Fractal Softworks Forum

Starsector => Mods => Topic started by: Dal on April 16, 2021, 11:41:04 PM

Title: [0.95a] Quality Captains: A Skill Rework v1.0.8
Post by: Dal on April 16, 2021, 11:41:04 PM
[0.95a] Quality Captains v1.0.8
A gameplay-first, balance-friendly skill overhaul.
(https://i.imgur.com/t5fM15O.png) (https://www.dropbox.com/s/89yvvk7w7xeb7bf/Quality%20Captains_1.0.8.zip?dl=1)
^Click the banner
Highlights:

Combat
Helmsmanship: a fundamental skill for any aggressive captain, it has (configurably) swapped its elite 0-Flux Boost back to its last incarnation, allowing the boost to continue during incidental shield and PD activity.

Strike Commander: Carrier captains are back with a vengeance. Now supplies bonuses to ordinance HP, target leading, fighter resilience, and a modest advantage against large targets.

Target Analysis: A modest bonus to damage against larger ships and a hefty bonus to anti-armor fire, Target Analysis is as priceless to a combat captain as ever.

Point Defense: Its PD bonus has been split between its entry and elite tiers, but a turret turn rate bonus adds a potent edge to target tracking.

Impact Mitigation: The quintessential armor tanking skill has been brought down to earth a little, but bonuses at peak and minimum performance round out any brawler's strengths.

Standoff Tactics: Ranged Specialization has been overhauled, by default swapping its bonus damage for higher effectiveness against shields. Projectile speed and range bonuses provide unmatched damage application at artillery distances.

Shield Modulation: Largely unchanged, shield captains can gain a shield raise and turn rate bonus at the elite tier.

Phase Mastery: Brought down from its extremes, Phase Mastery now provides a still-decisive but no longer game-changing edge.

Systems Expertise: It was good, and it's nerfed but still pretty damn good. Lower recharge rate and cooldown bonuses.

Missile Specialization: Bonus ammo has been split between tiers, HP and ROF are tuned down, missile maneuverability bonus for elite specialists has been added. Missile ships captained by an elite specialist will still be terrifying.
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Leadership
Weapon Drills: Now adds some basic competency fleet wide, providing minor bonuses to target leading, recoil, and turret ROF.

Auxiliary Support: Flattened bonus to double Assault/Escort package performance, added burn speed and maintenance perks for non-militarized civilian ships.

Coordinated Maneuvers: Fully overhauled, allowing nav score to boost acceleration and maneuvering for your ships, fighters, and/or missiles. Capped at 10% by default, but fully customizable. By default your fleet rating is now determined by the combined level of officers deployed on each side.

Wolfpack Tactics: Now focuses on PPT and speed bonuses. Attack, fade, and capture objectives like never before.

Crew Training: Substantial fleetwide bonuses to CR, Maintenance, and PPT. What's not to love?

Carrier Group: Fleetwide bonuses to fighter resilience and very basic target leading.

Officer Training/Management: Pure stock, officers are good. Except... Elite Officer Management now allows your officers 1 additional elite skill pick. The [REDACTED] have competition.

Space Operations: Still good, has gained an elite tier providing +1 light patrol at governed colonies.

Ground Operations: Also gained an elite tier, this one reducing colony upkeep by 10%.

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Technology
Highlights:
Energy Weapon Mastery: Its clever mechanic encouraging aggressive play remains, but the bonuses it provides are a little more sane. The elite tier buffs beams and grants a slight EMP resistance. As of v1.0.8 QC also addresses a serious bug in the vanilla code for this skill.

Electronic Warfare: A comprehensive rework, ECM now can impact any of turret autoaim, range, recoil, turn rate, missile range, (https://i.imgur.com/8mIUNRN.png) and apply to fighters. Your fleet rating is determined by your deployed officer's levels, whether they're in frigates or destroyers, and oh did I mention that any aspect can be tweaked or toggled? Because every aspect can be tweaked and toggled, and by default ECM no longer impacts range at all.

Automated ships: Max CR capped at 80% by default, but your automated ship limit, if enabled, now scales with your Battlesize setting at 10%.
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Industry
Highlights:
A full refresh of industry skills, making each compelling for its own gameplay style. In particular,
Jury-Rigging: The once-Makeshift Engineering skill now makes your fleet more resilient, and provides a reduction in upkeep for each D-mod on your ships.

Field Repairs: The titular restoration effect now scales with the size and complexity of the ship being repaired. From just a month for a frigate, to several for a fancy capital.

Derelict Contingent: That mind-numbing game-breaking damage-tanking effect is now FIXED. At default settings, it now provides a 10% chance per d-mod to reduce damage by 50%. This is a 2/3rds incoming damage reduction to 1/4, and the max damage reduction is down from ninety(!) percent. In addition, Derelict Contingent now has an elite tier reducing the impact of d-mods, back from 0.91. And if that's not enough, the shield-shunt hullmod now infers a modest flux dissipation bonus, like mother nature intended.
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Did I mention it's fully configurable? (https://i.imgur.com/0GG2gKC.png)
Changelog
1.0: First release version.

1.0.1:
- Fixed typo in Impact Mitigation
- Fixed file conflict blocking customization

1.0.2
- Restored bonus damage to destroyers and cruisers to Target Analysis (currently set to 1/3 and 2/3rd the capital damage bonus respectively.)*
- Allowed more customization settings to accept "0" as a valid input.
- Moved the Special Modification skill's S-mod capacity bonus to its base tier, keeping the XP bonus behind elite.
- Updated the QC ECM script to correctly display configured effects during battle
* Updates that require overwriting the settings file will be reserved for point releases, when possible.

1.0.3 - This update has new and changed config settings
- Updated the "lanes" preset - sensors is now T1 and navigation T2
- Reduced the default bonus XP for installing S-mods with the special modifications elite to 34% (3 installations per refund)
- Added turret turn rate as a configurable ECM penalty type
- Added missile maneuver rate as a configurable ECM penalty type
- Added config options for ECM type multipliers, e.g. ECM rating * 2 for recoil effect - which is now default
- Added config options for the Target Analysis Destroyer and Cruiser damage bonus
- Restored "Recovered ships have fewer dmods on average" effect to Field Repairs
- Added config toggle for whether the salvaging skill should provide a bonus to rare-item salvaging and an associated bonus value.
- Added support for Nexerelin's additional agents
- Added support for Vayra Ship Pack's Collapsed Cargohold hullmod

1.0.4
- Fixed a -very- errant multiplier that occurred with Rare Salvaging enabled. Salvage and Rare Salvage are now totally separate.
- Correctly added the Special Modifications SP reduction to defaults
- Bulk transport no longer scales with fleet size, now provides +30% transport stats by default

1.0.8
- Updated Officer Management, Navigation, and Sensors skills to correctly call the customization code
- Tidied up the Bulk Transport skill's effect
- Fixed a duplicated speed effect in Wolfpack Tactics
- Changed Helsmanship's elite effect to only use the Flux Threshold standard by default. Either option can still be switched to but having both enabled at once may conflict.
- Added the Field Repair effect's time factors to settings.json and updated the script with RC14 vanilla fix for hull restoration status.
- Coordinated Maneuvers has been given the ECM treatment: now supplies any combination of speed, maneuver, missile, fighter, and ship bonuses.
- Point Defense now applies only a (configurable) portion of its effects to launched fighters.
- Phase Mastery's speed bonus now varies between hull sizes
- Automated Ships supports a flat limit, if desired. Simply disable linear scaling.
- Addressed a vanilla issue where Energy Weapon Mastery dynamic damage bonuses applied to ballistic weapons.
- Added another "+Damage to ships based on hull size" set to fighters under officers that have the Strike Commander skill
- Also added a bonus for Target Analysis against frigates, though it defaults to +0%. It's there in the settings if you want it for some maniacal reason.
- Also hooked up TA's size based damage bonus to the correct config lines. ^^'
- Restored to Wolfpack Tactics the recovery assurance for frigates commanded by officers.
- Nerfed Crew Training slightly, CR bonus from 15 to 10%.
- Buffed Reliability Engineering with the same 5% max CR, to +20%.
- Nerfed dmod maintenance reduction effect with new multiplier, set to 50% of it was in 0.91a per ship dmod by default.
- Unified values in the code and default config.
- Resolved an override so that QC can now work alongside mods implementing custom skills.

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FAQ
Q: Can I install this in an ongoing game?
A: Yes! Quality Captains can be installed in previous save, though it may be a good idea to head to your storage before making the switch.
Q: Can the mod be uninstalled from a save?
A: There is an uninstallation-mode toggle made available in the mod's settings.json.
Q: Is the mod awesome?
A: Yes I think it's pretty awesome and I hope you enjoy it.
Q: Does the AI benefit?
A: The AI will receive full access to the same skills you do, only now with more consistent results.
Q: Is it compatible with other mods?
A: It should be compatible any any mod that doesn't change the same skills.
Q: How do I select a different skill tree to use?
A: Open the mod's folder, select the "Optional" folder that sounds good to you, copy the data folder from inside over the mod's data directory, overwriting skill_data.csv.
Q: How do I adjust the values and options?
A: Open the mod's folder, then open data/config/settings.json in your favorite text editor. Make sure you toggle custom values on at the top!
Q: Does Quality Captains change leveling in any way?
A: Not at all! It should be fully compatible with any mod that modifies character or officer levels.
Q: Does this work with the newest hotfix?
A: So far so good! Quality Captains should be fully operational as of RC14.
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Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0
Post by: Tartiflette on April 16, 2021, 11:59:36 PM
Congrats, looks awesome!
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0
Post by: blackcatvn on April 17, 2021, 12:08:19 AM
Love it, awesome mod. Time to be a god-like admiral.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0
Post by: Donko on April 17, 2021, 12:58:35 AM
Congrats on finishing this, looks great! Having the Weapon Drills skill help counter the new ECM is really nice. I like the philosophy of "A given skill should have a counter-skill."
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0
Post by: Cyan Leader on April 17, 2021, 03:20:29 AM
  • Fully customizable, down to the individual effect!

Incredible, I've been wanting something like this for ages. Thanks you!
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0
Post by: Chairman Suryasari on April 17, 2021, 04:07:19 AM
This look awesome! Make the game less painful in a way. I prefer 0.91a sandbox skill than current skill any day now.

Also, do you think it's possible to increase the monthly cost every time I level up? I like to imagine myself recruiting resourceful individuals to acquire these skills Mount and Blade style. Thanks! Have a good one!
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0
Post by: Nia Tahl on April 17, 2021, 06:03:24 AM
Makes the vanilla officer spam more bearable in lategame. Still a pain, but a lesser one. Think I'll nerf damagecon.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0
Post by: MagicKarpson on April 17, 2021, 06:21:12 AM
Very nice, I love having the ability to customize all the skills effects.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0
Post by: SCC on April 17, 2021, 06:57:41 AM
Targeting Analysis: it's a bit weird the bonus is just to capital ships now.
Impact Mitigation: it now protects from small strength hits more than bigger hits, which I'm not sure is a good idea.
Standoff Tactics: it's better than Ranged Spec, since it works for more than two ships in the game.
Phase Mastery, Phase Corps: I suspect they will still be problematic.
Systems Expertise: it's a real shame you nerfed it, because it was pretty fun for most ships that aren't Doom.
Missile Specialisation: it stacks with ECCM, missiles are so fast now.
Officer Training: spend story points to spend story points... Come on.
Energy Weapon Mastery: what's up with that EMP resistance? It's not much, but it's weird it's there.
Special Modifications: again, spend story points to spend story points.
Automated Ships: it's hilariously OP now. Getting a Radiant for a single skill point is incredible value.
Colony skills: they presumably are the best moneymaker skills, making other (mostly industry) skills obsolete. It's in a similar position as Automated Ships, in that it isn't immediately strong, only after you can get what makes it strong, but then it blows other skills out of the water.

I also have more fundamental issues with what you're doing with those skills, but you have heard about them already.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.1
Post by: Dal on April 17, 2021, 08:24:18 AM
Thanks for the kind words and feedback! I'll look into individual skills later today, for now I've released a quick hotfix to resolve the customization lock. 1.0.1 is available from the banner; if you already have a copy of the mod you just need the .jar file from the update.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.1
Post by: PeepingPeacock on April 17, 2021, 08:49:29 AM
"The restoration of beloved 0.91 skill effects, such as D-mod hull maintenance reductions"

"Fully customizable, down to the individual effect!"

I love you

Can't wait to start a new campaign with this and see how it plays!
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0
Post by: IonDragonX on April 17, 2021, 11:48:38 AM
Targeting Analysis: it's a bit weird the bonus is just to capital ships now.
Agree, It was already weird by ignoring the frigates in vanilla.
Systems Expertise: it's a real shame you nerfed it, because it was pretty fun for most ships that aren't Doom.
Agree, I'd revert that and nerf the doom system to balance the numbers back.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0
Post by: Nia Tahl on April 17, 2021, 01:28:32 PM
Targeting Analysis: it's a bit weird the bonus is just to capital ships now.
Impact Mitigation: it now protects from small strength hits more than bigger hits, which I'm not sure is a good idea.
Standoff Tactics: it's better than Ranged Spec, since it works for more than two ships in the game.
Phase Mastery, Phase Corps: I suspect they will still be problematic.
Systems Expertise: it's a real shame you nerfed it, because it was pretty fun for most ships that aren't Doom.
Missile Specialisation: it stacks with ECCM, missiles are so fast now.
Officer Training: spend story points to spend story points... Come on.
Energy Weapon Mastery: what's up with that EMP resistance? It's not much, but it's weird it's there.
Special Modifications: again, spend story points to spend story points.
Automated Ships: it's hilariously OP now. Getting a Radiant for a single skill point is incredible value.
Colony skills: they presumably are the best moneymaker skills, making other (mostly industry) skills obsolete. It's in a similar position as Automated Ships, in that it isn't immediately strong, only after you can get what makes it strong, but then it blows other skills out of the water.

I also have more fundamental issues with what you're doing with those skills, but you have heard about them already.

Using one of the alternate skilltree layouts (I like the skill lanes the most) helps with the Automated ships and colony skill issues at last.
Fully agree on Special Modifications and Officer Training (changed those to not have elite effects on my end)
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0
Post by: Nia Tahl on April 17, 2021, 01:34:41 PM
Targeting Analysis: it's a bit weird the bonus is just to capital ships now.
Agree, It was already weird by ignoring the frigates in vanilla.
Systems Expertise: it's a real shame you nerfed it, because it was pretty fun for most ships that aren't Doom.
Agree, I'd revert that and nerf the doom system to balance the numbers back.

TA being tiered makes somewhat sense since the smaller ships are squishier. Those tiered bonuses basically just offset the innately higher armor and hp values of larger ships a bit. Imho TA should definitely have bonuses against cruisers and destroyers again.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0
Post by: Radicaljack on April 17, 2021, 06:46:38 PM
Targeting Analysis: it's a bit weird the bonus is just to capital ships now.
Impact Mitigation: it now protects from small strength hits more than bigger hits, which I'm not sure is a good idea.
Standoff Tactics: it's better than Ranged Spec, since it works for more than two ships in the game.
Phase Mastery, Phase Corps: I suspect they will still be problematic.
Systems Expertise: it's a real shame you nerfed it, because it was pretty fun for most ships that aren't Doom.
Missile Specialisation: it stacks with ECCM, missiles are so fast now.
Officer Training: spend story points to spend story points... Come on.
Energy Weapon Mastery: what's up with that EMP resistance? It's not much, but it's weird it's there.
Special Modifications: again, spend story points to spend story points.
Automated Ships: it's hilariously OP now. Getting a Radiant for a single skill point is incredible value.
Colony skills: they presumably are the best moneymaker skills, making other (mostly industry) skills obsolete. It's in a similar position as Automated Ships, in that it isn't immediately strong, only after you can get what makes it strong, but then it blows other skills out of the water.

I also have more fundamental issues with what you're doing with those skills, but you have heard about them already.

Tis a mod, and a customisable one at that, the base game skill tree is hilariously out of balance as it is, why the intense scrutiny for this?

Big fan of this OP, will let you know if any issues come up!
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.1
Post by: Dal on April 17, 2021, 08:06:23 PM
The feedback's appreciated, I expect the effects and values will get refined over time.

Regarding the elite SP mechanics, I should point out that they're both vanilla+ options. Officers cap earlier in vanilla/without the elite, and stock Special Modifications does not contain the bonus XP for hullmods at all. Essentially, taking the perk pays for itself by the first two hullmods built-in and continues at half the overall SP cost of stock 0.95 from there; it is a very powerful, SP-friendly bonus.

Regarding missiles, QC's Missile Specialization only makes them accelerate and turn faster, any max speed changes are in the eye of the beholder.

I'd also like to give a quick plug to A New Level (https://fractalsoftworks.com/forum/index.php?topic=20535.0), which normalizes XP/SP scaling for extended (16+) level caps.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.1
Post by: pedro1_1 on April 17, 2021, 10:16:13 PM
One thing that I like that you forgot to mention is that you removed the Bulk Transport +1 base burn speed from non-militarized civillian ships and put it in the Auxiliary Support skill, this kinda matters a lot, bucause +1 burn is a massive increase for civilian ships.
It also means that I don't need to worry abould any civillian capital draging my max burn to 12/14,  because I just salvaged it and want to mothball it until I get to storage.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.1
Post by: SCC on April 17, 2021, 11:08:59 PM
Tis a mod, and a customisable one at that, the base game skill tree is hilariously out of balance as it is, why the intense scrutiny for this?
I see an issue, I point it out.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.2
Post by: Dal on April 17, 2021, 11:23:02 PM
1.0.2 is released! Get it from the main post or from right here: https://www.dropbox.com/s/83kh6u22qfxmdtk/Quality%20Captains_1.0.2.zip?dl=1

- Restored bonus damage to destroyers and cruisers to Target Analysis (currently set to 1/3 and 2/3rd the capital damage bonus respectively.)*
- Allowed more customization settings to accept "0" as a valid input.
- Moved the Special Modification skill's S-mod capacity bonus to its base tier, keeping the XP bonus behind elite.
- Updated the QC ECM script to correctly display configured effects during battle
* Updates that require overwriting the settings file will be reserved for point releases, when possible. 
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0
Post by: Nia Tahl on April 18, 2021, 03:02:45 AM
Tis a mod, and a customisable one at that, the base game skill tree is hilariously out of balance as it is, why the intense scrutiny for this?

Big fan of this OP, will let you know if any issues come up!

Because detailed feedback is useful to us modders. Most of us aim to make something of good quality.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.2
Post by: Chaos Blade on April 18, 2021, 06:39:25 AM
I'd like to ask what is the different between the options
like, I get stock and I get set of three and get untiered, but how would skill lanes work? progressive?

Can we have screen caps with the different variants?
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.2
Post by: Chairman Suryasari on April 18, 2021, 06:46:29 AM
Thanks for the update, lad! Have a good one!
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.2
Post by: shoi on April 18, 2021, 07:06:16 AM
I downloaded this but decided against using it due to some of the skill changes..guess what? I was actually running it the entire time. Works out better than I thought for the most part. Kudos!
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.2
Post by: Ramiel on April 18, 2021, 07:52:18 AM
Ohhh...yes! This amazing! Thank you!
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.1
Post by: IonDragonX on April 18, 2021, 08:18:07 AM
One thing that I like that you forgot to mention is that you removed the Bulk Transport +1 base burn speed from non-militarized civillian ships and put it in the Auxiliary Support skill, this kinda matters a lot, because +1 burn is a massive increase for civilian ships.
I second this. +1 burn to Civilian ships should be restored.
Hi, is it possible to configure the phase mastery speed bonus to a fixed value instead of a percentage bonus? Did some amateur digging around in the files but I'm not seeing it.
With the percentage bonus, if I increase it to let the heavier phase ships move faster, it ends up waaay overbuffing the frigates and destroyers
Also a valid idea. Would be nice to have.
I get stock and I get set of three and get untiered, but how would skill lanes work? progressive?
Stock is vanilla progression, pick 1 skill from a tier of 2 = 2-2-2-2-2
Set of Three widens the first two tiers by eliminating the third = 3-3-2-2
Skill Lanes widens tier one & three by eliminating the fourth = 4-3-3
Un-tiered is just pick what you want
For tiers, the problem is that a "roadblock skill" or "skill tax" means different things to different people. On the plus side, players that like RPGs, character development or compound rewards for specialization will want a tiered system. The higher tiers are expected to be greater rewards than lower tiers. On the minus side, free choice of any skill and in any order requires that each skill have the same "value" or "weight" as any other. No one will ever agree on how to "balance" the skills as such.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.2
Post by: giganticats on April 18, 2021, 10:25:46 AM
is this meant to be played with a mod that increases the max level? or just the standard 15 levels?
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.2
Post by: Dal on April 18, 2021, 11:29:45 AM
is this meant to be played with a mod that increases the max level? or just the standard 15 levels?
QC is entirely ambivalent to level cap. Skills are a bit more normalized in terms of potential than vanilla (lower peaks, higher lows), but the big benefit is that each should support a different gameplay style and none should feel like a waste. In my experience a character can definitely feel "complete" with 15 choices now.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.2
Post by: Tartiflette on April 18, 2021, 11:32:48 AM
I'd like to ask what is the different between the options
like, I get stock and I get set of three and get untiered, but how would skill lanes work? progressive?

The idea behind "skill lanes" is that you have selections of 2 or 3 skills in a row that all go in the same gameplay direction, instead of having those synergistic skills on the same tier forcing you to go through the wrap around.

For example:
Defenses= Point Defense > Impact Mitigation > Shield Modulation
Frigate Legion= Wolf Pack tactics > Coordinated Maneuvers > Crew Training
Techno Skills= Navigation > Sensors > Automated Ships
Salvager= Salvage Operations > Jury Rigging > Field Repair

In a way it is the return to the old tiered skills but this time you can unlock higher tiers with a different skill that may better suit you.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0
Post by: RemnantAI on April 18, 2021, 02:15:18 PM
Targeting Analysis: it's a bit weird the bonus is just to capital ships now.
Impact Mitigation: it now protects from small strength hits more than bigger hits, which I'm not sure is a good idea.
Standoff Tactics: it's better than Ranged Spec, since it works for more than two ships in the game.
Phase Mastery, Phase Corps: I suspect they will still be problematic.
Systems Expertise: it's a real shame you nerfed it, because it was pretty fun for most ships that aren't Doom.
Missile Specialisation: it stacks with ECCM, missiles are so fast now.
Officer Training: spend story points to spend story points... Come on.
Energy Weapon Mastery: what's up with that EMP resistance? It's not much, but it's weird it's there.
Special Modifications: again, spend story points to spend story points.
Automated Ships: it's hilariously OP now. Getting a Radiant for a single skill point is incredible value.
Colony skills: they presumably are the best moneymaker skills, making other (mostly industry) skills obsolete. It's in a similar position as Automated Ships, in that it isn't immediately strong, only after you can get what makes it strong, but then it blows other skills out of the water.

I also have more fundamental issues with what you're doing with those skills, but you have heard about them already.

Tis a mod, and a customisable one at that, the base game skill tree is hilariously out of balance as it is, why the intense scrutiny for this?

Big fan of this OP, will let you know if any issues come up!


I enjoyed the direction of the new skill tree, but it has glaring obvious issues and pidgeon holes certain styles. Having options is awesome so I agree this is a nice option.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.1
Post by: pedro1_1 on April 18, 2021, 06:58:54 PM
One thing that I like that you forgot to mention is that you removed the Bulk Transport +1 base burn speed from non-militarized civillian ships and put it in the Auxiliary Support skill, this kinda matters a lot, because +1 burn is a massive increase for civilian ships.
I second this. +1 burn to Civilian ships should be restored.

I don't think you wuite understod what I said there, He removed the +1 burn from I1L(Bulk Transport) and added it to L1R(Auxiliary Support), mostly because the semi-nerf to L1R means it would not be a good pick, even if every ship had duble the effects from Militarised Subsystem and the Packages.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.2
Post by: PeepingPeacock on April 18, 2021, 07:59:54 PM
Feedback after playing around a day with a new mandatory mod, was very surprised to find out every single skill was changed!

I love that DP limits have been more or less removed across the board, way too complicated and poorly implemented in the base game. Auxiliary support would never give you the full bonus and it was impossible to work out the bonus without just looking at the skill once you had gotten it. Glad that mess has been done away with.

Makes sense to keep the DP limit on automated ships because it has to be otherwise one can break the game in half by running a fleet of Radiants. The cargo limit on bulk transfer is still there and considering how it was nerfed by 20%, lost the burn bonus and competes with every other perk now I'm not sure that it still warrants having that limit. Adding something fun onto it like a reduction in tariff prices similar to Dynamic Tariffs  (https://fractalsoftworks.com/forum/index.php?topic=19531.0) would add something new and make it a nice skill for building faction relationships through trade without getting hit in the wallet as bad as you normally would.

Special modifications having the story point rebate is fantastic, I thought it was strange that not even the most directly related skill to story points did anything about them. An entire new aspect of the game that the skill system does not interact with at all seemed like a big missed opportunity. Great addition.

Skill numbers are static and don't change with settings, this is fine considering anyone making any changes is going to know what they did but derelict contingent's 20% flux dissipation bonus on shield-shunted ships is actually 15% in the files by default.

Field repairs would be nice with a toggle but locking it behind elite does more or less the same thing so thank you for fixing that synergy issue with DC.

Colony management is still a scam skill that exists to trick people who don't know about alpha cores, every other colony skill at least does something that a core can't do except for this one.
It does basically the same thing as officer training but its not a permanent skill like officer training is because it sucks.
By the time you have 4 fully running colonys the game is already won or money is no longer a concern, its not even a hard cap and its possible to live with a light stability penalty especially now that 5 stability is the cut-off for extra income.

If I may make a suggestion,
Spoiler
I'd make it a permanent skill and change what it does entirely add a bonus to the maximum number of contacts (3?), increases the number of missions (1-2?) and increase the payouts (50% at high relations?) you receive from your contacts. Its still someone thematic to have better business sense and ability to keep in touch with people in high places when you level your planetary management skill, and its way more interesting than a skill that gets obsoleted by a farm-able item. I'm surprised there is not already a skill that impacts contacts, seems like another missed opportunity.

If a skill is just going to open settings.json and change things in it, it would be better to have it change something fun that can't be done elsewhere.
(https://i.imgur.com/qMFAd48.png)
(https://i.imgur.com/Db0vMIe.png)
I think adding that would make for a really cool perk that makes a noticeable difference on how the game is played. Sort of like how ground operations let you play a different game of never paying for supplies and just raiding for them easily instead. By making it permanent and only boosting income at higher relations its not a skill that can be cheese'd for a faster start and then reassigned away after pocketing the extra money.
[close]

I can't thank you enough for bringing back the d-mod skills, what a wonderful mod! Thank you again for making and sharing it!
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.2
Post by: Dal on April 18, 2021, 08:22:36 PM
Feedback after playing around a day with a new mandatory mod, was very surprised to find out every single skill was changed!
-
I can't thank you enough for bringing back the d-mod skills, what a wonderful mod! Thank you again for making and sharing it!

Hi! Thanks for the kind words and feedback. If you're having issues customizing the skills, have you made sure you swapped the toggles at the top of the settings file? I'll add some more explicit info about that with the next update.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.1
Post by: IonDragonX on April 18, 2021, 09:00:25 PM
I don't think you wuite understod what I said there, He removed the +1 burn from I1L(Bulk Transport) and added it to L1R(Auxiliary Support)
I get what you mean. Put it back on Bulk Transport L1R.
Actually, if it was possible for either Bulk Transport or Auxiliary Support to trigger the +1, I'd be happy with that.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.2
Post by: PeepingPeacock on April 18, 2021, 09:15:37 PM
Feedback after playing around a day with a new mandatory mod, was very surprised to find out every single skill was changed!
-
I can't thank you enough for bringing back the d-mod skills, what a wonderful mod! Thank you again for making and sharing it!

Hi! Thanks for the kind words and feedback. If you're having issues customizing the skills, have you made sure you swapped the toggles at the top of the settings file? I'll add some more explicit info about that with the next update.

(https://i.imgur.com/WX81dSU.png)

I have the big dumb, thanks. Only change I've made so far is setting the D-mod penalty reduction to 50% for ease of computing and for the good old days.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.2
Post by: Venomfx on April 19, 2021, 08:49:46 PM
Any chance of getting Nexerelin compatibility so we can get additional agents from officer management and training? I would love to try this out but I need all the spies I can get.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.2
Post by: Andimar on April 20, 2021, 04:27:23 AM
I tried changing the settings.json file so as to make the 0-flux bonus happen below 5% instead of 1% (because otherwise a carrier cannot send their fighters to engage without losing it), and the point defense total anti-fighters bonus to 60% but neither changes happen, even after starting a new game.

Am I doing it wrong?
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.2
Post by: icebar0n on April 20, 2021, 06:26:04 AM
Hello ! Does this mod removes the level cap or captain is still capped by level 15 ?
Thank you !
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.2
Post by: Spess Mahren on April 20, 2021, 12:47:05 PM
Is it possible to configure salvaging to give a bonus to rare loot like it did last version?
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.2
Post by: Dal on April 20, 2021, 04:53:42 PM
Quote
Is it possible to configure salvaging to give a bonus to rare loot like it did last version?
This has been added to the config!

Quote
Hello ! Does this mod removes the level cap or captain is still capped by level 15 ?
Thank you !
QC doesn't touch the level cap or XP curve, though it will work with mods that do.

Quote
I tried changing the settings.json file so as to make the 0-flux bonus happen below 5% instead of 1% (because otherwise a carrier cannot send their fighters to engage without losing it), and the point defense total anti-fighters bonus to 60% but neither changes happen, even after starting a new game.

Am I doing it wrong?
Did you change the toggles at the top of the file to true? They're there as as a catch-all. I've added a note to the FAQ and the next version will have a note in the file itself.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.2
Post by: Dal on April 20, 2021, 04:54:59 PM
Any chance of getting Nexerelin compatibility so we can get additional agents from officer management and training? I would love to try this out but I need all the spies I can get.

Nexerelin (and VSP) compatibility has been added, along with even better ECM! Get 1.0.3 from the main post or from right here! (https://www.dropbox.com/s/oy9cgb49j4so4b2/Quality%20Captains_1.0.4.zip?dl=0)

Bumped with a hotfix for a non-default modifier issue.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.2
Post by: Andimar on April 21, 2021, 12:28:22 AM
Did you change the toggles at the top of the file to true? They're there as as a catch-all. I've added a note to the FAQ and the next version will have a note in the file itself.

Oh... Sorry. Should have paid better attention. Thanks. :P
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: Spess Mahren on April 21, 2021, 10:54:02 AM
I'm using the custom config and it seems that the default settings and the unaltered custom config have different skill effects for several skills.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: Dal on April 21, 2021, 10:56:26 AM
I'm using the custom config and it seems that the default settings and the unaltered custom config have different skill effects for several skills.
Hi! If you could point out which effects need updating I would be very grateful. The defaults are all separate, so if something changes in one place it can get missed in the other.

General: Quality Captains should be fully compatible with v0.95a-RC14.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: Donko on April 21, 2021, 06:33:37 PM
I'm using version 1.0.4 but Bulk Transport still seems to be scaling with fleet size. I've tested it with a redownload and no other mods running.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: Spess Mahren on April 22, 2021, 04:49:37 AM
I'm using the custom config and it seems that the default settings and the unaltered custom config have different skill effects for several skills.
Hi! If you could point out which effects need updating I would be very grateful. The defaults are all separate, so if something changes in one place it can get missed in the other.

General: Quality Captains should be fully compatible with v0.95a-RC14.

Finally checked over everything the skills that need updating are bulk transport, derelict contingent, phase mastery, helmsmenship, containment procedures, and target analysis.
Also I wanted to ask what precisely the complexity modifiers are for field repairs elite effect.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: Lathrael on April 22, 2021, 10:23:56 AM
That mod is what i was looking for a while, thank you a lot!
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: bob888w on April 22, 2021, 02:07:05 PM
Hey thinking of starting a new playthrough with this revised skill tree. Has anyone tested if this is compatible with that faster lvling/higher max lvl mod?
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: paseyrs on April 22, 2021, 02:14:49 PM
would it be possible to make a config that brings back old skills like the supply reduction for d mod ships? thanks in advance
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: Ixzine on April 22, 2021, 02:28:19 PM
Hey thinking of starting a new playthrough with this revised skill tree. Has anyone tested if this is compatible with that faster lvling/higher max lvl mod?

They're compatible, and Quality Captains feels pretty good tbh. I like the "lanes" setting~
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: Nori on April 22, 2021, 07:03:40 PM
After playing this for a while here are some of my thoughts:
Helmsman with the 1% flux is awesome
Standoff Tactics is actually useful now
For the Shield skill, I changed the -10% elite skillback to -20% - only getting 10% seemed expensive for a story point
Phase Mastery, changes are pretty good, but I put the elite up to 50% speed, still a nerf, but again, a story point should be very worthwhile
Nearly every skill change in the leadership tree is spot on, excellent job. Also removing all the deployment point limits on the skills is much appreciated
For Auxiliary Support, I recommend upping the supply % for the elite skill. Unless you are playing a very heavy civilian fleet the stock amount isn't much. I set it to 50% and even then I haven't bothered taking it.
Gunnery Implants, I put the elite skill at 15%. With the ECM change I feel like this is fine and again, story point.
Flux Regulation, thank you for removing the limits there 10% is good regardless of fleet size.
Jury Rigging is a very nice to have for exploration and if you happen to have D ships
Field Repairs is excellent as well

A few random notes, I like all the extra elite options, it's nice to have some bonuses to unlock if I have extra story points. Being able to select two skills previously in the same area is very nice as for instance, I like taking System Expertise, but also Missile Spec.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: Tigrextreme on April 22, 2021, 07:17:30 PM
There seems to be a problem with modifying the max number of officers in "Officer Management". I changed    "QC_OM_NUM_OFFICERS_BONUS":5, and toggled "QC_Custom_Leadership":true, but the max amount of officers hadn't changed.

Can someone confirm this problem, please?
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: HollandOats on April 22, 2021, 09:35:37 PM
There seems to be a problem with modifying the max number of officers in "Officer Management". I changed    "QC_OM_NUM_OFFICERS_BONUS":5, and toggled "QC_Custom_Leadership":true, but the max amount of officers hadn't changed.

Can someone confirm this problem, please?

I tried doing the same thing and had the same result. I tested changing other values and they worked but the one for bonus officers doesn't for some reason.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: Dal on April 23, 2021, 12:07:38 AM
would it be possible to make a config that brings back old skills like the supply reduction for d mod ships? thanks in advance

Hi, this is already available in the industry skills, I believe it's a Jury-Rigging effect.

I'm using version 1.0.4 but Bulk Transport still seems to be scaling with fleet size. I've tested it with a redownload and no other mods running.

Bulk Transport has a custom implementation that I need to replace for the next build. Right now the fleet scaling values are present but should support arbitrarily large fleets without impact.

Finally checked over everything the skills that need updating are bulk transport, derelict contingent, phase mastery, helmsmenship, containment procedures, and target analysis.
Also I wanted to ask what precisely the complexity modifiers are for field repairs elite effect.

Much appreciated! I'll add sorting these out to the to-do list.

There seems to be a problem with modifying the max number of officers in "Officer Management". I changed    "QC_OM_NUM_OFFICERS_BONUS":5, and toggled "QC_Custom_Leadership":true, but the max amount of officers hadn't changed.

Can someone confirm this problem, please?

You're right, this was a silly oversight on my part. The code to load that setting is in the current build but isn't called. You should be able to apply the effects right now by going to data/characters/skills/officer_management.json and changing the lines without the "Captains" prefix to include it.
"{"type":"CHARACTER_STATS", "script":"com.fs.starfarer.api.impl.campaign.skills.OfficerManagement$Level1"},"
becomes
"{"type":"CHARACTER_STATS", "script":"com.fs.starfarer.api.impl.campaign.skills.CaptainsOfficerManagement$Level1"},"
etc.

Hope that helps.
After playing this for a while here are some of my thoughts:
Helmsman with the 1% flux is awesome
Standoff Tactics is actually useful now
For the Shield skill, I changed the -10% elite skillback to -20% - only getting 10% seemed expensive for a story point
Phase Mastery, changes are pretty good, but I put the elite up to 50% speed, still a nerf, but again, a story point should be very worthwhile
Nearly every skill change in the leadership tree is spot on, excellent job. Also removing all the deployment point limits on the skills is much appreciated
For Auxiliary Support, I recommend upping the supply % for the elite skill. Unless you are playing a very heavy civilian fleet the stock amount isn't much. I set it to 50% and even then I haven't bothered taking it.
Gunnery Implants, I put the elite skill at 15%. With the ECM change I feel like this is fine and again, story point.
Flux Regulation, thank you for removing the limits there 10% is good regardless of fleet size.
Jury Rigging is a very nice to have for exploration and if you happen to have D ships
Field Repairs is excellent as well

A few random notes, I like all the extra elite options, it's nice to have some bonuses to unlock if I have extra story points. Being able to select two skills previously in the same area is very nice as for instance, I like taking System Expertise, but also Missile Spec.

Cheers, thank you for the kind words and feedback.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: Numenar on April 23, 2021, 07:04:47 AM
Hey mate thx for effort.
Overall a nice chance to try something different. Commentary and questions follow:

Each skill should have some negative effect for balance. Like Weapon Drills using supplies/fuel for each military ship because you know they do it in real life not VR.
Each skill should have some flavor elite effect. Maybe +X% shielded cargo for Bulk Transport ?

Can you please explain in detail how using your mod we can Per Skill stick to vanilla effects and values AND/OR add, subtract effects AND/OR change values.
Eg. For #Target Analysis i had do go to "target_analysis.skill" file to disable extra armor dmg
I can't enable combat tree skill override in "settings.json" because it sets all this values to same number:
5% Destroyers
10% Cruisers
15% Capitals
And how do i add 5% to Frigates to the skill as well ? How can i edit these effects to have separate values?

If settings are spread across few files and changing some values can lead to the game not loading then this is not easy.
Is there a way, command or otherwise to quickly apply and test changed settings short of restarting the game ?

Balance, fluff text and immersion is a wholly different and personal thing:
Eg. Weapon Drills ROF ->  Max CR.
Reliability Engineering +15% Max CR -> nothing

Teach us how to use a fishing rod and we will be fishing on our own.
Cheers
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: Khornaar on April 23, 2021, 01:23:14 PM
Dunno if it's an oversight or deliberate, but Alpha core administrators have regular (Non-elite) versions of colony skills which makes them somewhat worse than hired admins.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: Tigrextreme on April 23, 2021, 08:33:21 PM

There seems to be a problem with modifying the max number of officers in "Officer Management". I changed    "QC_OM_NUM_OFFICERS_BONUS":5, and toggled "QC_Custom_Leadership":true, but the max amount of officers hadn't changed.

Can someone confirm this problem, please?

You're right, this was a silly oversight on my part. The code to load that setting is in the current build but isn't called. You should be able to apply the effects right now by going to data/characters/skills/officer_management.json and changing the lines without the "Captains" prefix to include it.
"{"type":"CHARACTER_STATS", "script":"com.fs.starfarer.api.impl.campaign.skills.OfficerManagement$Level1"},"
becomes
"{"type":"CHARACTER_STATS", "script":"com.fs.starfarer.api.impl.campaign.skills.CaptainsOfficerManagement$Level1"},"
etc.

Hope that helps.


It works now! Thank you.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: captinjoehenry on April 23, 2021, 08:37:38 PM
Small bug I've noticed.  There's some incosnistencies between the settining.ini and the default ability traits.  mainly Helmsman does not give 0 flux boost when not generating flux and target analysis gives +15% damage vs everything other than frigetes.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: kerolosheba on April 25, 2021, 03:55:03 PM
very good mod
but I have a question
can I make it that only my character has the modification
I want to make an op playthrough but when I tried every captain had the edited values
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: PeachPatrol on April 27, 2021, 07:58:53 PM
Would enjoy more options in the settings for reverting specific skills to their vanilla versions, especially the damage bonuses from Strike Commander and Wolfpack tactics.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: notabot on April 28, 2021, 09:38:50 AM
yes please. I would love to just disable the tiers and wraparound. I don't need the skills overhauled at all. Maybe just to fiddle with the values.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: Dal on April 29, 2021, 12:00:43 AM
Dunno if it's an oversight or deliberate, but Alpha core administrators have regular (Non-elite) versions of colony skills which makes them somewhat worse than hired admins.

Going to look into this for the next version. It's not intended, but if there isn't an easy way to upgrade the cores I'm okay with them just having the full set of base skills. Gives a nice distinction between generalization and specialization.

very good mod
but I have a question
can I make it that only my character has the modification
I want to make an op playthrough but when I tried every captain had the edited values

Excepting a few of the unique skills, NPCs have access to all the ones you have. That's part of the fun.

Would enjoy more options in the settings for reverting specific skills to their vanilla versions, especially the damage bonuses from Strike Commander and Wolfpack tactics.

Raw damage bonuses have a tendency to shatter Starsector's gameplay, so QC will have fewer, not greater, damage bonuses. Where they've been replaced they have generally been replaced with abilities that make it easier to land damage on targets, which is about as good while keeping the game's core mechanics intact.

yes please. I would love to just disable the tiers and wraparound. I don't need the skills overhauled at all. Maybe just to fiddle with the values.

You can achieve this with just the optional no-tiers skill_data.csv file. Either delete everything else in the mod and extract it at the mod's data folder, or modify your game's skill_data.csv in your favorite text editor so that all skills are tier 1.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: notabot on April 29, 2021, 08:24:18 AM
You can achieve this with just the optional no-tiers skill_data.csv file. Either delete everything else in the mod and extract it at the mod's data folder, or modify your game's skill_data.csv in your favorite text editor so that all skills are tier 1.

yeah I ended up going with option two. Just that core-modding is often frowned upon in these communities, mostly for good reasons. Anyway I noticed something when you remove the tier pairings either manually or with the mod: There's now enough space left for a whole extra skill on each lane :O oh the possibilities. I'll definitely be revisiting this mod once I've had a few proper goes at the vanilla skills. Perhaps you might have a surprise for us, of the "brand-new-customizable-tier-eleven-skill" variety by then? ;) thank you and one last question. Would it be possible to revert individual skills to vanilla by just deleting the corresponding .skill file from the mod?
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: Caypbaron on April 29, 2021, 09:02:27 AM
´Just wanted to thank you for the mod.

Before using it i always had a clear, which i considered optimal, skill path- Not following it, felt like hindering myself. But sadly this also included picking up certain prerequisite skills, which i didn´t particularly want or need.

Now i´m more tempted and able to try out varied skill builds.

Enjoying it so far, greatly.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: Blacknsilver on May 01, 2021, 11:57:52 PM
I gotta say, I was wrong about this mod. 
 
I assumed it would be way worse than the default skills. But then I tried it and it's amazing how much the game is improved by something as small as a skill re-rework. 
 
With default skills, I feel like I have to pick the same things every game- speed, cargo space, 10% fleet damage, all the tech stuff up to [+1 s-mod] and so on. 
 
But with this mod, there are actual choices to make. The first few levels are similar but afterwards? I feel like I can pick anything. And my runs feel totally different. 
 
 Ironically, it seems that railroading players into "you must choose 1 of these 2 skills" has resulted in the opposite of what the developers intended. At least that's my experience with the skill rework vs this mod.   

 Big kudos to the author(s). I apologize for underestimating you, you clearly knew what you were doing when you created this mod.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: Kesh on May 02, 2021, 05:35:38 AM
As I am already in the late game, and want to get a [RADACTED] capital and Quite a strong one, so I tried editing in the settings.json file so that Id have a max value of 50 automated points. But the max value doesn't change. I tried making the QC_AUTOMATED_THRESHOLD_DIVISOR to 4 with a battle size of 200 to have 200/4= 50, it doesn't really affect the skill. What can I do to adjust the max value?
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: Ramdat on May 02, 2021, 11:48:28 AM
As I am already in the late game, and want to get a [RADACTED] capital and Quite a strong one, so I tried editing in the settings.json file so that Id have a max value of 50 automated points. But the max value doesn't change. I tried making the QC_AUTOMATED_THRESHOLD_DIVISOR to 4 with a battle size of 200 to have 200/4= 50, it doesn't really affect the skill. What can I do to adjust the max value?
At the top of the file, change QC_CUSTOM_TECHNOLOGY to true.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: Redeye43 on May 02, 2021, 12:35:50 PM
Sensors and Navigation seem to be broken - I just can't alter them no matter what I do, I've even tried poking around in the source and recompiling the .jar with manually altered default values, but they're pegged at default. Nothing I do makes them change. Any idea what's up?

EDIT: Problem was already solved prior. Just go to the .skill files and change Sensors to CaptainsSensors and Navigation to CaptainsNavigation.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: michail on May 02, 2021, 01:24:55 PM
Wolfpack tactics' elite speed bonus seems to apply regardless of whether the skill is actually elite. Doesn't appear to be a display bug, one of the two really is faster in the simulation.

edit: no, wait, it might still be display bug: there's a zero-flux bonus too

Spoiler
(https://i.postimg.cc/bN7FWkWj/screenshot-2021-05-02-T23-10-55-1.png)
Fresh start, normal WPT.
(https://i.postimg.cc/mDgdCwz7/screenshot-2021-05-02-T23-11-01-1.png)
Officered overdriven Kite, 200 speed.
(https://i.postimg.cc/LsTCJ7XH/screenshot-2021-05-02-T23-11-05-1.png)
Unofficered overdriven Kite, 190 speed.
(https://i.postimg.cc/3w7fJ73S/screenshot-2021-05-02-T23-11-16-1.png)
Reassigning the officer brings it up to 200 speed.
(https://i.postimg.cc/Dw1YTm34/screenshot-2021-05-02-T23-16-12-1.png)
The officered one gets ahead in a race a bit (moving to a side because of the initial vertical formation).
[close]
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: PreConceptor on May 02, 2021, 08:23:42 PM
Found a bug: custom values for Officer Management don't seem to work. Yes custom values is on, Officer Training custom values work fine.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: PeachPatrol on May 04, 2021, 03:25:54 PM
Raw damage bonuses have a tendency to shatter Starsector's gameplay, so QC will have fewer, not greater, damage bonuses. Where they've been replaced they have generally been replaced with abilities that make it easier to land damage on targets, which is about as good while keeping the game's core mechanics intact.
When I just installed I was reluctant, but after playing a bit with your mod I have to agree this is the way to go.

Some other things that came up: I wanted to have missile specialization provide 0 ammo bonus, but the value wasn't valid. I guess 1% works? I ran into this with a lot of other values, trying to set them to 0. Not sure what technical limitations there are on your side, but at least there could be a comment in the options file that a minimum value is required (for the convenience of editing).

Also, setting nav rating and ECM to hullmods only is an interesting choice, but it would be nice if there were some new effects so the two skills wouldn't be 'duds' in this configuration.

This is a well made mod, I appreciate the work and look forward to seeing more.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: Makao on May 05, 2021, 03:41:44 PM
Is there a way to fix the Alpha core administrators not having the Elite skills?
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: PreConceptor on May 06, 2021, 10:23:27 AM
Also, setting nav rating and ECM to hullmods only is an interesting choice, but it would be nice if there were some new effects so the two skills wouldn't be 'duds' in this configuration.
I agree on Nav Rating, I feel its too easy to reach max with the normal settings so I always use it without officer influence. At least you get the command point bonuses. Maybe a setting to boost CP gain from bigger ships too?

I also agree in spirit that ECM could do with a bonus option if you don't use it with officer influence (especially since +ECM rating is the only possible effect), but I don't ever see myself disabling officer influence on ECM.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: turkler on May 12, 2021, 04:58:36 PM
in the config I can change the time it takes for field repairs to repair d mods but how do I disable it permanently? I don't want d mods to be repaired at all
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: Warnoise on May 15, 2021, 01:00:18 AM
I think Officer training is bugged. When I activated it, it didn't add an officer slot
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: phonon5891 on May 18, 2021, 01:25:41 PM
Thanks for the mod! I just started playing on 0.95 and the vanilla skill system was driving me nuts lol.

I do have a small problem with the mod though: I can't seem to get it to use my custom values in settings.json. I've set the custom booleans to true at the start of the settings file as instructed, but in-game none of my changes seem to be registering. I did install SS 0.95 in a non-default directory (.../starsector095; I'm keeping my 0.91 install in the default .../starsector) -- could this be related to the issue I'm having?

Any help would be appreciated, I've spent two hours trying to figure this out, but with no luck (doesn't help that SS w/ mods takes ~a minute to load on my system).

EDIT: Magically fixed itself after third cycle of download >> extract >> copy to mod folder >> pick flavor >> edit settings.json >> run game. Might have been botched download, botched extraction, or some freak accident involving a stray neutrino flipping a bit in my SSD at the exact location of the QC mod, dunno. In any case, mod is now actually reading the settings.json file.

Also, an observation: even if you edit the Helmsmanship speed bonus (I had set it to 1000 for testing) the in-combat 0-flux status notification shows the speed boost to only be the default +60 (50 default + 10 from default helmsmanship bonus, I suppose). Meanwhile my cruiser was flying around at ~600 speed in simulations lol.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: AlienCheekClapper on May 27, 2021, 08:54:53 AM
Hey! I love your mod and really enjoy the reworks. Could you make Alpha Core Administrators have Elite Skills? They currently only have the lowest tier of the skills. I didn't lose 3 of my Onslaught's farming remnants only to get an Alpha Core that barely graduated from middle school. Any way to edit that for Alpha Cores? Tyty
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: Stormy Fairweather on May 31, 2021, 10:47:18 PM
As I am already in the late game, and want to get a [RADACTED] capital and Quite a strong one, so I tried editing in the settings.json file so that Id have a max value of 50 automated points. But the max value doesn't change. I tried making the QC_AUTOMATED_THRESHOLD_DIVISOR to 4 with a battle size of 200 to have 200/4= 50, it doesn't really affect the skill. What can I do to adjust the max value?
At the top of the file, change QC_CUSTOM_TECHNOLOGY to true.

i am having the same issue, and this didnt resolve it.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: IonDragonX on June 01, 2021, 10:27:38 AM
At the top of the file, change QC_CUSTOM_TECHNOLOGY to true.
i am having the same issue, and this didnt resolve it.
It might be one of those settings that effects the creation of new campaigns. Those kind of things don't effect campaings-in-progress.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: Xanrai on June 13, 2021, 09:20:06 PM
At the top of the file, change QC_CUSTOM_TECHNOLOGY to true.
i am having the same issue, and this didnt resolve it.
It might be one of those settings that effects the creation of new campaigns. Those kind of things don't effect campaings-in-progress.

Not really, experiencing the same problem, and even creating new runs does not display the modified values. And this problem only seems to affect Technology skill tree specifically.

Did a bit of digging on my own to try and see maybe there's some codes not being called, albeit I have too little understanding of SS's structure to even spot any and therefore, didn't see any.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: Dal on June 15, 2021, 12:13:47 AM
Thanks for the reports all. I have a version in the wings with fixes for all the reported issues along with skill iterations and some new features. I'll try to finish buttoning it up some time this week soon-ish. :)
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: MagicKarpson on July 14, 2021, 07:40:26 AM
Is there a way to restore ECM to its original functionality? I have tried editing the setting in the mod files but can't figure out how to do so. If its not possible however, is there a way to add it so my officers on cruisers and capitals boost ECM?
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: Mira Lendin on July 14, 2021, 10:30:57 AM
This mod kinda feels like a nerf to everything, i get the sense of "you can pick every skill now" but most of them won't feel as attractive anymore
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: Dal on July 15, 2021, 12:04:52 AM
Is there a way to restore ECM to its original functionality? I have tried editing the setting in the mod files but can't figure out how to do so. If its not possible however, is there a way to add it so my officers on cruisers and capitals boost ECM?
Hi, I think you can restore ECM to vanilla by changing the ECM config as appropriate. No officer ECM score, yes shiptype ECM, max of 20, applied only to range, and the ships set to their old values. I haven't added cruiser and capital configs but it wouldn't be too hard to do.

This mod kinda feels like a nerf to everything, i get the sense of "you can pick every skill now" but most of them won't feel as attractive anymore

If you've only played the current SS patch and forward (0.95+), it absolutely is more evened out and that's very intentional. The skills should still be a notch above 0.91's, however. I want officers to be notable and dangerous, just not savant hero units.


Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: GalmTeamOne on July 28, 2021, 12:48:59 AM
I made my forum account finally so I could explicitly give this mod a resounding endorsement in almost every way. The only oversight I see so far is the AI core problem mentioned above. However you manage to address that is totally up to you, albeit I think it'd make the most sense to adjust it so that human admin skill variance (i.e., has 2 skills but not elite, 1 skill that is elite, 2 skills 1 of which that is elite and 1 not, etc) shakes things up in terms of the RNG department. Then you can justify giving alpha cores all three colony skills that are also elite. In that case the alpha core would be considered a "level 6" admin, and the rare human admin can only go to 3 or 4 tops. (2 skills that are elite, or something.)

Not sure if the whole admin adjustment thing is something you can mess with in the scope of this mod, but it'd be incredible if you managed it.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: Kiddin Me on August 06, 2021, 05:35:44 PM
@Dal, I think you may have inadvertently broken the Maneuvering Elite bonus, at least in the 3 sections variant of the mod.

(https://i.imgur.com/Ue3pyKv.png)

I'd assume that this is meant to be an inclusive or statement. That is: you get the speed buff if you meet either requirement.

My testing appears to indicate that you do not get it in either case:

Zero new flux:
(https://i.imgur.com/523zGlR.png)

1% flux (zero flux/shields up):
(https://i.imgur.com/b07d79F.png)

Base game behavior:
(https://i.imgur.com/UywTBkb.png)

The speed boost is granted at 0 new flux generation, even with existing flux.

This is obviously fixable by using the custom combat settings, but I wanted to note that it appears to occur.

Edit: I think that I found it. It's in the Java script, where we're including both criteria, so we inevitably fail one of the two:

(https://i.imgur.com/UPlTNyB.png)
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: Dal on August 10, 2021, 11:12:14 PM
Hmm. Good sleuthing. Those mechanics are pretty binary and there's nothing in the API to suggest they'd conflict. Short of a custom implementation, I'll change the default and make a note in the config file. Thanks for the report.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
Post by: Sun Wokung on August 21, 2021, 01:24:27 AM
Nice mod, very balancing. Thank you for your work.  8)
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
Post by: Dal on August 29, 2021, 08:48:29 PM
Quality Captains has been officially updated to 1.0.8! Available from the OP or right here. (https://www.dropbox.com/s/89yvvk7w7xeb7bf/Quality%20Captains_1.0.8.zip?dl=1) This is the last anticipated release before the next Starsector patch and brings several bug fixes, iterations, and features.

Quote
1.0.8
- Updated Officer Management, Navigation, and Sensors skills to correctly call the customization code
- Tidied up the Bulk Transport skill's effect
- Fixed a duplicated speed effect in Wolfpack Tactics
- Changed Helsmanship's elite effect to only use the Flux Threshold standard by default. Either option can still be switched to but having both enabled at once may conflict.
- Added the Field Repair effect's time factors to settings.json and updated the script with RC14 vanilla fix for hull restoration status.
- Coordinated Maneuvers has been given the ECM treatment: now supplies any combination of speed, maneuver, missile, fighter, and ship bonuses.
- Point Defense now applies only a (configurable) portion of its effects to launched fighters.
- Phase Mastery's speed bonus now varies between hull sizes
- Automated Ships supports a flat limit, if desired. Simply disable linear scaling.
- Addressed a vanilla issue where Energy Weapon Mastery dynamic damage bonuses applied to ballistic weapons.
- Added another "+Damage to ships based on hull size" set to fighters under officers that have the Strike Commander skill
- Also added a bonus for Target Analysis against frigates, though it defaults to +0%. It's there in the settings if you want it for some maniacal reason.
- Also hooked up TA's size based damage bonus to the correct config lines. ^^'
- Restored to Wolfpack Tactics the recovery assurance for frigates commanded by officers.
- Nerfed Crew Training slightly, CR bonus from 15 to 10%.
- Buffed Reliability Engineering with the same 5% max CR, to +20%.
- Nerfed dmod maintenance reduction effect with new multiplier, set to 50% of it was in 0.91a per ship dmod by default.
- Unified values in the code and default config.
- Resolved an override so that QC can now work alongside mods implementing custom skills.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
Post by: Raio_Verusia on August 30, 2021, 12:58:47 AM
Quality Captains has been officially updated to 1.0.8!...

Since updating, does not work. I fixed it though, take a look at your mod_info.json.

"skill_data.csv" line right under replace has a # in front of it. I'm no coder so idfk what it does but not what it's supposed to, I compared 1.0.4's json to 1.0.8 and that was the only difference.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
Post by: Dal on August 30, 2021, 04:07:56 AM
Quality Captains has been officially updated to 1.0.8!...

Since updating, does not work. I fixed it though, take a look at your mod_info.json.

"skill_data.csv" line right under replace has a # in front of it. I'm no coder so idfk what it does but not what it's supposed to, I compared 1.0.4's json to 1.0.8 and that was the only difference.

Hi, can you define "does not work?" I've been testing it for a few days now with that change and having no issues. You can uncomment that line if you need to, just be aware it may break compatibility with a few upcoming mods from other authors.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
Post by: Raio_Verusia on August 30, 2021, 05:45:50 AM
I couldn't get it to do anything, no matter what I did it just refused to initialize anything. Changing optionals, nothing. It's as if it wasn't installed at all, despite being enabled (disabled, enabled again, turned off, saved, uninstalled, installed again, enabled etcetcetc). I don't know, 1.0.4 worked fine drag and drop but 1.0.8 refused to work until I did that so I figured it was an accidental thing left in :o

Edit: It's quite possible maybe Archean Order requires that line un-commented? I didn't think it changed much with skills but maybe I'm wrong there?
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
Post by: Dal on August 30, 2021, 01:13:05 PM
Archean Order is a Total Conversion mod, heh, it's not compatible with almost anything. Glad to hear QC is working fine, then!
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
Post by: 6chad.noirlee9 on August 30, 2021, 03:33:58 PM
Archean Order is a Total Conversion mod, heh, it's not compatible with almost anything. Glad to hear QC is working fine, then!

tell that to my enabled mod list
Spoiler
{"enabledMods": [
  "pantera_ANewLevel40",
  "adjustable_skill_thresholds",
  "Adjusted Sector",
  "anotherportraitpack",
  "archeus_beta",
  "automatedcommands",
  "beyondthesector",
  "combat_docking_module",
  "timid_commissioned_hull_mods",
  "lw_console",
  "domain_mship_controllable",
  "diyplanets",
  "DetailedCombatResults",
  "dronelib",
  "extra_system_reloaded",
  "sun_flux_reticle",
  "gladiatorsociety",
  "GrandColonies",
  "hm_barratry",
  "hullmod_specialization",
  "sun_hyperdrive",
  "IndEvo",
  "lw_lazylib",
  "leadingPip",
  "logisticsNotifications",
  "MagicLib",
  "su_CarrierHullmod",
  "su_CarrierHullmod_Rebalance",
  "mir",
  "more_ship_names",
  "nexerelin",
  "console_overlord_additionalcommands",
  "wisp_perseanchronicles",
  "QualityCaptains",
  "m561_ramscoop",
  "remnant_command_transfer",
  "repdec",
  "sun_ruthless_sector",
  "secretsofthefrontieralt",
  "SEEKER",
  "PT_ShipDirectionMarker",
  "simpleplayerflags",
  "solsystem",
  "speedUp",
  "starpocalypse",
  "sun_starship_legends",
  "stelnet",
  "superweapons",
  "timid_supply_forging",
  "Terraforming and Station Construction",
  "trulyautomatedships",
  "US",
  "ungp",
  "unpackblueprints",
  "UGH",
  "wasabounties",
  "audio_plus",
  "shaderLib"
]}
[close]

using quality captains 1.0.4 with the latest version of AO
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
Post by: 6chad.noirlee9 on August 30, 2021, 03:36:14 PM
Archean Order is a Total Conversion mod, heh, it's not compatible with almost anything. Glad to hear QC is working fine, then!

tell that to my enabled mod list
Spoiler
{"enabledMods": [
  "pantera_ANewLevel40",
  "adjustable_skill_thresholds",
  "Adjusted Sector",
  "anotherportraitpack",
  "archeus_beta",
  "automatedcommands",
  "beyondthesector",
  "combat_docking_module",
  "timid_commissioned_hull_mods",
  "lw_console",
  "domain_mship_controllable",
  "diyplanets",
  "DetailedCombatResults",
  "dronelib",
  "extra_system_reloaded",
  "sun_flux_reticle",
  "gladiatorsociety",
  "GrandColonies",
  "hm_barratry",
  "hullmod_specialization",
  "sun_hyperdrive",
  "IndEvo",
  "lw_lazylib",
  "leadingPip",
  "logisticsNotifications",
  "MagicLib",
  "su_CarrierHullmod",
  "su_CarrierHullmod_Rebalance",
  "mir",
  "more_ship_names",
  "nexerelin",
  "console_overlord_additionalcommands",
  "wisp_perseanchronicles",
  "QualityCaptains",
  "m561_ramscoop",
  "remnant_command_transfer",
  "repdec",
  "sun_ruthless_sector",
  "secretsofthefrontieralt",
  "SEEKER",
  "PT_ShipDirectionMarker",
  "simpleplayerflags",
  "solsystem",
  "speedUp",
  "starpocalypse",
  "sun_starship_legends",
  "stelnet",
  "superweapons",
  "timid_supply_forging",
  "Terraforming and Station Construction",
  "trulyautomatedships",
  "US",
  "ungp",
  "unpackblueprints",
  "UGH",
  "wasabounties",
  "audio_plus",
  "shaderLib"
]}
[close]

using quality captains 1.0.4 with the latest version of AO


edit: ive also done runs with various factions and cant remember any making the game crash, although im sure one or two would

edit: edit: im an AO nerd at this point lol.  well.....i guess im a nerd for starsector mods in general.  didnt know you updated, gonna have to throw the update on my non AO install!
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
Post by: Raio_Verusia on August 31, 2021, 07:28:00 AM
Archean Order is a Total Conversion mod, heh, it's not compatible with almost anything. Glad to hear QC is working fine, then!

Haha, yeah, like a charm! It probably needed that line uncommented to override something, I take it? I have no idea what I'm doing but whatever I did works lol
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
Post by: Morrokain on September 02, 2021, 09:17:57 PM
Edit: It's quite possible maybe Archean Order requires that line un-commented? I didn't think it changed much with skills but maybe I'm wrong there?
Haha, yeah, like a charm! It probably needed that line uncommented to override something, I take it? I have no idea what I'm doing but whatever I did works lol
Hi just saw this! As a quick explanation, AO didn't replace many skills in past versions and so you likely wouldn't have noticed the couple that were overridden at that time, but it was necessary to replace most if not all skills for the 0.95a version of starsector because skills changed drastically from 1.91 to 1.95 and the TC's features require different skill thresholds among other things. So, Quality Captain's skills/config wouldn't be used unless it also replaces the csv - which at that point there is some kind of load order logic that determines which one is used. I *think* it loads backwards alphabetically as priority? I can't remember.

But anyway, the rule of thumb when running the AO mod is to disable that mod first if something appears to not be working correctly or crashes and see if that resolves it or at least changes anything. If it does, let me know about it on the AO thread first before posting a bug report on another mod's thread and I'll 1) try and reproduce it, and 2) attempt a workaround in a future version, walk you through a workaround or at least offer an explanation as to why the override causing the bug/behavior is necessary.

Really just generally speaking I prefer any questions/concerns that come up when AO is installed come to that thread first and then I can let other modders know if I discover that the bug came from their mod. That way, the chance of false bug reports from TC features is reduced.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
Post by: Raio_Verusia on September 02, 2021, 10:37:56 PM
Really just generally speaking I prefer any questions/concerns that come up when AO is installed come to that thread first and then I can let other modders know if I discover that the bug came from their mod. That way, the chance of false bug reports from TC features is reduced.

Ah yes, that makes sense. I underestimated JUST how much AO changes. 1.0.4 of QC worked seemingly perfectly so I just assumed it was an issue with 1.0.8 which is my bad. I didn't think of going to AO's thread first as 1.0.4 working tricked me lol
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
Post by: Morrokain on September 03, 2021, 12:44:16 AM
Ah yes, that makes sense. I underestimated JUST how much AO changes. 1.0.4 of QC worked seemingly perfectly so I just assumed it was an issue with 1.0.8 which is my bad. I didn't think of going to AO's thread first as 1.0.4 working tricked me lol
That's very understandable and to be honest I probably needed to put "this mod overrides skills" on the main page under the compatibility portion when I released that update. I actually thought I already did that but when I double-checked it doesn't mention it. I might have only included it in the original update post or thought it at one point and then didn't implement it at all and thought I did - which is completely my bad.

I just now updated the main page and I also made an attempt to make this information more accessible before the download button is clicked in any case. I do try to make as many mods compatible as possible, but as a total conversion mod that can be difficult and in this case both mods are doing the same thing - replacing the skill system. Not much I can do about that other than allow the skill-mod to have priority if they use the replace array and if they don't then adding in the disclaimer and otherwise helping users wanting to use the skill mod alongside the TC.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
Post by: Raio_Verusia on September 03, 2021, 03:07:54 AM
Not much I can do about that other than allow the skill-mod to have priority if they use the replace array and if they don't then adding in the disclaimer and otherwise helping users wanting to use the skill mod alongside the TC.

Honestly, I think, after playing with QC without AO for a test, it isn't doing much of anything short of the rearranging of skill tiers (getting rid of it) as the skills are radically different without AO with QC. But I don't want to hijack this thread haha!
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
Post by: Dal on September 03, 2021, 02:39:27 PM
No worries about chatter from me. If you end up wanting to play just AO's skills without restriction, you can modify its skill_data.csv yourself so all the skills are set to "1" tier and they'll all be available from the start.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
Post by: geminitiger on September 05, 2021, 04:10:56 AM
Is there a version that allows you to use the vanilla skills without any tier on them? I really hate a bunch of skills in the middle of the trees.
And I really like the new "D mod be gone" in the vanilla skill system.

edit: I think I was able to do it myself based on what I read above, just set the all the skills to tier1, looks gtg.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
Post by: CorsairZero on September 07, 2021, 12:12:24 AM
Dal, for how much crap I give you, I find QC to be one of the best S-mods for SS. Aka "I'm jaded".
Regardless, thanks for a high quality mod and fixes/updates/balancing alongside it.
No puns intended.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
Post by: PreConceptor on September 11, 2021, 01:42:35 PM
For a future update, would it be possible to add the functionality to Coordinated Maneuvers to allow CP regen bonuses for cruiser and capital flagships as well?