner?
At this point I think I will just bench the Automation officer and transition to a more regular high tech playthrough lol. Unless gathering a critical mass of Automation ships (and setting my human officers to aggressive or reckless so they perform suicidal charges alongside their AI buddies) might do something for salvaging the situation ...
I think I will be giving up on my Automated ship playthrough, it's just causing it to tear my hair out ^^You really have to wrangle AI ships with orders. Assign them to stricter orders like escort or rally (civilian if you need to be really strict). Defend is really lax on how far they can move around. Also pay attention to weapon ranges, they will try to get close enough for all their weapons to be in range, including PD. On the flipside, they won't get closer than they need to. A favorite build I like to use is glimmers with all tac beams + grav beam + optics. 1200 range keeps them nice and safe and out of the way. They absolutely dominate enemy frigates and destroyers and can even take on cruisers if they team up. You only really make use of up to beta cores for them as well so they are really cheap on auto points, if you decide to use cores for them at all.
I realize this must be how AI ships behave in general (this is my first time actually trying to use automated ships, as opposed to crewed ones) and nothing to do with this mod specifically, but damn. After getting an Automation officer and successfully salvaging a couple of nice AI ships from Medium threat warning beacon systems, I have come to realize that Automated ships behave like suicidal lemmings!
No joke, they will rush in and proceed to all but facehug enemy ships (even if it's bigger ships that outnumber them) and proceed to sit there attempting to exchange blows until they inevitably die despite their superior ship stats. Leaving the rest of my manned crew to try and clean up the resultant mess. As amusing as that is, it cots more to constantly repair and de-D-Mod these whackjobs than their presence possibly contributes to my earning potential!
Granted, loot hasn't yielded me any AI cores yet to slot in to the ships, but I don't imagine that will cause them to behave in a particularly smarter manner?
At this point I think I will just bench the Automation officer and transition to a more regular high tech playthrough lol. Unless gathering a critical mass of Automation ships (and setting my human officers to aggressive or reckless so they perform suicidal charges alongside their AI buddies) might do something for salvaging the situation ...
I've got a minor bug report for you.
The current implementation of several skills means they don't get reflected in the ShipAPI while in the refit screen. I noticed this with Starfaring's Recovery Efforts and my indev refit UI additions, but unless I'm mistaken it'll apply to a lot of things from TMI/things that access a ShipAPI to display information in the refit screen in general.
I've got a minor bug report for you.
The current implementation of several skills means they don't get reflected in the ShipAPI while in the refit screen. I noticed this with Starfaring's Recovery Efforts and my indev refit UI additions, but unless I'm mistaken it'll apply to a lot of things from TMI/things that access a ShipAPI to display information in the refit screen in general.
Skills in the mod are based on Hullmods in the backend, so there should be no difference to those stats being applied from a normal hmod
public void addPostDescriptionSection(TooltipMakerAPI tooltip, ShipAPI.HullSize hullSize, ShipAPI ship, float width, boolean isForModSpec) {
tooltip.addPara((" "+ship.getMutableStats().getBreakProb().getModifiedValue()),0);
tooltip.addPara(Stats.SHIP_RECOVERY_MOD,0);
tooltip.addPara((" "+ship.getMutableStats().getDynamic().getMod(Stats.SHIP_RECOVERY_MOD).getMult()), 0);
tooltip.addPara((" "+ship.getMutableStats().getDynamic().getMod(Stats.SHIP_RECOVERY_MOD).getBonusMult()), 0);
tooltip.addPara((" "+ship.getMutableStats().getDynamic().getMod(Stats.SHIP_RECOVERY_MOD).getPercentMod()),0);
tooltip.addPara((" "+ship.getMutableStats().getDynamic().getMod(Stats.SHIP_RECOVERY_MOD).getFlatBonus()), 0);
tooltip.addPara((" "+ship.getMutableStats().getDynamic().getStat(Stats.SHIP_RECOVERY_MOD).getModifiedValue()), 0);
tooltip.addPara(Stats.INDIVIDUAL_SHIP_RECOVERY_MOD,0);
tooltip.addPara((" "+ship.getMutableStats().getDynamic().getMod(Stats.INDIVIDUAL_SHIP_RECOVERY_MOD).getMult()), 0);
tooltip.addPara((" "+ship.getMutableStats().getDynamic().getMod(Stats.INDIVIDUAL_SHIP_RECOVERY_MOD).getBonusMult()), 0);
tooltip.addPara((" "+ship.getMutableStats().getDynamic().getMod(Stats.INDIVIDUAL_SHIP_RECOVERY_MOD).getPercentMod()),0);
tooltip.addPara((" "+ship.getMutableStats().getDynamic().getMod(Stats.INDIVIDUAL_SHIP_RECOVERY_MOD).getFlatBonus()), 0);
tooltip.addPara((" "+ship.getMutableStats().getDynamic().getStat(Stats.INDIVIDUAL_SHIP_RECOVERY_MOD).getModifiedValue()), 0);
}
I've got a minor bug report for you.
The current implementation of several skills means they don't get reflected in the ShipAPI while in the refit screen. I noticed this with Starfaring's Recovery Efforts and my indev refit UI additions, but unless I'm mistaken it'll apply to a lot of things from TMI/things that access a ShipAPI to display information in the refit screen in general.
Skills in the mod are based on Hullmods in the backend, so there should be no difference to those stats being applied from a normal hmod
I did double check before reporting this; my UI is updating properly with Reinforced Bulkheads as well as the test hullmod I made to use modifyFlat instead.
Maybe I'm doing it wrong? Looking at the code for SiC, I don't believe so, sinceSpoilerCodepublic void addPostDescriptionSection(TooltipMakerAPI tooltip, ShipAPI.HullSize hullSize, ShipAPI ship, float width, boolean isForModSpec) {
tooltip.addPara((" "+ship.getMutableStats().getBreakProb().getModifiedValue()),0);
tooltip.addPara(Stats.SHIP_RECOVERY_MOD,0);
tooltip.addPara((" "+ship.getMutableStats().getDynamic().getMod(Stats.SHIP_RECOVERY_MOD).getMult()), 0);
tooltip.addPara((" "+ship.getMutableStats().getDynamic().getMod(Stats.SHIP_RECOVERY_MOD).getBonusMult()), 0);
tooltip.addPara((" "+ship.getMutableStats().getDynamic().getMod(Stats.SHIP_RECOVERY_MOD).getPercentMod()),0);
tooltip.addPara((" "+ship.getMutableStats().getDynamic().getMod(Stats.SHIP_RECOVERY_MOD).getFlatBonus()), 0);
tooltip.addPara((" "+ship.getMutableStats().getDynamic().getStat(Stats.SHIP_RECOVERY_MOD).getModifiedValue()), 0);
tooltip.addPara(Stats.INDIVIDUAL_SHIP_RECOVERY_MOD,0);
tooltip.addPara((" "+ship.getMutableStats().getDynamic().getMod(Stats.INDIVIDUAL_SHIP_RECOVERY_MOD).getMult()), 0);
tooltip.addPara((" "+ship.getMutableStats().getDynamic().getMod(Stats.INDIVIDUAL_SHIP_RECOVERY_MOD).getBonusMult()), 0);
tooltip.addPara((" "+ship.getMutableStats().getDynamic().getMod(Stats.INDIVIDUAL_SHIP_RECOVERY_MOD).getPercentMod()),0);
tooltip.addPara((" "+ship.getMutableStats().getDynamic().getMod(Stats.INDIVIDUAL_SHIP_RECOVERY_MOD).getFlatBonus()), 0);
tooltip.addPara((" "+ship.getMutableStats().getDynamic().getStat(Stats.INDIVIDUAL_SHIP_RECOVERY_MOD).getModifiedValue()), 0);
}[close]
on a hullmod shows the same values with or without a Starfarer with Recovery Efforts active while reflecting hull mods like Reinforced Bulkheads properly. Using the ShipAPI passed to addPostDescriptionSection in hullmods is exactly how TMI accesses these kind of stats as well (although I haven't looked through it enough to know if it makes much use of the getDynamic section of ShipAPI.getMutableStats, which if it doesn't this probably won't matter for it).
Modifying SiC to log when it is applying RE's recovery chance changes, I do see it is being executed before/during/after refit screen, so I'm left with the assumption that the ShipAPI representing the refit screen doesn't take into account MutableFleetStats for the player fleet, which is what seems to be the relevant thing here? Which would make sense tbh since it probably reuses a lot of the code for the non-campaign mission refit screen. I would be shocked if that one references fleet stats at all outside of the top right overlay, since as I recall it largely existed long before campaign mode did.
I do vaguely recall encountering this issue with the vanilla implementation of the "ships always recoverable" commander skill but that was while I was still completely new to ShipAPI and hadn't used it much yet so I just disregarded it at the time. I am still learning the stats system a lot so I might be wildly off on something here, but... I have spent a good few hours looking at this issue specifically so I feel like I've got a grasp on it.
Late edit: when we've discussed reflection and the refit UI I do recall talk/seeing needing to call a method to sync the refit ShipAPI with the fleetmemberapi, which feels relevant to some degree as well?
Just wanted to say that this is such a great idea, very refreshing mod. Made me start another playthrough after quite some time. Thank you for sharing this.^ very much this the three slot idea is genius
Anyone know how to modify the Automated ships skills to increase the point allotment? I looked around in the mod files but couldn't figure it out.
You would need to recompile the mod to do so, and it wouldnt affect other mods with automated ship executives, which there are two of atm. Going to add a global slider for it at some point in the configs, probably.
Starsector 0.97a-RC11
Fatal: java.lang.RuntimeException: Command [SCOfficerHireDialog] not found in packages: com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
org.tranquility.adversary.rulecmd
pigeonpun.bionicalteration.rulecmd
data.campaign.rulecmd
DE.campaign.rulecmd
exoticatechnologies.campaign.rulecmd
illustratedEntities.dialogue.rules
indevo.industries.academy.rules
indevo.industries.embassy.rules
indevo.industries.senate.rules
indevo.industries.derelicts.rules
indevo.industries.salvageyards.rules
indevo.industries.artillery.rules
indevo.industries.courierport.dialogue
indevo.abilities.splitfleet.dialogue
indevo.dialogue.research
indevo.dialogue.rules
data.scripts.campaign.iirules
scripts.kissa.LOST_SECTOR.campaign.rulecmd
lunalib.backend.cmds
org.magiclib.bounty.rulecmd
assortment_of_things.campaign.rulecmd
second_in_command.interactions.rules
data.scripts.campaign.rulecmd
Plugins
starship_legends.campaign.rulecmd
takenoprisoners.campaign.rulecmd
data.scripts
org.selkie.kol.impl.rulecmd
data.campaign.rulecmd
unthemedweapons.campaign.rulecmd
data.scripts.campaign.rulecmd
data.scripts.bounty.rulecmd
Cause: Command [SCOfficer HireDialog] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
org.tranquility.adversary.rulecmd
pigeonpun.bionicalteration.rulecmd
data.campaign.rulecmd
DE.campaign.rulecmd
exoticatechnologies.campaign.rulecmd
illustratedEntities.dialogue.rules
indevo.industries.academy.rules
indevo.industries.embassy.rules
X
Hey so - is there a good directory of skills?
Wondering if there's a subskill that has BOTB's DP effect
Do you mean Best-of-the-Best? Best of the Best only has its s-mod effect in SiC, since its already competitive enough with other capstones.
I love this mod. In the spirit of playing however you want I would love to see a Colony based support captain. I cannot see it working though as there is only so much you can do with colonies but it would be nice to have.
Hello and thank you for your dedication, this is a great mod.
Can I make a translation and carry this great mod to the Chinese forums, I want more players to know about this mod.
I'm going to be very specific about the author and the source.
I really enjoy the choices this mods adds for building out the fleet, but i think there might be some conflict with mods that add skills to the player outside of the usual pick-via skill points? specifically i am trying out unofficial new game plus, and one option provides the neural link skill as an unselected bonus, but i don't think that can manifest with SIC enabled.
Any way with a command or mod file editing to get more skillpoints to be able to select more if not all skills?
For scientific purposes... :P
Similar to vanilla where the logistics line is just too good to not take, but not fun gameplay wise.
Starfaring Officer has the same problem of just being SOOOO good, that it ends up as somewhat obligatory.
It would be nice if the logistics skills would be obtainable in a separate way. (Milestone/Missions/Relics to install in the fleet)
The combo of the base skill + 4 skills is just so good for both capital ship fleets and for frigate fleets:
(AdAstra, MakeshiftEquipment, Recovery Efforts, Expedition, ContinuousRepairs)
+2 burn speed,
-30% fuel usage + -20% fuel usage
-10% monthly supply + -25% monthly supply
All of your ships are almost always recoverable if lost in combat
Every 240 deployment points worth of opponents defeated, remove a random d-mod from a random ship
-50% resources to survey
+50% repair rate outside of combat
+25% of hull and armor damage taken repaired after combat ends
Starfaring at least can be swapped out for specific situations (mostly defending) if you're willing to eat the CR cost, or for free if in friendly territory, and don't care about salvage.
Now Management, or rather Best of the Best? I see no reason to ever swap it out.
Starfaring at least can be swapped out for specific situations (mostly defending) if you're willing to eat the CR cost, or for free if in friendly territory, and don't care about salvage.
Now Management, or rather Best of the Best? I see no reason to ever swap it out.
Management has good stuff, but it is pretty replaceable with other aptitudes. The same goes for Best-of-the-Best, it is still an incredible skill, but theres a ton of skills that may give you more value than just an additional hullmod. Especialy if you run Automated Ships, the other Capstone, In-Good-Hands, has a ton more value, as it reduces deployment points, which reduces automated points usage, and since Management & Automated synergise very well in general, thats a relatively common occurance.
Plus for certain fleets there are just better aptitudes than management, and using management just to gain Best-of-the-Best could be a waste there. Id keep my eyes open for those scenarios since getting to focused on a single skill like this can make you miss the bigger picture.
I think the "Advanced Weaponry" skill in the Technical officer tree isn't working. Ammo buff is not applying to Autopulse Laser.
Managment is a must for me since fights take a really long time, I have crappy laptop so I had to lower the battle size. Starfarer also, which is pretty much useless combat wise and the problem I have with it is that none of npcs use it and always have upper hand in that way.
Anyways, is there a way to add one more executive?
p.s. I wouldnt mind if enemies got one more as far as I get it.
I'd honestly love an option to have more than three officers, as to be honest, while they're powerful, at least one is always taken up by automation, unless you choose to shoot yourself in the foot or aren't planning on using automata, and another is always taken up by starfarer or piracy, as otherwise your fleets are troublesomely expensive to maintain, and slower to boot. I suppose you could *technically* do without both, but you'd have to carry along likely twice as many supply ships, and be spending a hundred thousand credits per resupply.
I get wanting to limit it to three as that's how the vanilla system is, but the vanilla system has the advantage of not preventing you from getting access to certain skills due to them being spread out over too many categories.
Currently it just feels kinda rough to be locked out of certain "almost required" skills, and needing to pick a officer just to have them.
A good example would be the d-mod related skills from piracy, or having access to automated ships *at all* through automation, then there's starfarers bonus loot, cheaper upkeep, and 40% capacity boost.
In vanilla, you'd be able to mix and match between what amounts to 6+ different captains's skills no problem, which avoided this uncomfortable feeling of being "forced" to pick certain types - which as it is, unfortunately hasn't given me much room to experiment, the only hard choice I'm making is the obvious one, when I'd much rather make hard choices when it comes to optimizing the niche my fleet seeks to exploit.
Frankly, I'd even be fine with it if it meant you had less skill points per officer, or if the cap was based on the amount of skill points spent/levels of officers equipped instead, or maybe some way to train your own officer (like you would pilots, choosing what skills they have when they level up) - that way you'd be able to grab the important skills you effectively need, while still allowing you to specialize and make interesting choices.
Really liking the mod, but there seems to be a lack of marine related skills? It'd be cool to reliably get high end marines.
Really liking the mod, but there seems to be a lack of marine related skills? It'd be cool to reliably get high end marines.
Audax's Aptly Simple Hullmods (https://fractalsoftworks.com/forum/index.php?topic=24550.0) has a Marine Training Facility Hullmod, I put them on my GMDA Hospital Starliners for a monthly trickle of marine level ups.
-
As for getting more skills, how about something both more involved AND limited than just adding a fourth Executive Slot (which IMO is a bit much):
Max level Executives are eligible to get ONE of their low tier skills to get Story-Point-ed, which will then continue to work even if the Executive gets slotted out.
Aptitude Categories Restrictions still apply (cannot SP a skill from Piracy if you already SP-ed one in Starfaring) and how many can be SP-ed are dependent on Player's level (start with 1, end up with 3; EDIT: Or replace/add to three of "Exec XP bonus" level thresholds with "Add +1 Maximum SP Skills").
Probably would need to remove EXP spillover for inactive Executives.
Hey, so I've went through every file in Second In Command, and I cannot seem to figure out how to increase the maximum allotted officers you can have from 3 to 4. Is there a way that I may be able to modify this one aspect of the mod, or is that something that just cannot be done without having to modify the jar itself?
Hey, so I've went through every file in Second In Command, and I cannot seem to figure out how to increase the maximum allotted officers you can have from 3 to 4. Is there a way that I may be able to modify this one aspect of the mod, or is that something that just cannot be done without having to modify the jar itself?
Cant be done without modifying the content of the jar.
Really liking the mod, but there seems to be a lack of marine related skills? It'd be cool to reliably get high end marines.
Audax's Aptly Simple Hullmods (https://fractalsoftworks.com/forum/index.php?topic=24550.0) has a Marine Training Facility Hullmod, I put them on my GMDA Hospital Starliners for a monthly trickle of marine level ups.
-
As for getting more skills, how about something both more involved AND limited than just adding a fourth Executive Slot (which IMO is a bit much):
Max level Executives are eligible to get ONE of their low tier skills to get Story-Point-ed, which will then continue to work even if the Executive gets slotted out.
Aptitude Categories Restrictions still apply (cannot SP a skill from Piracy if you already SP-ed one in Starfaring) and how many can be SP-ed are dependent on Player's level (start with 1, end up with 3; EDIT: Or replace/add to three of "Exec XP bonus" level thresholds with "Add +1 Maximum SP Skills").
Probably would need to remove EXP spillover for inactive Executives.
Correct me if I'm wrong... but did you totally removed the ability to have +2 officers (vanilla Officer Management) and more leves per officer (vanilla Officer Training)???? Why!?!? Why remove two of the most useful and fun skills from vanilla game?? If it's to balance other skills trees, I really think it should be another way or to be able to get those bonus somewhere else.
It seems im a bit of a knuckle head because I cant figure out what to edit in the CSV files to get higher max level officers, can anyone give me a guiding hand or send me over an already edited file to replace the original with, I just want higher level executives and ive been knuckle dragging and cave man drooling just staring at notepad++.
Are there any plans to let the player choose a non-combat aptitude instead? This mod looks really cool, but I actually really like playing builds using only campaign-level support skills and relying entirely on the AI to fight actual battles.
I also seem to have encountered a weird incompatibility with SotF's Sierra. If you:
1. have an automation officer with limit breaker
2. obtain Sierra
3. deactivate the officer
Sierra loses a level, and she doesn't get it back when you reactivate the officer. I assume this is because Sierra is specifically excepted in the advance method under second_in_command.skills.automated.LimitBreaker, but not under the onDeactivation or onActivation methods.
will there be special/legendary Executive Officers in the future?
First off, I love how this mod works. I can have 2 entirely different fleets, and only have to swap officers around to make each work wonderfully rather than having to respec. It also makes some of the AI fleets a bit more interesting(and difficult when their officers have all the right skills).
However, one of my fleets is an almost entirely automated fleet with mixed ships. Some I only use for small scale battles as to not waste resources, but I generally pilot a cruiser or larger. The problem is, I can't transfer command to an automated ship through the transfer command prompt even though I have the Neural Junction skill on my Automation officer. Not even sure if that's something that can be fixed or not, but just wanted to point that out.
First off, I love how this mod works. I can have 2 entirely different fleets, and only have to swap officers around to make each work wonderfully rather than having to respec. It also makes some of the AI fleets a bit more interesting(and difficult when their officers have all the right skills).
However, one of my fleets is an almost entirely automated fleet with mixed ships. Some I only use for small scale battles as to not waste resources, but I generally pilot a cruiser or larger. The problem is, I can't transfer command to an automated ship through the transfer command prompt even though I have the Neural Junction skill on my Automation officer. Not even sure if that's something that can be fixed or not, but just wanted to point that out.
dont really think thats something i can change, sorry. The skill mostly lets you flagship an automated ship.
When I start a new game, I go around to stations until I get two executive officers I want i then get the free one from bar... I do this so they level up with me before I even start the game for real, this can take anywhere from a few minutes to nearly a half hour due to RNG.
I would love to have a start where I can pick all 3 executive officers from the start, this would be a massive quality of life start for me and those who do the same as me, which im sure theres a lot.
Due to this start prob breaking some intended gameplay, it could be a "enabled" start in the settings :D.
Hi, I've been having a lot of fun with how dynamic your build can be with SiC. I found an interesting interaction between this mod and Ship Mastery System. My Songless ship from SOTF has the "The automated ship skill always grants an additional 100% maximum combat readiness regardless of the fleet's automated ship points". This seems like a verybrokenfun effect to have, however it does not work with any of the skills that grant automated ship points from SiC or it's mod integrations. Apologies if ship mastery system is to blame and i'm bothering the wrong person.
I suppose those are technically different skills, but i'd like to know if this is known or intended. In any case, keep up the great work ;D
Hi, I've been having a lot of fun with how dynamic your build can be with SiC. I found an interesting interaction between this mod and Ship Mastery System. My Songless ship from SOTF has the "The automated ship skill always grants an additional 100% maximum combat readiness regardless of the fleet's automated ship points". This seems like a verybrokenfun effect to have, however it does not work with any of the skills that grant automated ship points from SiC or it's mod integrations. Apologies if ship mastery system is to blame and i'm bothering the wrong person.
I suppose those are technically different skills, but i'd like to know if this is known or intended. In any case, keep up the great work ;D
Took a quick look at the code of that mod and looks like its an issue on that side, the way they implemented it is to check for the automated ships cr modifier, and change that specific modifier. But since that modifier isnt around in SiC, or rather it has a different ID, it cant attach to that. The author should probably just remove that check and do the effect slightly differently.
Do Ai cores in automated ships count as officers for the green tree?
Sorry if the answer to this is floating around somewhere in the pages before, but is there a way to respec combat skills? Im sure its there (would be odd to be able to respec EO's but not your own skills), but I can't find any kind of tooltip for it.
edit: also, a suggestion that came to me just now: could you reinclude some form of the DP counter on the ship selection screen? obviously, it wouldn't have any relevance to skill thresholds, but it's helpful for eyeballing how much you can actually deploy in a battle; if it could also include the DP reductions from the management and improvisation EO skills then that would be extra helpful.
Henlo dear dev. Please halp. I have encountered an error that bricks my save. This happened after I promoted an officer after a battle (event that allows you to recruit an officer on the spot using a story point), saved the game, and after restarting the game I found that saved couldnt be loaded :'(.
heres some stuff that I totally understand and hopefully you will too if you spend a lil time helping me out
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : null
method : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class : com.fs.starfarer.campaign.fleet.FleetMember
required-type : com.fs.starfarer.campaign.fleet.FleetMember
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 83845
class[1] : java.util.LinkedHashMap
converter-type[1] : com.thoughtworks.xstream.converters.collections.MapConverter
class[2] : com.fs.starfarer.campaign.util.CollectionView
class[3] : com.fs.starfarer.campaign.fleet.CampaignFleetView
class[4] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[5] : second_in_command.SCData
class[6] : com.fs.starfarer.campaign.rules.Memory
class[7] : boggled.scripts.BoggledTerraformingRequirement$RequirementContext
class[8] : boggled.campaign.econ.industries.BoggledCommonIndustry
class[9] : boggled.campaign.econ.industries.BoggledBaseIndustry
class[10] : java.util.ArrayList
converter-type[2] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[11] : com.fs.starfarer.campaign.econ.Market
class[12] : com.fs.starfarer.campaign.CampaignPlanet
class[13] : com.fs.util.container.repo.ObjectRepository
class[14] : com.fs.starfarer.campaign.StarSystem
class[15] : com.fs.starfarer.api.impl.campaign.command.WarSimScript
class[16] : com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission$VariableSet
class[17] : com.fs.starfarer.api.impl.campaign.missions.CommodityProductionMission
class[18] : com.fs.starfarer.rpg.Person
class[19] : com.fs.starfarer.campaign.CommDirectoryEntry
class[20] : com.fs.starfarer.campaign.CommDirectory
class[21] : com.fs.starfarer.campaign.CircularOrbit
class[22] : com.fs.starfarer.campaign.CircularOrbitPointDown
class[23] : com.fs.starfarer.campaign.CustomCampaignEntity
class[24] : java.util.HashMap
class[25] : exerelin.campaign.ColonyManager
class[26] : java.util.LinkedHashSet
class[27] : com.fs.starfarer.loading.specs.FactionProduction
class[28] : com.fs.starfarer.campaign.Faction
class[29] : com.fs.starfarer.campaign.econ.Submarket
class[30] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[31] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[32] : com.fs.starfarer.campaign.econ.Economy
class[33] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[34] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[35] : com.fs.starfarer.campaign.Hyperspace
class[36] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.I
version : not available
...
Caused by: java.lang.NullPointerException
at java.util.ArrayList.<init>(Unknown Source)
at second_in_command.SCData.getAssignedOfficers(SCData.kt:190)
at second_in_command.SCData.getAllActiveSkillsPlugins(SCData.kt:196)
at second_in_command.hullmods.SCControllerHullmod.applyEffectsBeforeShipCreation(SCControllerHullmod.kt:86)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.readResolve(Unknown Source)
at sun.reflect.GeneratedMethodAccessor23.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:78)
... 577 more
537188 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 11
537188 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 12
887275 [Thread-7] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
887463 [Thread-10] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
887463 [Thread-10] INFO sound.OooO - Playing music with id [miscallenous_main_menu.ogg]
bonus note, after this I updated the mod but that didnt help
Henlo dear dev. Please halp. I have encountered an error that bricks my save. This happened after I promoted an officer after a battle (event that allows you to recruit an officer on the spot using a story point), saved the game, and after restarting the game I found that saved couldnt be loaded :'(.
heres some stuff that I totally understand and hopefully you will too if you spend a lil time helping me out
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : null
method : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class : com.fs.starfarer.campaign.fleet.FleetMember
required-type : com.fs.starfarer.campaign.fleet.FleetMember
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 83845
class[1] : java.util.LinkedHashMap
converter-type[1] : com.thoughtworks.xstream.converters.collections.MapConverter
class[2] : com.fs.starfarer.campaign.util.CollectionView
class[3] : com.fs.starfarer.campaign.fleet.CampaignFleetView
class[4] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[5] : second_in_command.SCData
class[6] : com.fs.starfarer.campaign.rules.Memory
class[7] : boggled.scripts.BoggledTerraformingRequirement$RequirementContext
class[8] : boggled.campaign.econ.industries.BoggledCommonIndustry
class[9] : boggled.campaign.econ.industries.BoggledBaseIndustry
class[10] : java.util.ArrayList
converter-type[2] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[11] : com.fs.starfarer.campaign.econ.Market
class[12] : com.fs.starfarer.campaign.CampaignPlanet
class[13] : com.fs.util.container.repo.ObjectRepository
class[14] : com.fs.starfarer.campaign.StarSystem
class[15] : com.fs.starfarer.api.impl.campaign.command.WarSimScript
class[16] : com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission$VariableSet
class[17] : com.fs.starfarer.api.impl.campaign.missions.CommodityProductionMission
class[18] : com.fs.starfarer.rpg.Person
class[19] : com.fs.starfarer.campaign.CommDirectoryEntry
class[20] : com.fs.starfarer.campaign.CommDirectory
class[21] : com.fs.starfarer.campaign.CircularOrbit
class[22] : com.fs.starfarer.campaign.CircularOrbitPointDown
class[23] : com.fs.starfarer.campaign.CustomCampaignEntity
class[24] : java.util.HashMap
class[25] : exerelin.campaign.ColonyManager
class[26] : java.util.LinkedHashSet
class[27] : com.fs.starfarer.loading.specs.FactionProduction
class[28] : com.fs.starfarer.campaign.Faction
class[29] : com.fs.starfarer.campaign.econ.Submarket
class[30] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[31] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[32] : com.fs.starfarer.campaign.econ.Economy
class[33] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[34] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[35] : com.fs.starfarer.campaign.Hyperspace
class[36] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.I
version : not available
...
Caused by: java.lang.NullPointerException
at java.util.ArrayList.<init>(Unknown Source)
at second_in_command.SCData.getAssignedOfficers(SCData.kt:190)
at second_in_command.SCData.getAllActiveSkillsPlugins(SCData.kt:196)
at second_in_command.hullmods.SCControllerHullmod.applyEffectsBeforeShipCreation(SCControllerHullmod.kt:86)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.readResolve(Unknown Source)
at sun.reflect.GeneratedMethodAccessor23.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:78)
... 577 more
537188 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 11
537188 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 12
887275 [Thread-7] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
887463 [Thread-10] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
887463 [Thread-10] INFO sound.OooO - Playing music with id [miscallenous_main_menu.ogg]
bonus note, after this I updated the mod but that didnt help
Sorry, but that error looks quite weird, and i cant really intuit how it could ever come to that. Its failing to access something that should not ever be inaccessibe, so im very confused there as well.
Dont think i can fix your save, sadly. At best you may wanna go back to a previous version of that save (asuming you made some save-copy saves) and try continuing to play from there with the updated version. Otherwise you may just have to make a new save together with the new version.
I can probably fix this type of error more easily once Alex releases 0.98, im missing something to make SiC not do anything while the game is loading a save, which is annoyingly a common place for issues, though i havent seen one like the one you posted yet, managed to fix the other ones.
First off, I love how this mod works. I can have 2 entirely different fleets, and only have to swap officers around to make each work wonderfully rather than having to respec. It also makes some of the AI fleets a bit more interesting(and difficult when their officers have all the right skills).
However, one of my fleets is an almost entirely automated fleet with mixed ships. Some I only use for small scale battles as to not waste resources, but I generally pilot a cruiser or larger. The problem is, I can't transfer command to an automated ship through the transfer command prompt even though I have the Neural Junction skill on my Automation officer. Not even sure if that's something that can be fixed or not, but just wanted to point that out.
First off, I love how this mod works. I can have 2 entirely different fleets, and only have to swap officers around to make each work wonderfully rather than having to respec. It also makes some of the AI fleets a bit more interesting(and difficult when their officers have all the right skills).
However, one of my fleets is an almost entirely automated fleet with mixed ships. Some I only use for small scale battles as to not waste resources, but I generally pilot a cruiser or larger. The problem is, I can't transfer command to an automated ship through the transfer command prompt even though I have the Neural Junction skill on my Automation officer. Not even sure if that's something that can be fixed or not, but just wanted to point that out.
Had similar problem! The best workaround I could find was taking the technology tree and using neural junction. The +60 ponts skill is useful too, since they are, surprisingly, not mutually exclusive. +1 lvl to cores is nice too!
P.S. I am little bit confused. For some reason I can deploy auto-ships even without cores. Is this vanilla or this mod? What's the point multiplier then? I used to play with this little mod (https://fractalsoftworks.com/forum/index.php?topic=30126.0) but now it's obsolete?
Two bug reports:
1) When you take Navigation in Starfaring XO, you can no longer avoid hyperspace storms EVEN WHEN GOING SLOWLY (Go Dark or holding S). Don't know why. I have burn 8 then +1 from Navigation. When Going Dark, I slow down to 4 and still get hit by storms. When I unequip the XO I no longer get hit. Please fix, it makes storms such a pain in the ass to go through, and makes Navigation a detriment instead of a benefit.
2) When you take Starmapping and hover over the sensor strength number to get the breakdown, Starmapping +20% buff is unlocalized resoulting in just a number being displayed ("+20%" instead of "+20% Starmapping".
Will there ever be any plans to allow for a more specific adjustment of the max number of "equipped officers" (at the very least from 3 to 4 as an option? Or at the very least an option of autonomous ships to be a default player trait. I only ask because I love this mod and yearn to enjoy it more and yearn for MORE DAKKA.
Going to the fix the latter, no idea what could cause the former, its only increasing the fleet burn stats in the exact same way that vanilla Navigation does. I also can not replicate that issue, which reminds me of an Issue with the Nebula in RATs Abyss which increase speed but can deal storm damage, for some people move-slow doesnt work for them there either, and i could never replicate that aswell.I'm shooting in the dark here but I think the culprit might be "-30% move speed penalty from terrain" part. All other +Burn work fine, but Navigation uniquely have that terrain movement buff. So what might be happening, is the game checks for actual movement speed, not burn level, when determining if you take storm damage, and that buff pushes you just enough over the speed threshold. Is it possible to decompile base game code and see how is this applied?
Going to the fix the latter, no idea what could cause the former, its only increasing the fleet burn stats in the exact same way that vanilla Navigation does. I also can not replicate that issue, which reminds me of an Issue with the Nebula in RATs Abyss which increase speed but can deal storm damage, for some people move-slow doesnt work for them there either, and i could never replicate that aswell.I'm shooting in the dark here but I think the culprit might be "-30% move speed penalty from terrain" part. All other +Burn work fine, but Navigation uniquely have that terrain movement buff. So what might be happening, is the game checks for actual movement speed, not burn level, when determining if you take storm damage, and that buff pushes you just enough over the speed threshold. Is it possible to decompile base game code and see how is this applied?
I might agree with you if i could also recreate the issue myself, the weird part is that i know where the check is done, and i cant really tell what could cause it on some peoples machines.Here's some info, maybe it will help you with reproduction.
Not undergun, but "flux balance". What's the point, if the ship is throttling it's dps? Waste of op to me. And at such speed they just outrun all hardflux, that can turn off the skill.It's not throttling. It's dumping your flux bar into the enemy's before they can do the same to you. A slightly overgunned ship can output at >100% and then throttle down to 100%. Your undergunned ships don't get to go above 100%.
Most of the time they just outrun everything even enemy frigates but due to huge speed capitals start to behave like frigates and do some suicidal pointblank rushes at enemy fleet on steady ai..
Even if i set Cap to outflux itself, due to initial huge speed and weird ai behaviour it just propels it into enemy blob to die.
I'm not against overpowered Caps. but it should not be unlocked by some casual skill =)
There has saome problem with CN localization on Chinese Starsector forum https://www.fossic.org.
The original translator has been caught plagiarize other’s translations. >:(
I want to do the localization after that, so I'm here to request an authoriation for that.
Many thanks.
I did have a question, why was Continuous Repairs made to be so much worse than Hull Restoration? It seems nearly impossible to get rid of D-Mods with Second In Command Installed, nor is there a good way to avoid accruing D-Mods ( Given the general increase in difficulty of opposing fleets, avoiding casualties is considerably harder). So if you are playing in large encounters, which you will be, recovering your destroyed ships is almost not even worth it because there's no way you can get it into an operational level, it's just better to strip it and scrap it and buy a new one. Is that the intent of the second in command mod?
I did have a question, why was Continuous Repairs made to be so much worse than Hull Restoration? It seems nearly impossible to get rid of D-Mods with Second In Command Installed, nor is there a good way to avoid accruing D-Mods ( Given the general increase in difficulty of opposing fleets, avoiding casualties is considerably harder). So if you are playing in large encounters, which you will be, recovering your destroyed ships is almost not even worth it because there's no way you can get it into an operational level, it's just better to strip it and scrap it and buy a new one. Is that the intent of the second in command mod?
Because Hull Restoration is way to good, and would just limit peoples choices when using the mod. I dont think Dmods become unmanagable with SiC, first because as Phenir mentioned, the dmod chance reduction does actually reduce the dmods you can quite a ton, and combining that with just repairing the few ships that gain to many dmods works pretty well. For playstyles that inevitibly get way to many dmods, you can use Improvisation to make good use of it (Stuff like Fleets full of Reckless/Fearless Officers/AI cores).
I also personaly like D-Mods being more of a thing with Second-in-Command, in vanilla, due to Hull Restoration, they are just almost not a feature at all. I think playing with SiC makes you notice that most dmods, especialy when you just have 1-2, arent actually that bad at all. I do wanna see if i can solve peoples issues with the dmod overlay/hope alex improves it a bit, but will see.
I did have a question, why was Continuous Repairs made to be so much worse than Hull Restoration? It seems nearly impossible to get rid of D-Mods with Second In Command Installed, nor is there a good way to avoid accruing D-Mods ( Given the general increase in difficulty of opposing fleets, avoiding casualties is considerably harder). So if you are playing in large encounters, which you will be, recovering your destroyed ships is almost not even worth it because there's no way you can get it into an operational level, it's just better to strip it and scrap it and buy a new one. Is that the intent of the second in command mod?
Because Hull Restoration is way to good, and would just limit peoples choices when using the mod. I dont think Dmods become unmanagable with SiC, first because as Phenir mentioned, the dmod chance reduction does actually reduce the dmods you can quite a ton, and combining that with just repairing the few ships that gain to many dmods works pretty well. For playstyles that inevitibly get way to many dmods, you can use Improvisation to make good use of it (Stuff like Fleets full of Reckless/Fearless Officers/AI cores).
I also personaly like D-Mods being more of a thing with Second-in-Command, in vanilla, due to Hull Restoration, they are just almost not a feature at all. I think playing with SiC makes you notice that most dmods, especialy when you just have 1-2, arent actually that bad at all. I do wanna see if i can solve peoples issues with the dmod overlay/hope alex improves it a bit, but will see.
Okay, so that is the intent of the mod. I'd probably disclose that up front since that's a massive change from vanilla and the mod already makes enemy fleets far tougher than vanilla additionally so losing ships and getting D-Mods happens far more often as well. Either way I don't believe the changes fixes the centralization of the skill's issue, if anything it makes it worse since it's still affecting a random ship at a very rare rate which means you de-prioritize destroyers and frigates. The protection against D-Mods was more than halved going from 90% at the maximum to 60% at the maximum (an effective decrease of 75%) and 75% at minimum to 30% at minimum (Well in excess of halving the effect). More than halving the protection from d-mods is pretty extreme. Additionally, the implementation of needing to destroy 6 Onslaughts (plus their brand new officers) to remove a single hull mod is laughably disproportionate, especially since it's still random so it's 6 onslaughts to remove a single d-mod from a single frigate.
Will comment that the "killing X DP of ships" effect also feels like it should be in the Piracy XO tree rather than starfaring (since starfaring is in every other case about maintaining your stuff and finding new stuff, not fighting other fleets). If you wanted to make the effect itself more than a foot note I'd make it remove d-mods based off the size of the ship, something like "Every 240dp removes a d-mod from a capital, every 180 removes a d-mod from a cruiser, every 120 removes a d-mod from a destroyer, every 60 removes a d-mod from a frigate" or something to that effect. That'd play into the pirate more aggressive playstyle versus starfaring's much more casual one.
Minor tangent here, but I feel like your automation XO's abilities for like repairing and such should benefit the entire fleet... which would reduce dependence on the starfaring XO you dislike people choosing.
Additionally, the implementation of needing to destroy 6 Onslaughts (plus their brand new officers) to remove a single hull mod is laughably disproportionate, especially since it's still random so it's 6 onslaughts to remove a single d-mod from a single frigate.That's a disingenuous interpretation of the effect. It's just 240 dp total, it doesn't matter what that DP actually comes from. Could be freighters (so yeah, you should autoresolve those fleeing civ ships), could be like 6 tiny pirate frigate fleets in a row. Could be a full remnant ordo that actually has like 400 dp so there's a pretty good chance you actually get 2 dmods removed out of it or could be a system's worth of derelict defense fleets.
Will comment that the "killing X DP of ships" effect also feels like it should be in the Piracy XO tree rather than starfaring (since starfaring is in every other case about maintaining your stuff and finding new stuff, not fighting other fleets).To me, starfaring is the "I'm gonna explore the sector and survey and loot literally every planet I come across" tree. While you're out doing that kind of stuff, you'll definitely find some opportunities to fight stuff still. Plus I don't think pirates are really concerned with restoring their stuff, they'd probably sell the scraps they'd use to do that instead hence the credit capstone. Additionally, while there is a theme for the each skill tree, they are not intended to only be used within that theme. There's even a loading tip added that says exactly that.
Eexecutive officers (Sub) of the AI fleet has no portraits (only display bg03.png).
Is is a design or bug?
Is there is any tricks to make it display AI core portraits?
Eexecutive officers (Sub) of the AI fleet has no portraits (only display bg03.png).
Is is a design or bug?
Is there is any tricks to make it display AI core portraits?
It displays Portraits on Automated Fleets just fine for me.
Were you trying to refer to a specific fleet?
I have a save that's failing to load, and I believe it's because of Second-in-Command. Here's the crash log:Spoiler1032759 [Thread-2] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
1032759 [Thread-2] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : Cannot invoke "com.fs.starfarer.campaign.fleet.FleetData.getCommander()" because "this.fleetData" is null
method : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class : com.fs.starfarer.campaign.fleet.FleetMember
required-type : com.fs.starfarer.campaign.fleet.FleetMember
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 1281804
class[1] : java.util.LinkedHashMap
required-type[1] : java.util.LinkedHashMap
converter-type[1] : com.thoughtworks.xstream.converters.collections.MapConverter
class[2] : com.fs.starfarer.campaign.util.CollectionView
required-type[2] : com.fs.starfarer.campaign.util.CollectionView
class[3] : com.fs.starfarer.campaign.fleet.CampaignFleetView
required-type[3] : com.fs.starfarer.campaign.fleet.CampaignFleetView
class[4] : com.fs.starfarer.campaign.fleet.CampaignFleet
required-type[4] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[5] : second_in_command.SCData
required-type[5] : second_in_command.SCData
class[6] : com.fs.starfarer.campaign.rules.Memory
required-type[6] : com.fs.starfarer.campaign.rules.Memory
class[7] : java.util.ArrayList
required-type[7] : java.util.ArrayList
converter-type[2] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[8] : shipmastery.campaign.recentbattles.RecentBattlesIntel
required-type[8] : shipmastery.campaign.recentbattles.RecentBattlesIntel
class[9] : com.fs.util.container.repo.ObjectRepository
required-type[9] : com.fs.util.container.repo.ObjectRepository
class[10] : com.fs.starfarer.campaign.comms.v2.IntelManager
required-type[10] : com.fs.starfarer.campaign.comms.v2.IntelManager
class[11] : com.fs.starfarer.campaign.CampaignEngine
required-type[11] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : Cannot invoke "com.fs.starfarer.campaign.fleet.FleetData.getCommander()" because "this.fleetData" is null
method : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class : com.fs.starfarer.campaign.fleet.FleetMember
required-type : com.fs.starfarer.campaign.fleet.FleetMember
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 1281804
class[1] : java.util.LinkedHashMap
required-type[1] : java.util.LinkedHashMap
converter-type[1] : com.thoughtworks.xstream.converters.collections.MapConverter
class[2] : com.fs.starfarer.campaign.util.CollectionView
required-type[2] : com.fs.starfarer.campaign.util.CollectionView
class[3] : com.fs.starfarer.campaign.fleet.CampaignFleetView
required-type[3] : com.fs.starfarer.campaign.fleet.CampaignFleetView
class[4] : com.fs.starfarer.campaign.fleet.CampaignFleet
required-type[4] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[5] : second_in_command.SCData
required-type[5] : second_in_command.SCData
class[6] : com.fs.starfarer.campaign.rules.Memory
required-type[6] : com.fs.starfarer.campaign.rules.Memory
class[7] : java.util.ArrayList
required-type[7] : java.util.ArrayList
converter-type[2] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[8] : shipmastery.campaign.recentbattles.RecentBattlesIntel
required-type[8] : shipmastery.campaign.recentbattles.RecentBattlesIntel
class[9] : com.fs.util.container.repo.ObjectRepository
required-type[9] : com.fs.util.container.repo.ObjectRepository
class[10] : com.fs.starfarer.campaign.comms.v2.IntelManager
required-type[10] : com.fs.starfarer.campaign.comms.v2.IntelManager
class[11] : com.fs.starfarer.campaign.CampaignEngine
required-type[11] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:82) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:278) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dBareItem(AbstractCollectionConverter.java:132) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:117) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dCompleteItem(AbstractCollectionConverter.java:147) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:105) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dBareItem(AbstractCollectionConverter.java:132) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:117) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dCompleteItem(AbstractCollectionConverter.java:147) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:106) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dBareItem(AbstractCollectionConverter.java:132) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:117) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dBareItem(AbstractCollectionConverter.java:132) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:117) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:499) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:425) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:277) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:72) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.TreeUnmarshaller.start(TreeUnmarshaller.java:134) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.unmarshal(AbstractTreeMarshallingStrategy.java:32) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1431) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1411) ~[xstream-1.4.17.jar:1.4.17]
at com.thoughtworks.xstream.XStream.fromXML(XStream.java:1305) ~[xstream-1.4.17.jar:1.4.17]
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o0O0.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.E.I.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Caused by: java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.campaign.fleet.FleetData.getCommander()" because "this.fleetData" is null
at com.fs.starfarer.campaign.fleet.CampaignFleet.getCommander(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.fleet.CampaignFleet.getCommander(Unknown Source) ~[port_obf.jar:?]
at exoticatechnologies.util.FleetMemberUtils.getFleetCommander(FleetMemberUtils.kt:147) ~[?:?]
at exoticatechnologies.modifications.exotics.impl.PlasmaFluxCatalyst.applyExoticTo Stats(PlasmaFluxCatalyst.kt:73) ~[?:?]
at exoticatechnologies.hullmods.ExoticaTechHM.applyEffectsBeforeShipCreation(ExoticaTechHM.java:151) ~[?:?]
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.fleet.FleetMember.readResolve(Unknown Source) ~[port_obf.jar:?]
at java.base/jdk.internal.reflect.DirectMethodHandleAccessor.invoke(DirectMethodHandleAccessor.java:103) ~[?:?]
at java.base/java.lang.reflect.Method.invoke(Method.java:580) ~[?:?]
at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:78) ~[xstream-1.4.17.jar:1.4.17]
... 150 more[close]
The save was created with 1.2.11 (I think), but the failure to load happens both with 1.2.11 and 1.2.12. I can provide the save if you need it, but it's too big to attach to this post.
Are there a way to have skills regarding planet Admistrating/ Industry for the Player?
Ended up disabling this mod because XOs don't get any experience from non-combat sources. I'm doing a mining/surveying focused game (at least starting out) and I'm completely kneecapped by not being able to get any kind of logistical skills aside from the free one you get upon hiring an XO.
I was looking forward to exploring this mod, but I don't want to be locked into fighting 24/7 from the very beginning of the game.
Easily one of my favorite Starsector mods of ALL TIME. Thank you for making this happen!!! @Lukas04
2nd-in-command's bar event works differently from every vanilla bar event; it goes away when you say no. This is very awkward as it's, uh, not the expected behavior. It's especially unfortunate if you want to check something in your fleet or similar before making a decision on which XO to take.
I... guesss it's flagged as a story event maybe, which can be one-time things...? It doesn't exactly feel like it is one, or should go away, though.
At the risk of coming off as greedy... is there anything that stops you from coding in a third option in rules.csv that amounts to: "Not interested; no need to ask me ever again" while changing the default 'refuse' choice to more of: "Not right now; need to do some other tasks before I can give you an answer."2nd-in-command's bar event works differently from every vanilla bar event; it goes away when you say no. This is very awkward as it's, uh, not the expected behavior. It's especially unfortunate if you want to check something in your fleet or similar before making a decision on which XO to take.
I... guesss it's flagged as a story event maybe, which can be one-time things...? It doesn't exactly feel like it is one, or should go away, though.
It goes away as you decline the offer, which is done like this so that you can just decline and dont have to see it again, in case you are the kind of person to not want a starting choice
At the risk of coming off as greedy... is there anything that stops you from coding in a third option in rules.csv that amounts to: "Not interested; no need to ask me ever again" while changing the default 'refuse' choice to more of: "Not right now; need to do some other tasks before I can give you an answer."2nd-in-command's bar event works differently from every vanilla bar event; it goes away when you say no. This is very awkward as it's, uh, not the expected behavior. It's especially unfortunate if you want to check something in your fleet or similar before making a decision on which XO to take.
I... guesss it's flagged as a story event maybe, which can be one-time things...? It doesn't exactly feel like it is one, or should go away, though.
It goes away as you decline the offer, which is done like this so that you can just decline and dont have to see it again, in case you are the kind of person to not want a starting choice
-snip-Not necessarily agreeing, but being mutually exclusive would make Fleet Management feel less bad to take as a early manage to ensure they're not as under-levelled when it comes time to consider adding an extra S-Mod to your fleet, and makes options like Automation exist as interesting side options to consider instead of Fleet Management. (Or as a 'I don't need logistics right now option. which, Heresy given how good Piracy and Logistics is.)
...part of this is just making Speed and Range mutually exclusive instead of allowing players to take both. But I do pretty strongly feel that Smallcraft, Strikecraft etcetera aren't really competitive options compared to Tactics, Technical and Warfare. Starfaring is good, Piracy is interesting, I think those two are fine.
oh, it's also notable that the player can't get Industrial Planning with this mod.
Just started my first game with Second-in-Command and while I am enjoying the Smallcraft aptitude, I am really missing vanilla Bulk Transport.
Right now, I feel the various categories for XOs aren't very interesting, and despite the low number of XO slots, you aren't really forced to make choices due to there being... three very generically strong and useful categories- Tactical, Technical and Warfare. Tactical has range boosts and some powerful damage boosts, Technical has speed boosts and flux boosts, and Warfare has range boosts, maneuverability and armor boosts. These are all quite powerful and generic enough to apply to everything. What if instead of these, there were three 'doctrines' which are, yes, generically strong, but also mutually exclusive with each other in the way which Starfaring / Piracy is, and more rooted in Vanilla's flavor. This would hopefully open up more interesting build choices and encourage players to take the other 'more niche' skill trees.Can't believe you didn't mention management for being generically useful. It is generic: the XO. Yeah it's officer centered but that's still 10 ships in your fleet (or more if you go automated) getting massive bonuses and some of them work without officers, like authority. Side note: I think officer management needs a buff.
I think Smallcraft is probably meant for the Nex start option where you give up Cruisers/Capitals for a frigate boost. It'd also be better early game where it's mostly frigate on frigate with maybe a cruiser or two. Even better if you nab piracy + the doctrine officer that boosts frigates.Smallcraft is the frigate XO. or did you mean something else by doctrine officer?
Again, this sounds like piracy not starfaring. Piracy should be with the piracy tree, not half wedged into starfaring.Additionally, the implementation of needing to destroy 6 Onslaughts (plus their brand new officers) to remove a single hull mod is laughably disproportionate, especially since it's still random so it's 6 onslaughts to remove a single d-mod from a single frigate.That's a disingenuous interpretation of the effect. It's just 240 dp total, it doesn't matter what that DP actually comes from. Could be freighters (so yeah, you should autoresolve those fleeing civ ships), could be like 6 tiny pirate frigate fleets in a row. Could be a full remnant ordo that actually has like 400 dp so there's a pretty good chance you actually get 2 dmods removed out of it or could be a system's worth of derelict defense fleets.
As for wasting it on frigates, spend 10-40k on repairing them first? It can't repair your frigates if they don't have dmods.Because the point of starfaring is to give your fleet more endurance being far from home IE: No shipyards. Restoring them back at home base runs counter to the point of the tree.
I think you'll find many of the skills are a bit nerfed here but that is made up by being able to have 3 XOs. Even if you spend a slot on piracy or starfaring (you don't have to use a logistics officer btw), I'm certain it's still an increase in player power.Most notable fleets I've encountered have had two combat-specialized XOs each with capped level. Assuming you are devoting one slot to your logistics you're only breaking even at best, but the NPC fleets don't take any experience to have high level XOs yours however require a major amount.
Will comment that the "killing X DP of ships" effect also feels like it should be in the Piracy XO tree rather than starfaring (since starfaring is in every other case about maintaining your stuff and finding new stuff, not fighting other fleets).To me, starfaring is the "I'm gonna explore the sector and survey and loot literally every planet I come across" tree. While you're out doing that kind of stuff, you'll definitely find some opportunities to fight stuff still. Plus I don't think pirates are really concerned with restoring their stuff, they'd probably sell the scraps they'd use to do that instead hence the credit capstone. Additionally, while there is a theme for the each skill tree, they are not intended to only be used within that theme. There's even a loading tip added that says exactly that.
Ended up disabling this mod because XOs don't get any experience from non-combat sources. I'm doing a mining/surveying focused game (at least starting out) and I'm completely kneecapped by not being able to get any kind of logistical skills aside from the free one you get upon hiring an XO.
I was looking forward to exploring this mod, but I don't want to be locked into fighting 24/7 from the very beginning of the game.
Right now, I feel the various categories for XOs aren't very interesting, and despite the low number of XO slots, you aren't really forced to make choices due to there being... three very generically strong and useful categories- Tactical, Technical and Warfare. Tactical has range boosts and some powerful damage boosts, Technical has speed boosts and flux boosts, and Warfare has range boosts, maneuverability and armor boosts. These are all quite powerful and generic enough to apply to everything. What if instead of these, there were three 'doctrines' which are, yes, generically strong, but also mutually exclusive with each other in the way which Starfaring / Piracy is, and more rooted in Vanilla's flavor. This would hopefully open up more interesting build choices and encourage players to take the other 'more niche' skill trees.This is something I noticed, if you take the full combat buff options you run into a situation where your ships are so roided up that you'll barely take losses, this combined with nerfs to D-mod negating skills you get a win more and lose more dynamic that's not the greatest.
Right now, I feel the various categories for XOs aren't very interesting, and despite the low number of XO slots, you aren't really forced to make choices due to there being... three very generically strong and useful categories- Tactical, Technical and Warfare. Tactical has range boosts and some powerful damage boosts, Technical has speed boosts and flux boosts, and Warfare has range boosts, maneuverability and armor boosts. These are all quite powerful and generic enough to apply to everything. What if instead of these, there were three 'doctrines' which are, yes, generically strong, but also mutually exclusive with each other in the way which Starfaring / Piracy is, and more rooted in Vanilla's flavor. This would hopefully open up more interesting build choices and encourage players to take the other 'more niche' skill trees.
Doctrine concepts
Decisive Battle (Hegemony's preferred doctrine / Low Tech):
Range!!, ballistic weaponry, armor, keeping opponents engaged and getting that initial engagement. Hegemony (and to some extent Low Tech ships) *loves* doing one big, decisive engagement. Two fleets collide, one fleet emerges. Warfare has a lot of this in it already, but isn't it exactly, i think. Burn Drive exemplifies this doctrine, I feel.
Hit & Run (Tritachyon's preferred doctrine / High Tech)
Shields, speed, flux capacity & Active Venting. Also phase ships, though Phase Ships should probably get their own XO. Tritachyon (and to some extent High Tech ships) loves to be able to engage and disengage at will. Technical has a lot of this in it already, but, again, isn't exactly it. The Aurora is obviously the thing which exemplifies this doctrine.
Close Support (Persean League's preferred doctrine / Midline)
This one is a little trickier. The Persean League likes to have ships which support other ships, either via missiles or via long ranged weaponry(Vigilance, Gryphon), and other ships to keep hostile ships occupied(Falcon, Eagle). I'd advocate for Zero-Flux boost, missiles, and maybe some weapon output stuff(Sunder & Hammerhead). Tactics is... vaguely this? Probably also some defeat-in-detail stuff- the Conquest is, yes, good at Close Support and has a lot of missiles, but is also *the* flagship for defeat-in-detail tactics. Conquest is probably also the poster for this doctrine. Oh, if any of these should get that 'beam weapons deal hard flux damage', it should be Close Support, not Hit & Run.
...part of this is just making Speed and Range mutually exclusive instead of allowing players to take both. But I do pretty strongly feel that Smallcraft, Strikecraft etcetera aren't really competitive options compared to Tactics, Technical and Warfare. Starfaring is good, Piracy is interesting, I think those two are fine.
oh, it's also notable that the player can't get Industrial Planning with this mod.
Just started my first game with Second-in-Command and while I am enjoying the Smallcraft aptitude, I am really missing vanilla Bulk Transport.
I'm accustomed to quickly getting to a 20 burn fleet with Bulk Transport and Navigation, which has made plodding along at 16 burn in the early game a bit painful.
Perhaps this is the design intent - but I would personally prefer being able to get 20 burn (both in and out of hyperspace) via taking Starfaring in the early game, then swapping out to something else later once you can afford to bring along some tugs.
Thanks for the great mods~
//Replying to Reshy here, for some reason the Forum Quotes are really messed up when replying to that one so not doing thatNot sure why you are so hung up on the aspect of Starfaring having that dmod repairing skill, Starfaring is really generic and i dont think making use of salvage from Combat to fix up your ships is something only Pirates would ever do.
I personaly prefer most aptitudes being generaly useful in a variety of situation, i think it makes the choice more fun, especialy because you arent limited to just what appears the definitly perfect fit right from the beginning. Theres a bunch of specialised aptitudes & theres rather generic ones, and imo combining them is just rather fun, and thats what ive seen from general feedback on the discord so far as well. The Solution provided here kind of just dumbs down the choices you get.I find that restrictions often increase build variety rather than decreasing it, though it definitely depends. I guess I'd worry about forcing people into the various doctrines?
For the people not really liking those answers, id recommend just not using the mod to be honest. Its pretty shaped to what i want from the mod and im not really going to change it all that much in core structure. I do want to overhaull Logistics a little but thats another story. Ive personaly used my mod a ton so far and im having a blast with it, and im also having a blast talking to people using it on the discord, so i dont quite see a reason for me to change the large aspects anymore.That's entirely fair and reasonable. It's probably just not my thing.
I personaly prefer most aptitudes being generaly useful in a variety of situation, i think it makes the choice more fun, especialy because you arent limited to just what appears the definitly perfect fit right from the beginning. Theres a bunch of specialised aptitudes & theres rather generic ones, and imo combining them is just rather fun, and thats what ive seen from general feedback on the discord so far as well. The Solution provided here kind of just dumbs down the choices you get.I find that restrictions often increase build variety rather than decreasing it, though it definitely depends. I guess I'd worry about forcing people into the various doctrines?
...are there people who aren't using any of Tactical / Technical / Warfare right now?For the people not really liking those answers, id recommend just not using the mod to be honest. Its pretty shaped to what i want from the mod and im not really going to change it all that much in core structure. I do want to overhaull Logistics a little but thats another story. Ive personaly used my mod a ton so far and im having a blast with it, and im also having a blast talking to people using it on the discord, so i dont quite see a reason for me to change the large aspects anymore.That's entirely fair and reasonable. It's probably just not my thing.
Since when do pirates spend their spare time hunting remnants and derelicts?Again, this sounds like piracy not starfaring. Piracy should be with the piracy tree, not half wedged into starfaring.Additionally, the implementation of needing to destroy 6 Onslaughts (plus their brand new officers) to remove a single hull mod is laughably disproportionate, especially since it's still random so it's 6 onslaughts to remove a single d-mod from a single frigate.That's a disingenuous interpretation of the effect. It's just 240 dp total, it doesn't matter what that DP actually comes from. Could be freighters (so yeah, you should autoresolve those fleeing civ ships), could be like 6 tiny pirate frigate fleets in a row. Could be a full remnant ordo that actually has like 400 dp so there's a pretty good chance you actually get 2 dmods removed out of it or could be a system's worth of derelict defense fleets.
You do have to go back home at some point and run maintenance and resupply.As for wasting it on frigates, spend 10-40k on repairing them first? It can't repair your frigates if they don't have dmods.Because the point of starfaring is to give your fleet more endurance being far from home IE: No shipyards. Restoring them back at home base runs counter to the point of the tree.
Unless they are specifically assigned, there is a good chance their XOs are poorly optimized while the player can build around their XOs. Also it sounds like you might be playing on hard mode if they have such high level XOs in which case you don't really have room to complain about such a thing, you asked for it.I think you'll find many of the skills are a bit nerfed here but that is made up by being able to have 3 XOs. Even if you spend a slot on piracy or starfaring (you don't have to use a logistics officer btw), I'm certain it's still an increase in player power.Most notable fleets I've encountered have had two combat-specialized XOs each with capped level. Assuming you are devoting one slot to your logistics you're only breaking even at best, but the NPC fleets don't take any experience to have high level XOs yours however require a major amount.
There isn't any contradiction. You can explore and still go home to restore occasionally if you find your frigates somehow have several dmods despite having a pretty good chance of not getting dmod in the first place.I feel like this isn't really accurately answered and you're contradicting your own point from earlier by saying "just restore forehead" when you're in deep space far from home.Will comment that the "killing X DP of ships" effect also feels like it should be in the Piracy XO tree rather than starfaring (since starfaring is in every other case about maintaining your stuff and finding new stuff, not fighting other fleets).To me, starfaring is the "I'm gonna explore the sector and survey and loot literally every planet I come across" tree. While you're out doing that kind of stuff, you'll definitely find some opportunities to fight stuff still. Plus I don't think pirates are really concerned with restoring their stuff, they'd probably sell the scraps they'd use to do that instead hence the credit capstone. Additionally, while there is a theme for the each skill tree, they are not intended to only be used within that theme. There's even a loading tip added that says exactly that.
Starfaring/Piracy, Automated Ships, Strikecraft.I personaly prefer most aptitudes being generaly useful in a variety of situation, i think it makes the choice more fun, especialy because you arent limited to just what appears the definitly perfect fit right from the beginning. Theres a bunch of specialised aptitudes & theres rather generic ones, and imo combining them is just rather fun, and thats what ive seen from general feedback on the discord so far as well. The Solution provided here kind of just dumbs down the choices you get.I find that restrictions often increase build variety rather than decreasing it, though it definitely depends. I guess I'd worry about forcing people into the various doctrines?
...are there people who aren't using any of Tactical / Technical / Warfare right now?
Can you add in an option to have a multiplier for the DP or fleet size related skills to have them scale if the max fleet size number is adjusted?
random bug report time!
if you save the moment you start a new game, play for a while, then reload the save, your game will slow down to about 0.01 fps until the magic of the holidays graces your game in the form of the events special second in command person. given the low FPS at this ponit, this can take about 45 seconds, but it is really frustrating.
can u mod the files to unlock slots for all officers?
can u unlock more slots by levling up somehow?
this mod along with some others make enemies really strong. Strong enemies like omega, enigma and abyss fleets with executive officers with the right skills can make them so broken if they get a good combination. It makes them exponentially stronger.
this mod along with some others make enemies really strong. Strong enemies like omega, enigma and abyss fleets with executive officers with the right skills can make them so broken if they get a good combination. It makes them exponentially stronger.There's easy mode if you find it too hard. It makes enemies get less skills.
my biggest gripe with the mod that preventing me from using is the fact your non-combat xp only goes towards your combat skills and sort of forces you to murderhobo as much as possible to get those logistical skills you really need for an explorer/trade fleetAs someone who does a lot of trading, I didn't feel like this was a serious issue. It takes very little combat to hit level 2 on your officers. Bulk Transport is good enough for early game trading, and I'll get enough combat just incidentally from bumping into pirates or in the process of fixing my rep from smuggling to get level 2/3 for more exploration oriented skills. I would still agree that non combat XP should work for leveling XOs, or at least Logistical ones.
Hello there Lukas. The SiC of "Starfaring" has a skill "Starmapping" that prevent the fleet from being slowed down when active scanning. However, active scanning still throws people out of sustained burn, thus slowing them.
Hello there Lukas. The SiC of "Starfaring" has a skill "Starmapping" that prevent the fleet from being slowed down when active scanning. However, active scanning still throws people out of sustained burn, thus slowing them.
Thats not how it works for me. Scanning doesn't break sustained burn. Are you sure you have the skill selected?
Come to think of it, with this mod, doesn't this mean the player is now an extremely terrible planetary administrator? Since we only learn Combat skills now, and far as I see, we don't gain the admin skills from leveling up or anything either.
Come to think of it, with this mod, doesn't this mean the player is now an extremely terrible planetary administrator? Since we only learn Combat skills now, and far as I see, we don't gain the admin skills from leveling up or anything either.
The only player skill from vanilla that affected colonies in .97 is Industrial Planning, which you can very easily find administrators to cover. Yes it means you make less passive income, no you're not "extremely terrible" because you can still manage 2 colonies without a stability penalty problem, most colony value also comes from what you build and install anyway too
Want to say this is the only mod that I think is a direct upgrade to the vanilla and should be in the base game. I know it won't happen but still.I would agree that this is a fantastic upgrade to the vanilla skill system, and I think it's a lot cooler to be able to specialize in one style of play rather than the 'jack of all trades' feel that you mostly get in vanilla.
I think the framework of swappable skill lists is great though I would like to comment on balance a little bit:
Tactical:
I think it would be in a great spot without Full Throttle. Full Throttle imo breaks the game balance making builds with no surplus flux from weapons extremely overpowered. The way I see it range, speed and flux vent of ships are the main differentiators within weight class. No ship can excel in all three categories or it would make other ships obsolete. Full Throttle allows slow and well armed (read lots of weapons and flux vent to fire them from afar) to also be fast, especially combined with Technical's Unlocked Engines.
I suggest reducing zero-flux-boost speed on it instead or reduce it only when 0%>flux>10% keeping the maneuverability as is.
Technical:
10% to flux stats and Unlocked Engines speed boost makes it a mandatory in my runs as I tend to min-max all of my ships. 10% boost pushes most ships to even flux usage/vent which I find optimal for non-flagship (AI-controlled) ships. Reduced shield upkeep and -10% energy flux compounds in that.
Perhaps toning down the base flux bonuses and speed would allow for more specialized buffs for phase ships/energy weapons?
These two officers are really hard to live without imo as they give indiscriminate bonuses to all ships that are on par or even better than more niche skills from other officers
Management:
For me this whole officer hangs on Best of the Best skill which alone makes is worth picking it over the others. One more S-mod means custom-tailored upgrades for every ship, often with powerful S-mod bonus to boot. Honestly no idea how to make the officer more interesting. Perhaps changing it to giving 5/10/15/20 more ordinance points to ships instead while buffing some other skills?
Other officers imo way too specialized for the values of buffs they give.
Logistic officers are great
Sorry if you are not looking for feedback, I just really like this mod and wanted to share my thoughts
Soft Incompatibility with Content Unlocking Missions (https://fractalsoftworks.com/forum/index.php?topic=24771.0).
Completing the Nothing Personal mission unlocks a reward that the player can get in the normally uninteractible Abandoned Research Station in the Tia-Tax'et system, but to get the most out of it the player needs to invest in the Technology skills and/or have AI cores on hand.
Which is not possible with SiC AFAIK, having tried most obvious combinations of skills that were lifted from the old tech tree, getting stuck near the end.
XO skills not affect ship modules, this might be a problem.
Quick Question: Is there still a way to have 2 remaining officer slot within the mod? or it's no longer a thing once you enable this mod?You get extra officer slots as part of leveling up. You don't need to spend skill points or anything, just reach the required level (level 10). BTW, you get the extra officer skill and elite by leveling up as well.
You get extra officer slots as part of leveling up. You don't need to spend skill points or anything, just reach the required level (level 10). BTW, you get the extra officer skill and elite by leveling up as well.That good to know, about to start a round with it so thank you. :D
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.ship.A.C.getTimeUntilNextReplacement(Unknown Source)
at second_in_command.skills.warfare.ReduntantBaysListener.advance(RedundantBays.kt:135)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
any way to edit the values for automated ship points?
Review after 2 playthroughs:
I love the way this mod looks. The visual part is great and looks like a part of the game.
The variety of officers is big enough to do many different builds and at the same time it's not too big to be overwhelming.
The gameplay however is a mixed bag and the most jarring is spreading skills from one skillset to different officers
Examples:
1: Take Derelict Operations from Improvisation, it lost part of its skill power and it was shoved into Pirate skill Provisional Replacements.
2: Piracy officer has a bunch of logistic skills that could be replaced with something more fitting being a pirate and those skills could be shoved into Starfaring.
3: The main draw of Improvisation is using a bunch of cheap scrap buckets to play with but it has 2 exclusive last skills and Derelict Fortifications just gives some buffs you can easily live without, it's all about Direlict Operations and to make it worse it's the other skill that reduces penalties from dmods.
4: Starfaring and Piracy share important logistic skills and swapping officers costs 20% cr (Does changing ships make the whole fleet blow up?).
On the other hand Officers with Automation, Technical and Starfaring are borderline op and make the game so much easier.
I like the idea of the mod and the way it's looks but at the moment it feels very frustrating to play.
3: The main draw of Improvisation is using a bunch of cheap scrap buckets to play with but it has 2 exclusive last skills and Derelict Fortifications just gives some buffs you can easily live without, it's all about Direlict Operations and to make it worse it's the other skill that reduces penalties from dmods.If it works the way I think it does, fortifications is strong for hull tanking. Even onslaught only has 100ish armor rating once armor is stripped and I think fortifications still adds 50 armor at that point. It's generally about 10-20% less damage taken to hull (excluding really big hits like torpedos). With other skills in the tree, you have +35% hull as well. Pair it with warfare's +150 armor and deflective plating and your capital ships just refuse to die.
Hello Mr. Lukas04,
For the last skill from Warfare (Overwhelming Force), I think, a better name would be Irresistible Force (to go with the Immovable Object)?
hi, do exists Hull Restoration in this mod?Starfaring XO has hull restoration but uses dp destroyed instead of time.
Mods often add ways to more cheaply remove damage mods later on, for example Ship Mastery's 25% discount and Industrial Evolution's Restoration Docks, which are more relevant late game.Other mods are irrelevant. Any given mod should not be balanced around another mod unless it's specifically made for that mod, which second-in-command is not made for any other mod.
Destroying 240dp worth of enemy ships is only feasible to do once you already have a large fleet of well made ships designed to efficiently farm a particular faction's ships. which is more relevant late game.You don't need to destroy 240 dp at once. The mod keeps track of how much dp you have destroyed and carries it through to further engagements. In other words, destroying two 120 dp fleets is the same as destroying one 240 dp fleet.
The DP requirement makes it unusable early game when you have a small fleet and can't easily take fights with 240dp fleets and punishes for the early game trading/exploration as you will face significantly fewer fleets and DP values.
Stripping away the d-mod protection of the original perk means playing a faster, more loose and risky fleet is actively punished, forcing a much much greater priority on few large ships and punishing usage of smallcraft when combined with the prior point.It still has dmod protection though?
Sure, but it shows a general trend of mods making it generally easier to remove D-mods, while SIC does the opposite.Mods often add ways to more cheaply remove damage mods later on, for example Ship Mastery's 25% discount and Industrial Evolution's Restoration Docks, which are more relevant late game.Other mods are irrelevant. Any given mod should not be balanced around another mod unless it's specifically made for that mod, which second-in-command is not made for any other mod.
I think you missed the point of what I'm saying, destroying 240dp of ships is a lot more involved and risky early game than it is end game when you can be fighting fleets that have DP in the thousands. Starfaring is supposed to be trade/exploration based, not combat based so it's something you pick up early game and not you know, late game. Problem is that skill exclusively gets it's value the later you get it.Destroying 240dp worth of enemy ships is only feasible to do once you already have a large fleet of well made ships designed to efficiently farm a particular faction's ships. which is more relevant late game.You don't need to destroy 240 dp at once. The mod keeps track of how much dp you have destroyed and carries it through to further engagements. In other words, destroying two 120 dp fleets is the same as destroying one 240 dp fleet.
The DP requirement makes it unusable early game when you have a small fleet and can't easily take fights with 240dp fleets and punishes for the early game trading/exploration as you will face significantly fewer fleets and DP values.
Stripping away the d-mod protection of the original perk means playing a faster, more loose and risky fleet is actively punished, forcing a much much greater priority on few large ships and punishing usage of smallcraft when combined with the prior point.It still has dmod protection though?
It's been heavily reduced by orders of magnitude. The chances of you getting a D-Mod on a frigate in vanilla with the skill is about 1 in 10 (90%), in SIC it's about 1 in 3 (60%). With capital ships it's even worse going from only having a 1 in 4 chance (75%) to get a d-mod to less to 1 in 2 (30%). These are orders of magnitude of difference, these aren't """"slight"""" nerfs, they're major glaring nerfs.Sure, but it shows a general trend of mods making it generally easier to remove D-mods, while SIC does the opposite.Mods often add ways to more cheaply remove damage mods later on, for example Ship Mastery's 25% discount and Industrial Evolution's Restoration Docks, which are more relevant late game.Other mods are irrelevant. Any given mod should not be balanced around another mod unless it's specifically made for that mod, which second-in-command is not made for any other mod.I think you missed the point of what I'm saying, destroying 240dp of ships is a lot more involved and risky early game than it is end game when you can be fighting fleets that have DP in the thousands. Starfaring is supposed to be trade/exploration based, not combat based so it's something you pick up early game and not you know, late game. Problem is that skill exclusively gets it's value the later you get it.Destroying 240dp worth of enemy ships is only feasible to do once you already have a large fleet of well made ships designed to efficiently farm a particular faction's ships. which is more relevant late game.You don't need to destroy 240 dp at once. The mod keeps track of how much dp you have destroyed and carries it through to further engagements. In other words, destroying two 120 dp fleets is the same as destroying one 240 dp fleet.
The DP requirement makes it unusable early game when you have a small fleet and can't easily take fights with 240dp fleets and punishes for the early game trading/exploration as you will face significantly fewer fleets and DP values.Stripping away the d-mod protection of the original perk means playing a faster, more loose and risky fleet is actively punished, forcing a much much greater priority on few large ships and punishing usage of smallcraft when combined with the prior point.It still has dmod protection though?
Hi I love the mod. However I've been having an issue where playing modded after a few battles and an hour or 2 the game slows down to a crawl in the menus and campaign. I hooked up a profiler to the JVM process to track down what was causing the slow down and I narrowed it down to this mod.
Specifically this section is causing the issue in SkillPanelReplacerScript.kt
var innerPanels = corePanels.map { it.getChildrenCopy().find { children -> ReflectionUtils.hasMethodOfName("canReassign", children) }}
More specifically this line of code looping over all the panels and doing a reflective check for a method.
ReflectionUtils.hasMethodOfName("canReassign", children)
I'm a java dev but I'm not familiar with the starsector API so I'm not sure about options for fixing this but I thought you should know that its happening.
When loading a save around cycle 10~ this call is taking up 25% of the cpu time of the entire program. After an hour or two and / or a few battles this same call balloons to 78% of cpu time and just keeps getting worse until the program is restarted. I suspect the panels aren't getting flushed properly somewhere and the list of panels is just getting larger and larger taking more cpu time as the program runs.
*Edit* I should add that this issue is specific to having menus open. Escape / Planet interaction / etc.
It's been heavily reduced by orders of magnitude. The chances of you getting a D-Mod on a frigate in vanilla with the skill is about 1 in 10 (90%), in SIC it's about 1 in 3 (60%). With capital ships it's even worse going from only having a 1 in 4 chance (75%) to get a d-mod to less to 1 in 2 (30%). These are orders of magnitude of difference, these aren't """"slight"""" nerfs, they're major glaring nerfs.
Hull Restoration in Vanilla is between 75% and 90% dmod chance, based on deployment points. So its not quite 1/10. It is still better, but i think Continious Repairs is more than close enough.
That said, with SiC i want Dmods to be more of a factor, and i dont want this skill to be an instant grab that guarantees that you want to pick the aptitude. I think it works quite well in keeping the amount of dmods you gain to a sane level, but not just making them no longer a factor like Hull Restoration does.
It's been heavily reduced by orders of magnitude. The chances of you getting a D-Mod on a frigate in vanilla with the skill is about 1 in 10 (90%), in SIC it's about 1 in 3 (60%). With capital ships it's even worse going from only having a 1 in 4 chance (75%) to get a d-mod to less to 1 in 2 (30%). These are orders of magnitude of difference, these aren't """"slight"""" nerfs, they're major glaring nerfs.
Hull Restoration in Vanilla is between 75% and 90% dmod chance, based on deployment points. So its not quite 1/10. It is still better, but i think Continious Repairs is more than close enough.
That said, with SiC i want Dmods to be more of a factor, and i dont want this skill to be an instant grab that guarantees that you want to pick the aptitude. I think it works quite well in keeping the amount of dmods you gain to a sane level, but not just making them no longer a factor like Hull Restoration does.
I think the effect though is that it encourages using large safe ships that are very defensive and durable, in a game already known for heavily encouraging this specific playstyle.
Just an update. Your fix worked for all the menus. Obviously the character screen still lags since the script still runs there but it's much less noticeable and very tolerable. I don't think it's the fault of the mod in general though even if the change mitigates the issues.
With your script out of the way I was able to do more profiling in fresh loads and loads that were played for a few hours and discovered that Xstream is doing some very very deep recursion and reflection on save and load after a few hours of playing. I tried to go through the tree but Intellij stopped being willing to show the calls once I got like 2000 recursion steps deep and the UI couldn't do it anymore.
With that in mind I suspect that your mod isn't the cause of the issue but a victim of another process somewhere that isn't cleaning itself up properly. Still investigating whether it's another mod or the base game.
Thought you might want to know that your fix worked. Thanks!!
And that still doesn't make it inherently a bad thing. Also, it is stated by the mod itself that it makes dmods harder to remove so a nerf here should be expected.Sure, but it shows a general trend of mods making it generally easier to remove D-mods, while SIC does the opposite.Mods often add ways to more cheaply remove damage mods later on, for example Ship Mastery's 25% discount and Industrial Evolution's Restoration Docks, which are more relevant late game.Other mods are irrelevant. Any given mod should not be balanced around another mod unless it's specifically made for that mod, which second-in-command is not made for any other mod.
I think you missed my point in that you can fight many smaller fleets, such as those you find while salvaging derelict probes or salvager fleets that turn hostile (they look big but they have a lot of civ ships), and still accumulate towards dmod removal. Smaller (early game) fleets need less overall dp to remove all their dmods as well. You also don't run into "thousands of DP" fleets in vanilla content unless you are fighting several fleets at once. Even ordos don't breach 1k dp without 3/4 fleets. (https://fractalsoftworks.com/forum/index.php?topic=31658.msg465647#msg465647)I think you missed the point of what I'm saying, destroying 240dp of ships is a lot more involved and risky early game than it is end game when you can be fighting fleets that have DP in the thousands. Starfaring is supposed to be trade/exploration based, not combat based so it's something you pick up early game and not you know, late game. Problem is that skill exclusively gets it's value the later you get it.Destroying 240dp worth of enemy ships is only feasible to do once you already have a large fleet of well made ships designed to efficiently farm a particular faction's ships. which is more relevant late game.You don't need to destroy 240 dp at once. The mod keeps track of how much dp you have destroyed and carries it through to further engagements. In other words, destroying two 120 dp fleets is the same as destroying one 240 dp fleet.
The DP requirement makes it unusable early game when you have a small fleet and can't easily take fights with 240dp fleets and punishes for the early game trading/exploration as you will face significantly fewer fleets and DP values.
That's not an order of magnitude and you are over exaggerating the nerf in the context of the mod as a whole. Many skills got nerfed similarly, EX you can't even get electronic warfare without automated ships and even then it only works for automated ships. These changes are likely because now you get combat skills essentially for free, leading to increased player power overall.It's been heavily reduced by orders of magnitude. The chances of you getting a D-Mod on a frigate in vanilla with the skill is about 1 in 10 (90%), in SIC it's about 1 in 3 (60%). With capital ships it's even worse going from only having a 1 in 4 chance (75%) to get a d-mod to less to 1 in 2 (30%). These are orders of magnitude of difference, these aren't """"slight"""" nerfs, they're major glaring nerfs.Stripping away the d-mod protection of the original perk means playing a faster, more loose and risky fleet is actively punished, forcing a much much greater priority on few large ships and punishing usage of smallcraft when combined with the prior point.It still has dmod protection though?
Hey I like the mod and wanted to leave some feedback.
I feel like you actually have some less choice in the sense that you are encouraged to have very little diversity in your fleet. The way you can stack certain bonuses makes spamming 1 thing at a time become very OP. For example stacking all the speed bonuses my frigates and destroyers were all moving 200-300 speed. Stacking the range bonuses my battleships were outranging stations. Stacking the missile buffs on top of missile spec officers, it was nuclear armageddon. The only really balanced (least powerful) tree I felt was the d-mod tree which is always fun to run around as a junker fleet and felt similar power to base game derelict operations.
It change gameplay way of thinking from "Do I want to have combat skill, economy, or fleet" to "Okay Im choosing combat tree, screw QOL skills, which focused fleet type will I play?"
The thing I dislike the most is adjusting to the removal of QOL and customization mods.
#1 Burn speed 20 atlas being harder to make. Typically you build in insulated engine, cargo, and efficiency with drives and subsystems. With -1 smod cap you are basically forced into using starfaring if you wanna have a big inventory AND 20 burn speed AND non thicc sensor profile
#2 +5 vents in customization. I think you really should try to add this back somewhere. Ship building is 80% of the game at least for me and removing this way of customization in ship building is not good. I would rather have that than say a flat 10% flux disipation somewhere else because it feels better when I am deciding the OP distribution of individual ships, not saying ok my entire fleet needs and will have 5 more vents.
#3 + S-mod skill in a skill tree that is very underpowered. For the same reasons as #2, limiting individual ship customization is not good. HOWEVER a third S-mod is not absolutely necesary on every ship (whereas the option of vents distribution are) as well as some skills being a straight up equivelent to a fleetwide S-mod ex. Focus Lens in technical giving all beams hard flux. So its kind of the opposite of #2.
Things I liked the most are several and mostly combat related.
1#The random difficulty spikes of enemy fleets randomly having god tier set of skills. I dont know if you made certain skillsets for every enemy fleets to have but I think having enemy fleets stack the max juice skills to fight against is very fun.
2# You get to be John Sector yourself with maxed combat skills which is always a fun playthrough.
3# You get to go through and learn a new skill tree and discover the new OP combos which is fun on its own
So tldr in summary I think this mod is very good for warring in the sector type game and not so good for building in the shipyard type game. Give me back my 5 flux vents!
Do focused lenses from tech tree stack 20% damage on ships with high scatter amplifier or do nothing for them?
It would be nice to have another path to removing hull mods via a skill outside of the skill inside of starfaring. It does feel like the player really needs to start with or farm a starfaring officer as a prime choice early on in the game, well before you can get to the late game money build up. Sure if the goal is active play vs passive keep it that way but another path with a variation would be nice. Even an event popping up to having a starfaring officer join you as a choice would be smart within X days of the start of the game. Neat mod but there might be some choices to make the experience less restrictive or penalizing with D-mod management. It definitely promotes more save scumming in the current mod and now I find myself playing in a more restrictive game loop than the base game. Even putting Continuous Repairs in the player character's tree would work.
Hello, any plans to make this mod compatible with A New Level of Confidence mod?
Hello, any plans to make this mod compatible with A New Level of Confidence mod?
You can already change the level cap and the XP gain through this mod's luna-settings.
I think "Buffing Logistical bonuses outside the Logistic Aptitudes" is unnecessary. I've followed one of them loading/saving tips and tried a run without logistical executive officers and never looked back. You can always buy more fuel, supplies, crew, burn speed, cargo space. Combat is the hard important thing I'm focusing on. I think logistical officers need some serious buffs for players like me to ever consider hiring them.
About to start a run with this mod, went through all the skill descriptions very carefully. Overall, seems darn amazing, ability to just swap out whole skillsets on the fly for some CR s great. Its a bit of a shame i can't build an ultimate smuggler by combining starfarer and pirate XOs, but oh well. Giving up bulk transport will hurt, but piracy s an absolute no brainer for stealth.
Question, I know colony stuff s out of the window, since i went through the thread (which is kind of sad, but that can be at least made up by some other mods boosting colonies), but are there any aptitudes planned for campaign layer stuff? Specifically for managing ground battles\raids\surveying\trading? Unless i missed something, right now all you can do is buff ground ops by 30% and reduce marine losses by 25% by picking Hunting Grounds, which seems kind of subpar. Piracy doesn't have any crew capacity booster ability itself and excludes starfaring, which does.
It would be cool to have an aptitude that enhances raid related stuff, such as:
- making tactical bombardment cheaper\easier\more effective
- making raids more effective\nerfing enemy ground defenses
- increasing loot payouts on successful raids
- further reducing marine losses
- increasing marine xp gain
- buffing Ground Support skill like adding say 30% bonus to that hullmod
- reducing marine paychecks by some percent
And so on... That would go amazing in combination with piracy, to enhance the whole sneak up -> raid -> escape -> sell for huge profit cycle.
Regardless of the answer, very much looking forward to trying it out. Will give more relevant feedback once i have, cheers!
Upd: One more question, do XOs only get xp from fights? While it does make sense for most aptitudes, since they re combat related, i feel like they should get xp from other things player does, like trading, quests and exploration.
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As such i dont really want to put to much empthesis on those kinds of effects. Could maybe look in to the one about reducing marine paychecks though
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On your second question, XP is combat only as of now.
Overall though, the mod is rather combat oriented, so if you want to have a larger focus on logistics and colonies, using another mod may be more enjoyable, like Quality Captains or just Vanilla.