Fractal Softworks Forum

Starsector => Mods => Topic started by: Techpriest on September 20, 2019, 01:22:51 AM

Title: [0.95a] Commissioned Crews 1.999999gg
Post by: Techpriest on September 20, 2019, 01:22:51 AM
(https://i.imgur.com/9kS2Ul3.gif)
Quote
A solution to the mid-game problem of not needing commissions and enhancing your lore immersion by granting special characteristics depending on what faction you're commissioned by. Perhaps it is also an encouragement for you to try out new faction starts...

(https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner/total?color=%235588EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner/releases/download/1.999999gg/Commissioned.Crews.zip)

Commissioned Crews is a mod designed to make commissions more worthwhile to hold onto even in the mid-game and late-game by granting ship bonuses that are only unique to the faction you are commissioned to. However, if you get decommissioned by whatever means, you'll lose that bonus! This mod should be compatible with everything including your saves! It's also not as performance-intensive as a faction mod at all.

How does it work?
Simple.
(https://i.imgur.com/j1uiXKB.png) (https://thumbs.gfycat.com/BrokenFrigidGoldenretriever-mobile.mp4)
Courtesy of 123nick for the video. (http://fractalsoftworks.com/forum/index.php?action=profile;u=8234)
Dock at a Market. That's all you need to do. Unless there's a special circumstance that prevents this check from happening (apparently starting ships aren't being checked for odd reasons) A certain hull mod checks if there's a commission and gets replaced by a commissioned crew bonus to a ship you put the hull mod in. It does a fleet-wide check so you only need to do it once if you're not adding any new ships!

Disclaimer
(https://i.imgur.com/KbfDEyR.png)
Disclaimer: This fleet-check may not work properly when you first begin the game. You may have to use the hullmod as a backup fleet check. This is because ships that are given to the player aren't "exactly" alive until they encounter their first combat, change weapons, or anything to make them alive!
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What if there are some ships I JUST DON'T WANT THE BONUS ON FOR SOME ODD REASON
(https://i.imgur.com/yEQCaUf.png)
I got you covered. Just apply this bonus and the ship won't be tagged for any future commissioned bonus hullmod.
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I'm convinced, what bonuses do I get from commissioning with the factions?
For the Vanilla 5 Factions that you can actually commission with
Hegemony
(https://i.imgur.com/DsTg7RJ.png)
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Persean League
(https://i.imgur.com/zL2VFvE.png)
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Luddic Church
(https://i.imgur.com/7sB5lai.png)
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Tri-Tachyon
(https://i.imgur.com/owd7gLD.png)
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Sindrian Diktat
(https://i.imgur.com/OGdKnRB.png)(https://i.imgur.com/36CzpdP.png)(https://i.imgur.com/0AOwte3.png)(https://i.imgur.com/nFeadPB.png)
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For those who like Nexerelin... you get access to 2 more factions bonus and a unique mechanic...
(https://i.imgur.com/NoApZJW.png)(https://i.imgur.com/Ju2jQaL.png)
For you who enjoy more than 1 of these bonuses...
Your voice has been heard! If you have Nexerelin and have allied with several factions. You will now receive their Commissioned Crew bonus when you take up the United We Stand Hullmod!
(https://i.imgur.com/Z3QdmSJ.png)
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For modders: Wait, but what about MODDED factions?  :-X
To users, you may have to wait for your favorite mod author to make support. Support is very easy to support for modders. You can download this example code to see how Hegemony gets its hullmod. (https://bitbucket.org/Techpriest2590/commissioned-crews/downloads/generic_mod_name_compatibility.zip). You just need to remember to put something in the TechpriestCommission.csv to align with the corresponding faction string and hullmod string while making sure your hull mod has code (in the example) to remove itself when the player is no longer commissioned to the faction. The hullmod should somewhat encourage players for receiving a commission with them (straight debuffs are ? but buffs for a debuff is fine). Support is extremely stable at the moment.

Once you have support, there should little need to maintain support aside from balancing out the commissioned hull mods. If you want some ideas, you may check a look into what the supported modded faction have as their bonuses. For mine, all of the vanilla factions are open-sourced, so you may take a peek to see how I made the code work.

1. In `data/hullmods/hull_mods.csv`,
    - [ ] Under `id`, change `CHM_hegemony` to whatever hull mod id you want.
    - [ ] Under `script`, change `data.scripts.hullmods.CHM_hegemony` to use your hull mod id instead.
    - [ ] If desired, change any other values, like the `desc`.

2. In `data/scripts/hullmods`,
    - [ ] Rename `CHM_hegemony.java` to `<your hull mod id>.java`.
    - [ ] Inside that file, replace `class CHM_hegemony` with `class <your hull mod id>`.
    - [ ] Inside that file, replace `hegemony` with your faction id.

3. In `data/config/CommissionBonus/TechpriestCommission.csv`,
    - [ ] Change `hegemony` to your faction id.
    - [ ] Change `CHM_hegemony` to your hull mod id.
4. Optionally you may want to add a tip, hullmod font colors, but that's only if users have this mod so they may get confused if they take a commission and they don't get anything.
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To Users: Supported Modded Factions
Click on the image to go to their page! With 44 factions supported already, there is more than enough of factions that you'll find in suiting your taste.

Astarat's Volkov Industrial Conglomerate
(https://i.imgur.com/EG2P2zi.png)(https://i.imgur.com/GdTB11l.png) (https://fractalsoftworks.com/forum/index.php?topic=19603.0[/url)
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Bhdeale's Red Legion
(https://i.imgur.com/fQCtNG0.png) (https://fractalsoftworks.com/forum/index.php?topic=18251.0)
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connortron7's Exalted
(https://i.imgur.com/pcDtafb.png) (https://fractalsoftworks.com/forum/index.php?topic=19036.0)
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creature's Arian Empire
(https://i.imgur.com/9QnH0nV.png) (https://www.nexusmods.com/starsector/mods/38)
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creature's Kingdom of Royal Azalea
(https://i.imgur.com/xj5qwqW.png) (https://fractalsoftworks.com/forum/index.php?topic=18698.0)
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creature's Yuri Expedition (Caparice Trade and Exploration Company)
(https://i.imgur.com/0MrGMMi.png) (https://fractalsoftworks.com/forum/index.php?topic=17067.0)
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Dark.Revenant's Interstellar Imperum
(https://i.imgur.com/lMg7FFc.png) (https://fractalsoftworks.com/forum/index.php?topic=8007.0)
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King Alfonzo's Brighton Reconstruction
(https://i.imgur.com/tQ7GbRX.png) (https://fractalsoftworks.com/forum/index.php?topic=13236.0)
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King Alfonzo's Hazard Mining Incorporated
(https://i.imgur.com/V2eJ3Qg.png) (https://fractalsoftworks.com/forum/index.php?topic=13236.0)
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Kissa_Mies's Free Stars Union
(https://i.imgur.com/IYIEHAD.png) (https://fractalsoftworks.com/forum/index.php?topic=18828)
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Knight Chase's Mayasuran Navy
(https://i.imgur.com/Epp4MAk.png) (https://fractalsoftworks.com/forum/index.php?topic=13239.0)
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Gwyvern's Legacy of Arkgnesis
(https://i.imgur.com/RMRNfKz.png) (https://fractalsoftworks.com/forum/index.php?topic=13667.0)
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Harmful Mechanic's Dassault-Mikoyan Engineering
(https://i.imgur.com/KqwlxUo.png) (https://fractalsoftworks.com/forum/index.php?topic=11322.0)
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J0hn Shm0's Concordance of Protection Syndicate (COPS)
(https://i.imgur.com/gEbJTbK.png) (https://fractalsoftworks.com/forum/index.php?topic=17090.0)
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Kayse's No Such Org
(https://i.imgur.com/Gguo8CX.png) (https://fractalsoftworks.com/forum/index.php?topic=21848.0)
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KnightOfTigers's Galaxy Tigers

(https://i.imgur.com/b3D1m5x.png) (https://fractalsoftworks.com/forum/index.php?topic=17362)
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lolghurt's Phillip
(https://i.imgur.com/fO7pCe6.png) (https://github.com/lolghurt/iam2-blursed/releases)
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MShadowy's Shadowyards Reconstruction Authority
(https://i.imgur.com/H9kmPmV.png) (https://fractalsoftworks.com/forum/index.php?topic=3491)
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mendonca's ASP Syndicate
(https://i.imgur.com/iBj6VHw.png) (https://fractalsoftworks.com/forum/index.php?topic=161.0)
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mendonca's Junk Pirates
(https://i.imgur.com/6V2Jk8H.png) (https://fractalsoftworks.com/forum/index.php?topic=161.0)
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mendonca's PACK
(https://i.imgur.com/UhV8s3w.png) (https://fractalsoftworks.com/forum/index.php?topic=161.0)
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MesoTroniK's Tiandong Heavy Industries
(https://i.imgur.com/jpsFUYJ.png) (https://fractalsoftworks.com/forum/index.php?topic=9583)
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Nia Tahl's Legio Infernalis
(https://i.imgur.com/ngWZwcg.png) (https://fractalsoftworks.com/forum/index.php?topic=14935)
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Nia Tahl's Spindle Protectorate
(https://i.imgur.com/osU7SAu.png) (https://fractalsoftworks.com/forum/index.php?topic=18845)
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Nia Tahl's Sylphon RnD
(https://i.imgur.com/y6DMVLr.png) (https://fractalsoftworks.com/forum/index.php?topic=13524.0)
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Peplat's The Xhan Empire
(https://i.imgur.com/Y6c56SU.png) (https://fractalsoftworks.com/forum/index.php?topic=17972.0)
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prav's prv Starworks
(https://i.imgur.com/cMW1ds3.png) (https://fractalsoftworks.com/forum/index.php?topic=12553.0)
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prav's Rust Belt
(https://i.imgur.com/mbmtQkA.png) (https://fractalsoftworks.com/forum/index.php?topic=12553.0)
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Protonus's Blue (Extratential Lanestate Union)
(https://i.imgur.com/sPa8dth.png) (https://fractalsoftworks.com/forum/index.php?topic=14041)
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Protonus's Red (Oculian Berserks)
(https://i.imgur.com/a5zMLfy.png) (https://fractalsoftworks.com/forum/index.php?topic=9035.0)
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SafariJohn's Roider Union
(https://i.imgur.com/meJCale.png) (https://fractalsoftworks.com/forum/index.php?topic=9547.0)
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Scarlet-MagicianX26's Polaris Prime
(https://i.imgur.com/kJJEfcb.png)(https://i.imgur.com/pRNXoVa.png) (https://fractalsoftworks.com/forum/index.php?topic=17822.0)
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Sinosauropteryx's Kingdom of Terra
(https://i.imgur.com/4W08AVh.png) (https://fractalsoftworks.com/forum/index.php?topic=16902.0)
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Sleepyfish's Star Federation
(https://i.imgur.com/bE9eIXF.png) (https://fractalsoftworks.com/forum/index.php?topic=19115.0)
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Tartiflette's Diable Avionics
(https://i.imgur.com/jcYKBgn.png) (https://fractalsoftworks.com/forum/index.php?topic=10046)
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Tartiflette's Outer Rim Alliance
(https://i.imgur.com/FExgM3V.png) (https://fractalsoftworks.com/forum/index.php?topic=11646)
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Tartiflette's Scy Nation
(https://i.imgur.com/LuO8wrG.png) (https://fractalsoftworks.com/forum/index.php?topic=8010)
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tomatopaste's Pearson Exotronics
(https://i.imgur.com/BYTs1KV.png) (https://fractalsoftworks.com/forum/index.php?topic=18660)
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Unit9461's Machina Void Services
(https://i.imgur.com/qXDYlhn.png) (https://fractalsoftworks.com/forum/index.php?topic=21113)
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Vayra's Ashen Keepers
(https://i.imgur.com/CGFiWqS.png) (https://fractalsoftworks.com/forum/index.php?topic=16058.0)
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Vayra's Independent AI Research Mandate
(https://i.imgur.com/OEsKXoJ.png) (https://fractalsoftworks.com/forum/index.php?topic=16058.0)
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Vayra's Kadur Remnants
(https://i.imgur.com/7X1gBzD.png) (https://fractalsoftworks.com/forum/index.php?topic=6649.0)
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Vayra's Persean Democratic People's Revolutionary Council
(https://i.imgur.com/IelTDf8.png) (https://fractalsoftworks.com/forum/index.php?topic=16058.0)
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Vayra's Rimward Venture Trading Company
(https://i.imgur.com/FiNpLiq.png) (https://fractalsoftworks.com/forum/index.php?topic=16058.0)
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Vayra's Stormhawk Republic
(https://i.imgur.com/hey2jGh.png) (https://fractalsoftworks.com/forum/index.php?topic=16058.0)
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Lost Archived Commissioned Crews
For those who were lost to the index. Some say you can still find records of their crews within these images...
connortron7's Anvil Industries
(https://i.imgur.com/Cwmdpli.png) (https://fractalsoftworks.com/forum/index.php?topic=16911)
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connortron7's BlackJack Mining Syndicate
(https://i.imgur.com/f6O3Vb7.png) (https://fractalsoftworks.com/forum/index.php?topic=16911)
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King Alfonzo's First Persean Empire
(https://i.imgur.com/ce5UgAv.png) (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads)
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tomatopaste's Kipling Radiative
(https://i.imgur.com/9rvrtt7.png) (https://bitbucket.org/tomatopaste/kiprad/downloads/Kipling_Radiative_v1.1.1a.zip)
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Changelog
1.9/1.92/1.93/1.9999 April 11 2020 - March 28 2021
  • Adjusted volume of some background noise when you dock -> Added Custom Sound Effect of CC from @MesoTroniK (https://fractalsoftworks.com/forum/index.php?action=profile;u=2253)
  • Cleaner more optimized code from SirHartley that now fixes the frozen screen market load crash.
  • Rewritten tips from Avanitia.
  • Added CC icons from Mayu.
  • United We Stand now considers your commissioned faction's alliances now.
  • All Hullmods can now be applied without re-docking
  • Hegemony's Armor Plating Bonus rescaled from 40/60/80/100 to 55/70/85/100.
  • Luddic Church's Missile Damage Bonus no longer deals an extra +20%/15%/10%/5%, but +30%/25%/20%/15% damage to shields now.
  • Sindria's Timid/Cautious bonus reworked now increase shield raise rate and turn rate.
  • Sindria's Aggressive/Reckless bonus reworked now increases DPS to weapon and engines.
  • Pirate's Sensor Profile Reduction reduced from -25% to -20%.
  • Pather's CR Reduction reduced from -20% to -15%.
  • Reworked Tri-Tachyon's CC Bonus (FINALE): -17% Overload Duration.
  • Added VNSector Support
  • Last Update before Starsector 0.95
  • BIG MODDER'S TOOL: Can add UNLIMITED hullmods under the same faction entry now! NOT RESTRICTED TO ONE HULLMOD PER FACTION.
1.8 March 30 2020 (https://github.com/TechpriestEnginseer/solid-winner/releases/download/1.8/Commissioned.Crews.zip)
  • When your commissioned faction ally with another faction, you can take United We Stand hullmod and you'll now receive that alliance hullmod.
  • League Commissioned Crew now reduces minimum crew count by 10%.
  • Assigned techtypes so you can exclude and stuff idk UI stuff.
1.73/1.72/1.71/1.70 January 18th/12th/12th/5th, 2020 (https://github.com/TechpriestEnginseer/solid-winner/releases/download/1.73/Commissioned.Crews.zip)
  • Fixed some United We Stand bugs..
  • Added Design Type to the Commissioned Crews for aesthetic reasons.
  • Tri-Tachyon Commissions Reworked: Receive +10%/+10%/+10%/+5% Flux Capacity depending on hull size on only High-Tech and Tri-Tachyon designed ships.
  • Cleaner performance improvment
  • Introduce a hullmod that lets you put all the United We Stand hullmod provided you have the ordnance points available on all the ship for convenience.
1.6 December 24th, 2019 (https://github.com/TechpriestEnginseer/solid-winner/releases/download/1.6/Commissioned.Crews.zip)
  • Introduced United We Stand hullmod. Cost a few ordnance points (3/6/9/15), but can now receive stacking commissioned crew bonuses for you late-gamers.
  • Fixed Hegemony's XIV Armor Bonus on Destroyers.
  • A component of Vayra's Ship now receive the same easter egg on a Hegemony commission as well!
1.5 December 1st, 2019 (https://github.com/TechpriestEnginseer/solid-winner/releases/download/1.5/Commissioned.Crews.zip)
  • Fun easter egg with a pirate commission and some ships from Vayra's Ships!
  • Commissioned Hull Mods now refresh upon docking at a market rather than instantly. (This means if you get decommissioned out of nowhere, you won't lose the bonus until you dock at a market).
  • TO MODDERS: THERE IS NO CONFLICT WITH THIS VERSION EXCEPT YOU CAN NOW COMMENT THIS SIMILAR SECTION OUT OF THE CODE IN YOUR HULLMOD
Code
if (!"almighty_dollar".equals(Misc.getCommissionFactionId())) {
       ship.getVariant().removeMod("chm_200iq");
}
    1.4.1 October 29th, 2019 (https://github.com/TechpriestEnginseer/solid-winner/releases/download/1.00/Commissioned.Crews.1.4.1.zip)
    • Fixed a bug where you were able to gain a commission bonus when docking into a planet with no owners.
    • Updated some art assets.
    • Tri-Tech Assistant's Skeleton Crew Reduction reduced from -15% to -10%
    • Tri-Tech Assistant now provides +20% more flux vent/capacitors from flux distributors/coil adjunct hull mods
    • The Path now provides a +25% weapon/engine repair speed bonus.
    1.3 October 13th, 2019 (https://bitbucket.org/Techpriest2590/commissioned-crews/downloads/Commissioned_Crews_1.3.zip)
    • Commissioned Bonuses may now be acquired automatically when you dock into a market (in the last resort if a bug happens, the hullmod still does the same purpose and for modules).
    • Game loads 5 seconds faster (code compiled into a .jar, srccode remains)
    • Hegemonic Plating's Armor Bonus increased from 35/50/65/80 to 40/60/80/100.
      • Ships from a XIV Armor Structure only receive 50 flat armor.
    • League Leadership reworked from League Manufactory; now increases the rate at which fighters respawn by 30%/25%/20%/15%.
    • Blessing of Ludd's Damage Bonus increased from +10% to +20%/15%/10%/5%.
    • Lion Training reworked; now grants a +5% Maneuverability and +10% Weapon Turn Rates. Provides more bonuses when an officer is attached.
      • Timid and Cautious Officers grant Lion's Eye. -5% Flux Damage from Shields.
      • Steady Officers grants Lion's Mane. +10% Maneuverability and +15% Weapon Turn Rate.
      • Aggressive and Reckless Officers receive Lion's Maul. +5% Damage to Shields.
    • Tri-Tech Assistant reworked; now reduces skeleton crew count by -15%.
    • The Path's Speed Bonus increased from 15/15/15/10 to 25/20/15/10.
    1.2/1.21 September 28th/29th, 2019 (https://bitbucket.org/Techpriest2590/commissioned-crews/downloads/Commissioned_Crews_1.21.7z)
    • Hegemonic Plating's Armor Bonus increased from 35/40/45/50 to 35/50/65/80.
    • Blessing of Ludd reworked; now grants +25% Missile HP and +10% Missile Damage.
    • Sindrian Endurance renamed to Lion Training; now offers a scaling bonus of defensive/offensive abilities varying on the personality of the officer (timid <-> reckless)
    • Tri-Tech Assistant reworked; now reduces the decay of CR by -20%.
    • The Path's Speed Bonus increased from 15/15/15/5 to 15/15/15/10.
    • The Commissioned Specialist Hullmod will now do a ship-wide check on your fleet instead of doing the ship it has the hullmod on individually.
    1.1 September 20th, 2019 (https://bitbucket.org/Techpriest2590/commissioned-crews/downloads/Commissioned_Crews_1.1.7z)
    • League Volunteers renamed to League Leadership
    • League Leadership now has a reduced effect of 5% instead of 25% when combined with Expanded Deck Crew
    • Made some user-friendly changes to how commissioned crews can begin.
    • Added tip lines
    1.0 September 20th, 2019
    • released
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    F.A.Q.
    • Q:Does this apply to AI-controlled fleets?
      A: There is no intent or desire to do so. It would just power creep the game and create modded faction support more difficult to accomplish. As mod authors are limited by what they should give to their AI-controlled fleets when CC is enabled. Nonetheless, I don't stop them from applying it to AI-controlled fleets. :)
    • Q: How come when I get a commission with this {modded_faction}, I don't get anything with your mod?
      A: More likely the author of the {modded_faction} has not supported this mod yet or has refused to do so. I cannot personally release one for a {modded_faction} without their explicit permission.
    • Q: What about bonuses for us independents?
      A: Not if you receive commissions, you won't find any here.
    • Q: What about my player faction?
      A: No.
      Q: but...
      A: No, I mean there are some ways but idk... mhmm dark ways.
    [close]
    Credits
    @Vayra (http://fractalsoftworks.com/forum/index.php?action=profile;u=3677) - Held my left hand when making this mod.
    @Nicke535 (http://fractalsoftworks.com/forum/index.php?action=profile;u=4614) - Held my right hand when making this mod.
    @AxleMC131 (https://fractalsoftworks.com/forum/index.php?action=profile;u=6136) - Held my left arm when making this mod.
    @Tartiflette (https://fractalsoftworks.com/forum/index.php?action=profile;u=4411) - Held my right arm when making this mod.
    @LazyWizard (https://fractalsoftworks.com/forum/index.php?action=profile;u=1249) - Held my left shoulder when making this mod.
    @Avanitia (http://fractalsoftworks.com/forum/index.php?action=profile;u=7700) - Held my left feet when making this mod.
    @Histidine (http://fractalsoftworks.com/forum/index.php?action=profile;u=2652) - Held my right shoulder when making this mod.
    @SirHartley (https://fractalsoftworks.com/forum/index.php?action=profile;u=11074) - Held my hand when making this mod.

    @123nick (http://fractalsoftworks.com/forum/index.php?action=profile;u=8234) - for Video in OP.

    @MesoTroniK (https://fractalsoftworks.com/forum/index.php?action=profile;u=2253) - For supporting this mod early in the development and making the audio.
    @Knight Chase (http://fractalsoftworks.com/forum/index.php?action=profile;u=6764) - For supporting this mod early in the development!
    Artwork goes to the Starsector Development Team
    [close]
    Title: Re: [0.9.1a] Commissioned Crews (Beta)
    Post by: Sozzer on September 20, 2019, 02:48:00 AM
    Just a heads up, you can have the hullmod cost 0 points. It still works fine, and doesn't require any to install.
    Title: Re: [0.9.1a] Commissioned Crews (Beta)
    Post by: Techpriest on September 20, 2019, 02:50:08 AM
    Just a heads up, you can have the hullmod cost 0 points. It still works fine, and doesn't require any to install.
    New update it is then within the hour. Not sure if it's save-game compatible tho.

    Edit: Version 1.1 released, but not save-game compatible, unfortunately. The game should be stable though!
    Title: Re: [0.9.1a] Commissioned Crews 1.1
    Post by: Agile on September 20, 2019, 05:35:29 AM
    My god.

    The pirate commission is SO worth it. Sensor skill + Pirate commission would be insane.

    Is it possible to make it so that the more reputation you have in a commission, the higher the bonus? Like, it'd start at 5% when you first commissioned, then goes up to 30% or something or whatever you choose when you become Cooperative.
    Title: Re: [0.9.1a] Commissioned Crews 1.1
    Post by: SafariJohn on September 20, 2019, 07:26:45 AM
    This is a brilliant way to do faction crews, great job!

    Very unbalanced atm, but there are others who can better help you with that.

    I think you can remove hullmods from the list of ones the player knows. If so, I suggest reorganizing things so faction crew hullmods are available directly while commissioned and the generic Commissioned Specialists hullmod is shown (but blocked) while not commissioned. This would allow multiple options at once and be cleaner in some ways. It would also let you have pirate and pather crews available simply at high rep with their factions.

    If you don't want to do that, I would suggest at least doing a replacement script so you only show one hullmod on the ship. Click the general hullmod in the list, get the specific hullmod on the ship.
    Title: Re: [0.9.1a] Commissioned Crews 1.1
    Post by: Techpriest on September 20, 2019, 08:37:56 AM
    My god.

    The pirate commission is SO worth it. Sensor skill + Pirate commission would be insane.

    Is it possible to make it so that the more reputation you have in a commission, the higher the bonus? Like, it'd start at 5% when you first commissioned, then goes up to 30% or something or whatever you choose when you become Cooperative.
    It is an idea, I've been tinkering with.
    This is a brilliant way to do faction crews, great job!

    Very unbalanced atm, but there are others who can better help you with that.

    I think you can remove hullmods from the list of ones the player knows. If so, I suggest reorganizing things so faction crew hullmods are available directly while commissioned and the generic Commissioned Specialists hullmod is shown (but blocked) while not commissioned. This would allow multiple options at once and be cleaner in some ways. It would also let you have pirate and pather crews available simply at high rep with their factions.

    If you don't want to do that, I would suggest at least doing a replacement script so you only show one hullmod on the ship. Click the general hullmod in the list, get the specific hullmod on the ship.
    There is a replacement script to show one hullmod from this mod already? Or I'm not understanding correctly?
    Title: Re: [0.9.1a] Commissioned Crews 1.1
    Post by: SafariJohn on September 20, 2019, 10:33:14 AM
    There is a replacement script to show one hullmod from this mod already? Or I'm not understanding correctly?

    What I mean by replacement script is changing the code that adds the faction hullmod to remove the generic hullmod at the same time.
    Title: Re: [0.9.1a] Commissioned Crews 1.1
    Post by: Wyvern on September 20, 2019, 11:21:37 AM
    This is a really neat idea.  As others have noted, balance is off a bit - some of these are definitely more valuable than others - but it's still a really neat idea.  Kudos.

    My assessments:
    Hegemonic Plating: Simple and to the point.  Not a really significant bonus, but nothing to sneer at either.
    League Leadership: This one's pretty powerful; at least personally, I rarely have the OP available to put expanded deck crews on my carriers, so I'd be getting the full bonus more often than not.  On the flip side, the Persean League is pretty boring as a faction, so giving them an exciting and potent crew bonus is, imo, actually, a good idea.
    Sindrian Endurance: An interesting idea, but... not actually that useful, at least for my playstyle.  I'd probably combine this with something like a 10% reduction to ship maintenance supply cost.
    Blessing of Ludd: This one is, um... weird?  The effect seems fairly reasonable, but the flavor-text could use a re-write.  Something like "Eschewing automated tracking systems, each missile is individually remote-guided by Luddic gunnery crews."
    Tri-Tech Assistant: 100% useless bonus.  There are several sources for auto-aim accuracy bonuses (High CR, gunnery implants skill), and they already add up to more than actually has any effect.  That said, I'm not sure what would be a good replacement here.  Maybe a 5% reduction to shield / phase cloak maintenance flux costs?
    The Path: One of the more powerful options.  On the other hand... you've got a commission from the Luddic Path.  That probably balances out.
    Pirate Handiworks: Powerful but situational.  Though, again, if you're allied this closely with the pirates... well, not only does that mean you're more likely to be in a situation where this matters, it also means you do need all the help you can get.

    Hm.  Yeah, okay, so that's just Sindrian Endurance and Tri-Tech Assistant that I think need work.

    Question: Do these bonuses apply to ships from the given faction, or just player ships when commissioned?
    Edit: It's been pointed out to me that the above question is unclear.  What I meant to ask is if this gets applied to fleets controlled by the given faction, or just the player's fleets.
    Title: Re: [0.9.1a] Commissioned Crews 1.1
    Post by: Wispborne on September 20, 2019, 12:53:12 PM
    Is this an accurate checklist of what a faction mod author needs to do?

    1. In `data/hullmods/hull_mods.csv`,
        - [ ] Under `id`, change `chm_200iq` to whatever hull mod id you want.
        - [ ] Under `script`, change `data.scripts.hullmods.chm_200iq` to use your hull mod id instead.
        - [ ] If desired, change any other values, like the `desc`.

    1. In `data/scripts/hullmods`,
        - [ ] Rename `chm_200iq.java` to `<your hull mod id>.java`.
        - [ ] Inside that file, replace `class chm_200iq` with `class <your hull mod id>`.
        - [ ] Inside that file, replace `almighty_dollar` with your faction id.

    1. In `data/config/TechpriestCommission.csv`,
        - [ ] Change `almighty_dollar` to your faction id.
        - [ ] Change `chm_200iq` to your hull mod id.
    Title: Re: [0.9.1a] Commissioned Crews 1.1
    Post by: SCC on September 20, 2019, 12:54:55 PM
    Question: Do these bonuses apply to ships from the given faction, or just player ships when commissioned?
    There's no way to check what's the ship's origin faction/market/whatever. There's potentially a substitute, with bonus applying only to ships that faction uses, though in that case some bonuses would have to change a bit. Church bonus would apply only to low-tech ships, in which case, I would argue it could get even stronger, since they rely on missiles so much and your roster is fairly limited (it won't boost any phase ships). Tri-Tachyon would have to get something that's useful to either phase ships, carriers or high-tech ships, since those are the only ships they use. I think I would settle for energy guns using 10% less flux, or make another fighter focused one and have Tri-Tachyon Aces: more fighter damage, longer refit times.
    For Sindrian Diktat, I would perhaps add increased resistance to star coronas and hyperspace storms as well, and maybe what Wyvern suggested.
    Title: Re: [0.9.1a] Commissioned Crews 1.1
    Post by: Techpriest on September 20, 2019, 03:35:55 PM
    What I mean by replacement script is changing the code that adds the faction hullmod to remove the generic hullmod at the same time.
    It already does that tho? I'll have to recheck.

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

    1. In `data/hullmods/hull_mods.csv`,
        - [ ] Under `id`, change `chm_200iq` to whatever hull mod id you want.
        - [ ] Under `script`, change `data.scripts.hullmods.chm_200iq` to use your hull mod id instead.
        - [ ] If desired, change any other values, like the `desc`.

    1. In `data/scripts/hullmods`,
        - [ ] Rename `chm_200iq.java` to `<your hull mod id>.java`.
        - [ ] Inside that file, replace `class chm_200iq` with `class <your hull mod id>`.
        - [ ] Inside that file, replace `almighty_dollar` with your faction id.

    1. In `data/config/TechpriestCommission.csv`,
        - [ ] Change `almighty_dollar` to your faction id.
        - [ ] Change `chm_200iq` to your hull mod id.
    Yup, that should be it. I think.
    Title: Re: [0.9.1a] Commissioned Crews 1.1
    Post by: Harmful Mechanic on September 20, 2019, 03:52:49 PM
    This is really cool, I'm going to have to think about how I might want to integrate it.

    (It would be really fun to balance a faction around below-average stats without a commission that raise to above-average with one. 'Proprietary Maintenance Standards').
    Title: Re: [0.9.1a] Commissioned Crews 1.1
    Post by: SafariJohn on September 20, 2019, 04:31:13 PM
    What I mean by replacement script is changing the code that adds the faction hullmod to remove the generic hullmod at the same time.
    It already does that tho? I'll have to recheck.

    (Haven't downloaded the mod since I'm not playing Starsector atm :-[ Was just going off your screenshots)
    Title: Re: [0.9.1a] Commissioned Crews 1.1
    Post by: Vherkin on September 20, 2019, 06:05:49 PM
    It's a good idea, making late-game com interesting.  :)
    Title: Re: [0.9.1a] Commissioned Crews 1.1
    Post by: MesoTroniK on September 20, 2019, 09:35:13 PM
    Question: Do these bonuses apply to ships from the given faction, or just player ships when commissioned?
    Edit: It's been pointed out to me that the above question is unclear.  What I meant to ask is if this gets applied to fleets controlled by the given faction, or just the player's fleets.
    This line of thought is problematic for a lot of reasons, here are some (but far from all) stated in short.

    It would basically be power creeping the entire game at the same time. When the point of the mod is to make having a commission make sense later in the game and the bonus it provides offsets the forced enemies that doing so creates. It would also pretty much mean that a mod HAS to support it, even if they don't want to, or if for lore reasons they shouldn't. Because not supporting it nerfs the faction if the end user has this mod and also would hit factions that don't offer commissions.
    Title: Re: [0.9.1a] Commissioned Crews 1.1
    Post by: Techpriest on September 21, 2019, 06:15:19 PM
    This is really cool, I'm going to have to think about how I might want to integrate it.

    (It would be really fun to balance a faction around below-average stats without a commission that raise to above-average with one. 'Proprietary Maintenance Standards').
    That sounds good just make sure the users download this mod!

    This is a really neat idea.  As others have noted, balance is off a bit - some of these are definitely more valuable than others - but it's still a really neat idea.  Kudos.

    My assessments:
    Hegemonic Plating: Simple and to the point.  Not a really significant bonus, but nothing to sneer at either.
    League Leadership: This one's pretty powerful; at least personally, I rarely have the OP available to put expanded deck crews on my carriers, so I'd be getting the full bonus more often than not.  On the flip side, the Persean League is pretty boring as a faction, so giving them an exciting and potent crew bonus is, imo, actually, a good idea.
    Sindrian Endurance: An interesting idea, but... not actually that useful, at least for my playstyle.  I'd probably combine this with something like a 10% reduction to ship maintenance supply cost.
    Blessing of Ludd: This one is, um... weird?  The effect seems fairly reasonable, but the flavor-text could use a re-write.  Something like "Eschewing automated tracking systems, each missile is individually remote-guided by Luddic gunnery crews."
    Tri-Tech Assistant: 100% useless bonus.  There are several sources for auto-aim accuracy bonuses (High CR, gunnery implants skill), and they already add up to more than actually has any effect.  That said, I'm not sure what would be a good replacement here.  Maybe a 5% reduction to shield / phase cloak maintenance flux costs?
    The Path: One of the more powerful options.  On the other hand... you've got a commission from the Luddic Path.  That probably balances out.
    Pirate Handiworks: Powerful but situational.  Though, again, if you're allied this closely with the pirates... well, not only does that mean you're more likely to be in a situation where this matters, it also means you do need all the help you can get.

    Hm.  Yeah, okay, so that's just Sindrian Endurance and Tri-Tech Assistant that I think need work.

    Question: Do these bonuses apply to ships from the given faction, or just player ships when commissioned?
    Edit: It's been pointed out to me that the above question is unclear.  What I meant to ask is if this gets applied to fleets controlled by the given faction, or just the player's fleets.
    MesoTroniK makes a good point, but no your player faction fleets don't get the bonus since most of the time they are fighting with fleet points in auto-resolve battles. There's no point in giving player faction hull mods since it is rare you want to join a fight with them. I'll take a look at Sindrian Endurance and Tri-Tech Assistant for next update.

    It's a good idea, making late-game com interesting.  :)
    Thank you!
    Title: Re: [0.9.1a] Commissioned Crews 1.1
    Post by: Harpuea on September 21, 2019, 08:14:08 PM
    Wow, nice work. Will download and try going to play with and see how it goes.
    Title: Re: [0.9.1a] Commissioned Crews 1.1
    Post by: Agile on September 21, 2019, 10:46:16 PM
    Tri-tech commission being a lower version Optics upgrade, or a general range boost / damage boost for energy weapons only would be cool.
    Title: Re: [0.9.1a] Commissioned Crews 1.1
    Post by: Techpriest on September 28, 2019, 04:08:21 PM
    1.2 September 28th, 2019 (https://bitbucket.org/Techpriest2590/commissioned-crews/downloads/Commissioned_Crews_1.21.7z)

    There's no bugfixes or anything since everyone is relatively stable. Only a balance tweak! Version 1.1 or 1.2 will work fine!
    Title: Re: [0.9.1a] Commissioned Crews 1.2
    Post by: Agile on September 28, 2019, 08:05:16 PM
    Found a oversight.

    When you save a loadout with the Commission hull mod, then use the loadout on another ship, the Commission hull mod doesn't show up, so you have to manually add it.

    Title: Re: [0.9.1a] Commissioned Crews 1.2
    Post by: Alphascrub on September 28, 2019, 11:08:55 PM
    Well with the release of Borderlands 3 and WoW Classic Starsector is on a backburner for me right now, but when I do finally grow bored of BL3 I will definitely be giving this mod and 9.1 another go. Looks like something I can really get behind since I already tend to roleplay quite a bit in SS. Great Job.
    Title: Re: [0.9.1a] Commissioned Crews 1.2
    Post by: Techpriest on September 29, 2019, 04:56:36 AM
    Found a oversight.

    When you save a loadout with the Commission hull mod, then use the loadout on another ship, the Commission hull mod doesn't show up, so you have to manually add it.
    1.21 September 29th, 2019 (https://bitbucket.org/Techpriest2590/commissioned-crews/downloads/Commissioned_Crews_1.21.7z)
    Save-game compatible.
    Title: Re: [0.9.1a] Commissioned Crews 1.2
    Post by: Agile on September 29, 2019, 09:41:33 AM
    Found a oversight.

    When you save a loadout with the Commission hull mod, then use the loadout on another ship, the Commission hull mod doesn't show up, so you have to manually add it.
    1.21 September 29th, 2019 (https://bitbucket.org/Techpriest2590/commissioned-crews/downloads/Commissioned_Crews_1.21.7z)
    • The Commissioned Specialist Hullmod will now do a ship-wide check on your fleet instead of doing the ship it has the hullmod on individually.
    Save-game compatible.

    Thank you, space jesus.
    Title: Re: [0.9.1a] Commissioned Crews 1.1
    Post by: Techpriest on October 13, 2019, 10:33:22 PM
    1.3 October 13th, 2019 (https://bitbucket.org/Techpriest2590/commissioned-crews/downloads/Commissioned_Crews_1.3.zip)
    You're going to notice that the file size may be getting a little bit chunkier, but that's all in good changes. Here are the logs! There are QOL changes, balance tweaks, performance optimization, and graphic updates!

    Title: Re: [0.9.1a] Commissioned Crews 1.3
    Post by: Modo44 on October 14, 2019, 01:45:27 AM
    Are these bonuses applied to AI-controlled faction fleets?
    Title: Re: [0.9.1a] Commissioned Crews 1.3
    Post by: Course on October 14, 2019, 02:33:37 AM
    What TT did to deserve this? Their bonus to leading weapons was at least somewhat useable for almost any ship and CR decay reduction was a change for the better, but now, in middle-late game it's just utterly useless. Other factions get useful stuff like armor bonus, fighter respawn speed, missile damage bonus and even custom useful combat bonuses depending on what officer pilots ship and then TT gets... 15% skeleton crew reduction?

    Your mod is great and i am planning to continue to use it, but in case if you don't plan to change that, can you please tell me how do i preserve CR decay reduction bonus when updating to a new version? Thanks.
    Title: Re: [0.9.1a] Commissioned Crews 1.3
    Post by: Yunru on October 14, 2019, 08:51:22 AM
    What TT did to deserve this? Their bonus to leading weapons was at least somewhat useable for almost any ship and CR decay reduction was a change for the better, but now, in middle-late game it's just utterly useless. Other factions get useful stuff like armor bonus, fighter respawn speed, missile damage bonus and even custom useful combat bonuses depending on what officer pilots ship and then TT gets... 15% skeleton crew reduction?

    Your mod is great and i am planning to continue to use it, but in case if you don't plan to change that, can you please tell me how do i preserve CR decay reduction bonus when updating to a new version? Thanks.
    Simply navigate to Commissioned Crews\data\scripts\hullmods and replace CHM_tritachyon.java with the one from 1.2.
    At least, in theory.
    Title: Re: [0.9.1a] Commissioned Crews 1.3
    Post by: Course on October 14, 2019, 10:53:31 AM
    Simply navigate to Commissioned Crews\data\scripts\hullmods and replace CHM_tritachyon.java with the one from 1.2.
    At least, in theory.
    Sadly doesn't work like that because there is no scripts folder in 1.3 version. I guess i could swap something in CommissionedCrews.java, but there is none in 1.2, so i can't take files from there. Thanks anyway, i will stick to 1.2 for now.
    Title: Re: [0.9.1a] Commissioned Crews 1.3
    Post by: Yunru on October 14, 2019, 11:14:18 AM
    Sadly doesn't work like that because there is no scripts folder in 1.3 version. I guess i could swap something in CommissionedCrews.java, but there is none in 1.2, so i can't take files from there. Thanks anyway, i will stick to 1.2 for now.
    It's in the jar now, so there's another step to it.
    Open CommissionedCrews.jar with 7zip and navigate to data\scripts\hullmods\ and replace the file with the old one.
    Title: Re: [0.9.1a] Commissioned Crews 1.3
    Post by: Course on October 14, 2019, 11:52:57 AM
    It's in the jar now, so there's another step to it.
    Open CommissionedCrews.jar with 7zip and navigate to data\scripts\hullmods\ and replace the file with the old one.
    Do i just change file extention from java to class? Because i can pull only .java file from 1.21, there is no .class file because there is no jar folder there at all.
    Title: Re: [0.9.1a] Commissioned Crews 1.3
    Post by: Yunru on October 14, 2019, 12:02:59 PM
    It's in the jar now, so there's another step to it.
    Open CommissionedCrews.jar with 7zip and navigate to data\scripts\hullmods\ and replace the file with the old one.
    Do i just change file extention from java to class? Because i can pull only .java file from 1.21, there is no .class file because there is no jar folder there at all.
    Shoot, didn't notice that. I don't know enough about java to give you a clear answer, but I doubt it.
    Title: Re: [0.9.1a] Commissioned Crews 1.3
    Post by: exelsiar on October 15, 2019, 11:19:10 PM
    I'm seeing an oddity happen. The commision bonus is being applied to ships when I inspect any planet, including uninhabited ones.
    Title: Re: [0.9.1a] Commissioned Crews 1.3
    Post by: Yunru on October 19, 2019, 04:29:41 AM
    I'm not sure even with a 50% crew reduction it would be worth it once a colony is set up.

    Crew expenses are minor even with crew into the thousands.
    Title: Re: [0.9.1a] Commissioned Crews 1.4
    Post by: Techpriest on October 29, 2019, 07:01:43 PM
    (https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner/1.5/total?color=%235588EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner/releases/download/1.00/Commissioned.Crews.1.4.1.zip)

    Hey, have you checked the Supported Modded Factions lately? It's been growing!

    Edit: If you saw this post way when it was released, you may have to redownload. There was an uploading issue on my end.
    Title: Re: [0.9.1a] Commissioned Crews 1.3
    Post by: Tackywheat1 on October 29, 2019, 08:36:52 PM
    I'm not sure even with a 50% crew reduction it would be worth it once a colony is set up.

    Crew expenses are minor even with crew into the thousands.

    Yeah I have around 8k crew and 3k marines permanently in fleet and it only costs around 50k-100k (not exactly sure) a month
    Title: Re: [0.9.1a] Commissioned Crews 1.4
    Post by: Nanao-kun on October 29, 2019, 10:44:02 PM
    This mod looks pretty cool. Can it be added midgame?
    Title: Re: [0.9.1a] Commissioned Crews 1.4
    Post by: Yunru on October 30, 2019, 05:49:00 AM
    This mod looks pretty cool. Can it be added midgame?
    Yes.
    Title: Re: [0.9.1a] Commissioned Crews 1.4
    Post by: Yunru on November 03, 2019, 01:15:37 PM
    I guess I need a bit more of a detailed walkthrough, because I get a null error each time I visit a planet with this:

    Edit: All fixed, sad you can't have multiple entries for a Faction, and it makes overriding default hullmods a bit of a pain.
    Title: Re: [0.9.1a] Commissioned Crews 1.4
    Post by: puffzor on November 04, 2019, 10:09:25 PM
    There seems to be a bug with the tri-tach assistant commissioned crew bonus and its interaction with the flux coil adjunct hullmod. It is applying its bonus to flux dissipation instead of capacity.
    Title: Re: [0.9.1a] Commissioned Crews 1.4
    Post by: Techpriest on November 07, 2019, 01:56:36 PM
    I guess I need a bit more of a detailed walkthrough, because I get a null error each time I visit a planet with this:

    Edit: All fixed, sad you can't have multiple entries for a Faction, and it makes overriding default hullmods a bit of a pain.
    Not sure if you're familiar with how Starsector accept .csv files, but you can override the CHM_pirate hullmod in hullmod.csv by having it have the same hullmod ID.
    Code
    Pirate Handiworks,CHM_pirate,,,,,,,,TRUE,,0,0,0,0,data.scripts.hullmods.CHM_pirate,Pirates and smugglers on-board makes constant adjustments to make the ship less visible in space. The ship's sensor profile is reduced by %s.,Reduce sensor profile.,graphics/hullmods/chm_pirate.png
    As long as your new hullmod has CHM_pirate and it loads after my mod then it'll start using your version of CHM_pirate.

    There seems to be a bug with the tri-tach assistant commissioned crew bonus and its interaction with the flux coil adjunct hullmod. It is applying its bonus to flux dissipation instead of capacity.
    Fixed and save-game compatible. Re-download for the bugfix in 1.41
    Title: Re: [0.9.1a] Commissioned Crews 1.4.1
    Post by: creature on November 12, 2019, 07:33:12 PM
    Thanks for this mod! I added support for it in my own mod, YRXP (https://fractalsoftworks.com/forum/index.php?topic=17067.30). It was a breeze to integrate!
    Title: Re: [0.9.1a] Commissioned Crews 1.5
    Post by: Techpriest on December 01, 2019, 10:02:40 AM
    December 1, 2019
    (https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner/1.5/total?color=%235588EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner/releases/download/1.5/Commissioned.Crews.zip)
    Code
    if (!"almighty_dollar".equals(Misc.getCommissionFactionId())) {
           ship.getVariant().removeMod("chm_200iq");
    }

    Hey, have you checked the Supported Modded Factions lately? It's grew with 3 supported factions from the last patch to this patch already!
    Title: Re: [0.9.1a] Commissioned Crews 1.6
    Post by: Techpriest on December 25, 2019, 09:58:28 PM
    (https://i.imgur.com/Lfgb0h6.png)

    (https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner/1.6/total?color=%235588EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner/releases/download/1.6/Commissioned.Crews.zip)
    To Modders: There isn't any MAJOR conflict with this version unless you didn't follow the instruction in 1.5. If the instructions weren't followed, then the alliance hullmod may fizzle out for your faction but other than that. Everything continues as normal.

    Hey, have you checked the Supported Modded Factions lately? It grew with 5 supported factions from the last patch to this patch already!
    Title: Re: [0.9.1a] Commissioned Crews 1.7
    Post by: Techpriest on January 05, 2020, 08:27:50 PM
    Janurary 5, 2020
    (https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner/1.7/total?color=%235588EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner/releases/download/1.71/Commissioned.Crews.zip)

    Will break saves.

    Hey, have you checked the Supported Modded Factions lately? It grew with 2 supported faction from the last patch to this patch already!
    Title: Re: [0.9.1a] Commissioned Crews 1.72
    Post by: Techpriest on January 12, 2020, 05:24:40 PM
    Janurary 12, 2020
    (https://i.imgur.com/6JpwJZO.png)
    (https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner/1.72/total?color=%235588EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner/releases/download/1.72/Commissioned.Crews.zip)

    Hey, have you checked the Supported Modded Factions lately? It grew with 4 supported factions from the last patch to this patch already!
    Title: Re: [0.9.1a] Commissioned Crews 1.73
    Post by: Techpriest on January 18, 2020, 09:37:23 AM
    Janurary 18, 2020
    (https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner/1.73/total?color=%235588EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner/releases/download/1.73/Commissioned.Crews.zip)

    Hey, have you checked the Supported Modded Factions lately? It grew with 4 supported factions from the last patch to this patch!
    Title: Re: [0.9.1a] Commissioned Crews 1.73
    Post by: KoolAidWizard on January 18, 2020, 11:00:35 AM
    Love this mod, it makes my pirate "start" play-through very satisfying when faced with myriad power creep introduced in other mods!  Definitely appreciate all the updates!  (Better colonies btw is so good it should just be in the base game, but that's why you made it!)  Cheers!
    Title: Re: [0.9.1a] Commissioned Crews 1.73
    Post by: Tackywheat1 on January 18, 2020, 01:31:29 PM
    Church crew sounds so good....
    Title: Re: [0.9.1a] Commissioned Crews 1.73
    Post by: Morrokain on January 22, 2020, 03:23:46 PM
    I wanted to get on here quickly and say that I do plan on supporting this mod with Archean Order factions in the future. It looks really cool.  :)

    Probably the next update, I'd say. I'll have to think on what bonuses to give, though.
    Title: Re: [0.9.1a] Commissioned Crews 1.73
    Post by: Almostdead on February 11, 2020, 04:47:44 PM
    I wanted to get on here quickly and say that I do plan on supporting this mod with Archean Order factions in the future. It looks really cool.  :)

    Probably the next update, I'd say. I'll have to think on what bonuses to give, though.

    Hooray, I'm about to ask the same question. This is  a great news.
    Title: Re: [0.9.1a] Commissioned Crews 1.73
    Post by: McMuster on February 15, 2020, 10:03:58 AM
    Say, I'm running a League game right now, and while the manufactury is great on my carriers, it's pretty underwhelming for the rest of my fleet, and did nothing until I actually got a carrier.

    Would you consider adding on an additional bonus? Say to in-combat repair time or maybe CR decay/operating time to reflect the high standards of maintenance and equipment on League ships?
    Title: Re: [0.9.1a] Commissioned Crews 1.73
    Post by: Techpriest on February 21, 2020, 06:18:08 AM
    Say, I'm running a League game right now, and while the manufactury is great on my carriers, it's pretty underwhelming for the rest of my fleet, and did nothing until I actually got a carrier.

    Would you consider adding on an additional bonus? Say to in-combat repair time or maybe CR decay/operating time to reflect the high standards of maintenance and equipment on League ships?
    I'll think about it.
    Title: Re: [0.9.1a] Commissioned Crews 1.73
    Post by: Bhdeale on March 27, 2020, 02:30:18 PM
    This is a really cool and flavorful mod. I was able to get it working in my mod without too much trouble - I did have to work out how to make some effect to apply but that's part of any hullmod, I just hadn't made any before.
    Your instructions were pretty good, thanks for all your hard work!
    Title: Re: [0.9.1a] Commissioned Crews 1.73
    Post by: Techpriest on March 27, 2020, 07:12:03 PM
    my pleasure!
    Title: Re: [0.9.1a] Commissioned Crews 1.8
    Post by: Darenkel on March 31, 2020, 02:35:11 AM
    So... if 1.8 is out, where's the updated link/github? It still shows the old version and edit date.
    Title: Re: [0.9.1a] Commissioned Crews 1.8
    Post by: Techpriest on March 31, 2020, 03:11:44 AM
    March 30, 2020
    (https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner/1.8/total?color=%235588EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner/releases/download/1.8/Commissioned.Crews.zip)

    Should be save-game compatible. Technically. Didn't remove stuff really. Modders don't need to do anything with these changes. Just balance changes.

    Hey, have you checked the Supported Modded Factions lately? It grew with 3 supported factions from the last patch to this patch! Unfortunately, 2 of the supported faction have been fallen! :(
    Title: Re: [0.9.1a] Commissioned Crews 1.9
    Post by: Techpriest on April 11, 2020, 09:33:56 PM
    April 11, 2020
    (https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner/1.9/total?color=%235588EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner/releases/download/1.9/Commissioned.Crews.zip)

    Should be save-game compatible.

    TO MODDERS:
    Code
        @Override //All you need is this to be honest. The framework will do everything on its own.
        public void applyEffectsAfterShipCreation(ShipAPI ship, String id) {
                    if (ship.getVariant().hasHullMod("CHM_commission")) {
                        ship.getVariant().removeMod("CHM_commission");
                    }
                    // This is to remove the unnecessary dummy hull mod. Unless the player want it... but nah!
        }
    This part of the code is no longer required to support Commissioned Crew. There is no harm if the code still exist, but for a minor small performance improvement. It can now be removed.

    Hey, have you checked the Supported Modded Factions lately? It grew with 1 supported factions from the last patch to this patch!
    Title: Re: [0.9.1a] Commissioned Crews 1.9
    Post by: ctuncks on April 26, 2020, 06:12:04 AM
    Don't suppose there's anyway for the United We Stand hullmod to work when you're part of an alliance (from Nexerelin) but not actually commissioned by any of it's members?
    Title: Re: [0.9.1a] Commissioned Crews 1.9
    Post by: Techpriest on April 26, 2020, 01:27:39 PM
    Don't suppose there's anyway for the United We Stand hullmod to work when you're part of an alliance (from Nexerelin) but not actually commissioned by any of it's members?
    United We Stand hullmod already does this though? If your player faction is in an alliance, it'll reward you the hullmods from those factions.
    Title: Re: [0.9.1a] Commissioned Crews 1.9
    Post by: ctuncks on April 27, 2020, 11:11:37 PM
    Don't suppose there's anyway for the United We Stand hullmod to work when you're part of an alliance (from Nexerelin) but not actually commissioned by any of it's members?
    United We Stand hullmod already does this though? If your player faction is in an alliance, it'll reward you the hullmods from those factions.

    It doesn't seem to be working for me, it makes the sound when I enter a market, but the hullmods don't apply. For reference I was commissioned previously with Tiandong Heavy Industries, I resigned my commission, formed an alliance with Tiandong and the bonus didn't apply. Thinking it might not work properly with just 1 ally I spent a bit of time and eventually got Anvil Industries to also join, but still no bonus.

    Correction: I've now gotten the Anvil bonus, but the Tiandong bonus doesn't apply. (It did when I was initially with them, but that was before the alliance)
    Title: Re: [0.9.1a] Commissioned Crews 1.9
    Post by: Techpriest on April 30, 2020, 02:23:57 PM
    Don't suppose there's anyway for the United We Stand hullmod to work when you're part of an alliance (from Nexerelin) but not actually commissioned by any of it's members?
    United We Stand hullmod already does this though? If your player faction is in an alliance, it'll reward you the hullmods from those factions.

    It doesn't seem to be working for me, it makes the sound when I enter a market, but the hullmods don't apply. For reference I was commissioned previously with Tiandong Heavy Industries, I resigned my commission, formed an alliance with Tiandong and the bonus didn't apply. Thinking it might not work properly with just 1 ally I spent a bit of time and eventually got Anvil Industries to also join, but still no bonus.

    Correction: I've now gotten the Anvil bonus, but the Tiandong bonus doesn't apply. (It did when I was initially with them, but that was before the alliance)

    This file contains OF ONLY a modified .csv and a modified .java file for 1.2.1a. That applies the fix. Versions after 1.2.1a already has this fix, but in the case when Tiandong update you will no longer need this file.
    Title: Re: [0.9.1a] Commissioned Crews 1.9
    Post by: ctuncks on April 30, 2020, 04:06:09 PM
    Cheers, worked straight away after installing.
    Title: Re: [0.9.1a] Commissioned Crews 1.9
    Post by: Yunru on June 16, 2020, 02:22:59 PM
    This is probably a lot harder than the suggestion implies, but I'd love it if while in game you could select one commission bonus you can currently receive to be your faction's bonus.
    Title: Re: [0.9.1a] Commissioned Crews 1.9
    Post by: Yunru on June 21, 2020, 06:12:23 AM
    Additionally (since I misread how Untied We Stand works), could it be that if you, as an independent player faction, are allied to someone, you get their commission bonus, rather than just if someone commissioning you is allied?
    Title: Re: [0.9.1a] Commissioned Crews 1.9
    Post by: deaxsa on June 27, 2020, 10:31:19 AM
    Is there a way to make all AI faction ships receive their own bonus? So, pathers are even faster, hegemon is tankier, etc?
    Title: Re: [0.9.1a] Commissioned Crews 1.9
    Post by: MShadowy on June 28, 2020, 10:13:33 AM
    So, apparently Shadowyards is having some weird issues with it's commissioned crew; the guide for getting it set up is pretty straightforward and everything is in place appropriately (hullmod script, hullmods.csv entry, and the TechpriestCommission.csv entry,) however, it's functioning... oddly.

    Specifically the crew is being oddly clunky to apply. Like, it'll show up, eventually, but you need to land at a planet, manually apply the hullmod, leave the planet, and land again at which point the crew hullmod gets applied e: at least if the ship is default variant. Also if you click on the commissioned crew thing for a ship that already has the commissioned crew it'll just remove the hullmod and you'll have to do the "gimme a crew dance" described above. I didn't realize this wasn't functioning normally when first setting it up because I hadn't run with the mod before. Any idea what's up?
    Title: Re: [0.9.1a] Commissioned Crews 1.9
    Post by: EvilWaffleThing on August 01, 2020, 05:15:56 PM
    I don't seem to have access to the Unite We Stand OR the Commissioned Crews hullmod. I've got a lot of mods but I don't know if any are conflicting.
    Title: Re: [0.9.1a] Commissioned Crews 1.9
    Post by: Morrokain on August 01, 2020, 06:24:38 PM
    So, apparently Shadowyards is having some weird issues with it's commissioned crew; the guide for getting it set up is pretty straightforward and everything is in place appropriately (hullmod script, hullmods.csv entry, and the TechpriestCommission.csv entry,) however, it's functioning... oddly.

    Specifically the crew is being oddly clunky to apply. Like, it'll show up, eventually, but you need to land at a planet, manually apply the hullmod, leave the planet, and land again at which point the crew hullmod gets applied e: at least if the ship is default variant. Also if you click on the commissioned crew thing for a ship that already has the commissioned crew it'll just remove the hullmod and you'll have to do the "gimme a crew dance" described above. I didn't realize this wasn't functioning normally when first setting it up because I hadn't run with the mod before. Any idea what's up?

    I've noticed similar behavior as well, but I haven't had a chance to confirm why. For me, it doesn't apply upon docking, but will immediately apply when I manually add the hullmod using the refit screen. I thought it had to do with trying to limit the hullmod to the player flagship, but if it is elsewhere it might be a larger issue in general. I'll try to help a little later on assuming the source is available. Have to finish the compatibility edits first so I don't lose track of what I'm actually editing.
    Title: Re: [0.9.1a] Commissioned Crews 1.9
    Post by: Techpriest on August 01, 2020, 08:39:10 PM
    I've noticed similar behavior as well, but I haven't had a chance to confirm why. For me, it doesn't apply upon docking, but will immediately apply when I manually add the hullmod using the refit screen. I thought it had to do with trying to limit the hullmod to the player flagship, but if it is elsewhere it might be a larger issue in general. I'll try to help a little later on assuming the source is available. Have to finish the compatibility edits first so I don't lose track of what I'm actually editing.
    With starting ships, they seem to not... be automatically added for some weird reason. Only until you go into a fleet battle or change one of their refit that they'll start accepting the hullmod like a breeze.
    Title: Re: [0.9.1a] Commissioned Crews 1.9
    Post by: EvilWaffleThing on August 02, 2020, 09:53:56 AM
    I don't seem to have access to the Unite We Stand OR the Commissioned Crews hullmod. I've got a lot of mods but I don't know if any are conflicting.
    Nevermind I am an idiot. I have been filtering hullmods for an unknown amount of time.
    Please excuse me I have to refit all of my ships now...
    Title: Re: [0.9.1a] Commissioned Crews 1.9
    Post by: Techpriest on August 13, 2020, 02:53:31 AM
    August 13, 2020
    (https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner/1.92/total?color=%235588EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner/releases/download/1.999/Commissioned.Crews.zip)

    Hey, have you checked the Supported Modded Factions lately? It grew with 6 supported factions from the last patch to this patch! Wow!
    Title: Re: [0.9.1a] Commissioned Crews 1.91
    Post by: Unnamed_Shadow on August 13, 2020, 05:12:46 AM
    Is there any chance to add a Commissioned Bonus for the Independents?

    Roider Union allows you to get commissioned by the Independents but they give no Commissioned Crews bonus if i recall correctly.

     
    Title: Re: [0.9.1a] Commissioned Crews 1.91
    Post by: Bulldog on August 14, 2020, 12:00:18 AM
    Hello, I think something might have gone wrong with the new tri-tachyon hullmod.

    It doesn't seem to affect even high-tech/tri-tachyon ships anymore.
    Title: Re: [0.9.1a] Commissioned Crews 1.92
    Post by: Techpriest on August 16, 2020, 10:35:14 PM
    Hello, I think something might have gone wrong with the new tri-tachyon hullmod.

    It doesn't seem to affect even high-tech/tri-tachyon ships anymore.
    Fixed. Redownload.
    Title: Re: [0.9.1a] Commissioned Crews 1.92
    Post by: Worachot on September 08, 2020, 02:12:55 AM
    can this be added to a save or do i need to restart?
    Title: Re: [0.9.1a] Commissioned Crews 1.92
    Post by: Aldazar on September 10, 2020, 03:09:50 AM
    In the future can there be a option for friendly factions but only at 100 rep? I'd assume having a 100 rep would be the same thing plus you'd be known to the faction and leaders at large.
    Title: Re: [0.9.1a] Commissioned Crews 1.93
    Post by: Techpriest on September 14, 2020, 07:56:32 AM
    September 14, 2020
    (https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner/1.93/total?color=%235588EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner/releases/download/1.999/Commissioned.Crews.zip)

    Hey, have you checked the Supported Modded Factions lately? It grew with 1 supported factions from the last patch to this patch! Wow!
    Title: Re: [0.9.1a] Commissioned Crews 1.93
    Post by: Sench on September 19, 2020, 12:22:23 AM
    Okay, I'm fully willing to accept the possibility that I'm just an idiot who doesn't understand how to use this mod, but I have to ask something.
    After applying the "United We Stand" hullmod to a ship and re-entering a market, the only crew bonus I get is from Interstellar Imperium. I am not commissioned under the Imperium and there are other factions my relations are better with (if I understand correctly how it's supposed to work). This happens regardless of the ship design or the owner of the market I do this at.
    I'm not sure what causes this, an incompatibility with a mod like Starship Legends or faction mods w/o Commissioned Crews support.
    Title: Re: [0.9.1a] Commissioned Crews 1.93
    Post by: Techpriest on September 19, 2020, 02:13:55 AM
    Okay, I'm fully willing to accept the possibility that I'm just an idiot who doesn't understand how to use this mod, but I have to ask something.
    After applying the "United We Stand" hullmod to a ship and re-entering a market, the only crew bonus I get is from Interstellar Imperium. I am not commissioned under the Imperium and there are other factions my relations are better with (if I understand correctly how it's supposed to work). This happens regardless of the ship design or the owner of the market I do this at.
    I'm not sure what causes this, an incompatibility with a mod like Starship Legends or faction mods w/o Commissioned Crews support.
    United We Stand grants the hullmods from those you are allied with, not those you have a better reputation with.
    Title: Re: [0.9.1a] Commissioned Crews 1.93
    Post by: Sench on September 19, 2020, 03:38:55 AM
    United We Stand grants the hullmods from those you are allied with, not those you have a better reputation with.
    Ah, I see. I was confused by how the game presents information on alliances; I thought factions listed as "known allies" in the faction directory were it. Thank you.
    Title: Re: [0.9.1a] Commissioned Crews 1.93
    Post by: Anduin1357 on September 30, 2020, 10:17:33 AM
    Any way to disable the automatic check on dock, or at least skip the check if there has been no difference in commission or allies?
    Title: Re: [0.9.1a] Commissioned Crews 1.93
    Post by: immortalartisan on September 30, 2020, 09:37:32 PM
    i need help with manchestor. you know what im talking about. how the *** do i counter this mess?
    Title: Re: [0.9.1a] Commissioned Crews 1.93
    Post by: Arcagnello on November 17, 2020, 12:09:43 PM
    Found a tiny typo in the suggestions:

    (https://i.imgur.com/Cl2f2By.png)
    Title: Re: [0.9.1a] Commissioned Crews 1.99
    Post by: Techpriest on February 07, 2021, 09:17:05 AM
    February 7, 2021
    (https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner/1.99/total?color=%235588EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner/releases/download/1.999/Commissioned.Crews.zip)


    Hey, have you checked the Supported Modded Factions lately? It grew with 10 supported factions from the last patch to this patch! Wow!
    Title: Re: [0.9.1a] Commissioned Crews 1.99
    Post by: Frosterus on February 07, 2021, 07:55:57 PM
    While -17% Overload Duration is very underwhelming, adding 10 modded factions and more optimization is very cool.

    Guess I'll start a new save...
    Title: Re: [0.9.1a] Commissioned Crews 1.999
    Post by: Sidestrafe2462 on February 15, 2021, 09:39:16 PM
    I've run into a FATAL:NULL error, beginning when I swapped out my commission to join a Nexerelin alliance- error occurs when I enter a port.
    https://pastebin.com/MEUQ4Ybp


    mods:
    GraphicsLib
    Vayra's Sector
    Nexerelin
    SkilledUp
    SpeedUp
    Archean Order (pretty sure this isnt it)
    Automatic Orders
    Adjusted Sector
    Autosave
    Better Colonies
    Combat Alarm Sounds
    Combat Analytics
    Combat Chatter
    Commissioned Crews
    Common Radar
    LazyLib
    MagicLib
    Terraforming and Station Construction
    Starship Legends
    Console Commands
    Title: Re: [0.9.1a] Commissioned Crews 1.999
    Post by: Techpriest on February 16, 2021, 02:26:34 AM
    February 15, 2021
    (https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner/1.999/total?color=%235588EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner/releases/download/1.999/Commissioned.Crews.zip)


    Hey, have you checked the Supported Modded Factions lately? It grew with 2 supported factions from the last patch to this patch! Wow!
    Title: Re: [0.95a] Commissioned Crews 1.9999
    Post by: Techpriest on March 28, 2021, 01:04:33 PM
    March 28, 2021
    (https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner/1.9999/total?color=%235588EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner/releases/download/1.999999gg/Commissioned.Crews.zip)


    Hey, have you checked the Supported Modded Factions lately? It grew with 1 supported factions from the last patch to this patch! Wow!
    Title: Re: [0.95a] Commissioned Crews 1.9999
    Post by: Vulpis on April 11, 2021, 03:04:40 PM
    March 28, 2021
    (https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner/1.9999/total?color=%235588EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner/releases/download/1.9999/Commissioned.Crews.zip)
    • Disabled Nex Support only cuz Nex isn't updated.
    • TOTALLY THE First Update before Starsector 0.95
    • Save game compatible with Commissioned Crew 1.99.


    Hey, have you checked the Supported Modded Factions lately? It grew with 1 supported factions from the last patch to this patch! Wow!
    Nex is updated now, is there a simple Json change I can make to reenable the compatability?
    Title: Re: [0.95a] Commissioned Crews 1.9999
    Post by: Techpriest on April 11, 2021, 05:08:16 PM
    Nex is updated now, is there a simple Json change I can make to reenable the compatability?
    April 11, 2021
    (https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner/1.99999/total?color=%235588EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner/releases/download/1.999999gg/Commissioned.Crews.zip)


    Hey, have you checked the Supported Modded Factions lately? It grew with 1 supported factions from the last patch to this patch! Wow!
    Title: Re: [0.95a] Commissioned Crews 1.999999
    Post by: Techpriest on April 14, 2021, 05:37:46 PM
    April 14, 2021
    (https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner/1.999999/total?color=%235588EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner/releases/download/1.999999gg/Commissioned.Crews.zip)


    Hey, have you checked the Supported Modded Factions lately? It grew with 1 supported factions from the last patch to this patch! Wow!
    Title: Re: [0.95a] Commissioned Crews 1.999999
    Post by: BHunterSEAL on April 15, 2021, 05:41:07 AM
    • Some cool font colors.

    Is the red text meant to indicate the commission mods aren't functioning? Or just differentiate from other hullmods? I added the latest update to an ongoing save, didn't see anything in the tooltip to indicate the mods aren't functioning but figured I'd ask since usually red=bad.
    Title: Re: [0.95a] Commissioned Crews 1.9999
    Post by: Vulpis on April 16, 2021, 09:04:33 AM
    Nex is updated now, is there a simple Json change I can make to reenable the compatability?
    • Enabled Nex Support only cuz Nex is updated.
    This made me laugh. Thanks!
    Title: Re: [0.95a] Commissioned Crews 1.999999
    Post by: Techpriest on April 16, 2021, 01:53:38 PM
    • Some cool font colors.

    Is the red text meant to indicate the commission mods aren't functioning? Or just differentiate from other hullmods? I added the latest update to an ongoing save, didn't see anything in the tooltip to indicate the mods aren't functioning but figured I'd ask since usually red=bad.
    Just font color of their tech type.
    Title: Re: [0.95a] Commissioned Crews 1.999999
    Post by: Jet Black on April 19, 2021, 09:33:00 AM
    Getting a weird bug, I applied the crew buff at the main ScalarTech planet and got the luddic path buff instead?

    What can I do to fix that?
    Title: Re: [0.95a] Commissioned Crews 1.999999
    Post by: Techpriest on April 19, 2021, 04:33:02 PM
    Getting a weird bug, I applied the crew buff at the main ScalarTech planet and got the luddic path buff instead?

    What can I do to fix that?
    I can't replicate. Redownload Scalar and Commissioned Crew...

    Unless you're commissioned to the Luddic Path. :) The crew buff is dependent on your commission, not on the planet you're on.
    Title: Re: [0.95a] Commissioned Crews 1.999999
    Post by: v4l0rus on April 19, 2021, 05:40:32 PM
    are you biased against TT?
    Title: Re: [0.95a] Commissioned Crews 1.999999
    Post by: Techpriest on April 19, 2021, 09:58:24 PM
    are you biased against TT?
    no
    Title: Re: [0.95a] Commissioned Crews 1.999999
    Post by: Jet Black on April 20, 2021, 06:01:38 AM
    Getting a weird bug, I applied the crew buff at the main ScalarTech planet and got the luddic path buff instead?

    What can I do to fix that?
    I can't replicate. Redownload Scalar and Commissioned Crew...

    Unless you're commissioned to the Luddic Path. :) The crew buff is dependent on your commission, not on the planet you're on.

    Well, I retried and now I have both luddic path and scalartech buffs lol.. not sure if i want to fix it now >.>

    also, what is tt?
    Title: Re: [0.95a] Commissioned Crews 1.999999gg
    Post by: Techpriest on April 24, 2021, 08:29:46 PM
    April 14, 2021
    (https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner/1.999999gg/total?color=%235588EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner/releases/download/1.999999gg/Commissioned.Crews.zip)


    Hey, have you checked the Supported Modded Factions lately? It grew with 1 supported factions from the last patch to this patch! Wow!
    Title: Re: [0.95a] Commissioned Crews 1.999999gg
    Post by: v4l0rus on April 29, 2021, 09:57:25 PM
    love ya
    Title: Re: [0.95a] Commissioned Crews 1.999999gg
    Post by: Spess Mahren on May 26, 2021, 03:37:20 AM
    Bug report, I got the ARS commission hull mod as a regular drop from some planet ruins.
    Title: Re: [0.95a] Commissioned Crews 1.999999gg
    Post by: Master Troano on May 28, 2021, 12:23:42 AM
    April 14, 2021
    (https://img.shields.io/github/downloads/TechpriestEnginseer/solid-winner/1.999999gg/total?color=%235588EE&label=Download%20Here%21&style=for-the-badge) (https://github.com/TechpriestEnginseer/solid-winner/releases/download/1.999999gg/Commissioned.Crews.zip)
    • Luddic Rituals now applies a hefty missile damage bonus instead of increased missile damage toward shields.
    • Tri-Tachyon's CC now increases flux dissipation when venting by 15%.
    • Optimized some performance code.
    • Save game compatible.

    Much love!


    Hey, have you checked the Supported Modded Factions lately? It grew with 1 supported factions from the last patch to this patch! Wow!
    Title: Re: [0.95a] Commissioned Crews 1.999999gg
    Post by: megabot on June 04, 2021, 07:50:54 AM
    so umm I do not know why or if maybe the hull mods are now hidden, but i cannot actually see any any hull mods. and the stats do not say anything either. i start with nexerelin's faction start so maybe it is that, but i for some reason have no hull mods added, even though the sound effect is there - and there is also no change in stats either
    Title: Re: [0.95a] Commissioned Crews 1.999999gg
    Post by: megabot on June 04, 2021, 07:52:06 AM
    ok apparently the "last resort" option ended up working, but i wonder what happened
    Title: Re: [0.95a] Commissioned Crews 1.999999gg
    Post by: Techpriest on June 04, 2021, 11:48:35 PM
    ok apparently the "last resort" option ended up working, but i wonder what happened
    Unsolvable bug from how the player faction is generated at the start of the game. The automatic option should work usually when you buy new ships.