Fractal Softworks Forum

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

Title: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
Post by: Dal on April 16, 2021, 11:41:04 PM
Quality Captains v1.1.1
A gameplay-first, balance-friendly, fully-configurable skill overhaul.
(https://i.imgur.com/t5fM15O.png) (https://www.dropbox.com/s/gx8iiezgeta8wzj/Quality%20Captains%201.1.1h.zip?dl=1)
^Click the banner, it's waiting for you. Requires Magiclib.
Highlights:
Combat
These
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Leadership
detailed descriptions
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Technology
Are
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Industry
WIP again
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Did I mention it's fully configurable? (https://i.imgur.com/0GG2gKC.png)
Changelog
1.1.0 First 0.95.1a version
- Refreshed Quality Captains to Starsector's 0.95.1 skills.
- Requires MagicLib now! Yay!
- Incidentally, the mod's tweakable settings are now in modSettings.json rather than settings.json.
- The default skill tree is now partially leveled; 3 tiers total and reaching each tier unlocks all skills on that tier without further restriction.
- The optional skill trees have also been updated.

1.1.1
- Changed the behavior of the ECM skill to count each electronic warfare skill toward ECM score rather than just checking that you had at least 1.
- Corrected an error in the description of Point Defense that was displaying half the configured value for anti-fighter damage.
- Various fixes to the Automated Ships skill. It should now display and act exactly as configured.
- Added an optional minimod that stores QC config settings between versions. Should make overwriting old versions a breeze.
- Restored Bulk Transport's civilian ship burn bonus and added its config setting.
1.1.1h
- Corrected an oversight resulting in duplicated Hypercognition skills. Will probably require no AI governors or a new game to update.
- Tweaked the EWar skill description.

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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.
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 and you'll have reason to note which.
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/modsettings.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: Quality Captains is up to date with the 0.95.1a-RC6.
Q: Can I get the old version for Starsector 0.95.0?
A: Sure! It's here. (https://www.dropbox.com/s/89yvvk7w7xeb7bf/Quality%20Captains_1.0.8.zip?dl=1) The latest will always be under the banner.
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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.
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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?
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
Post by: margath on September 27, 2021, 11:14:24 PM
Is there a solution for Alpha Core Administrator having all skills elite or am I missing something?
I read through the pages and the suggestion to remove #skill_data is not working.
I feel cheated that my Alpha is not elite...
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
Post by: Oni on October 03, 2021, 03:46:50 AM
Hello all, for some reason my automated ship seems to be stuck at 26% readiness despite me having the correct skill and I'm trying to track down the mod doing it.
(My battle size is maxed, if that matters)

Anybody else seem to have this problem?

Right now I'm guessing it's between this one and Fleet Size by DP....
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
Post by: Dal on October 03, 2021, 11:59:18 AM
Hello all, for some reason my automated ship seems to be stuck at 26% readiness despite me having the correct skill and I'm trying to track down the mod doing it.
(My battle size is maxed, if that matters)

Anybody else seem to have this problem?

Right now I'm guessing it's between this one and Fleet Size by DP....

QC is one of the mods that overrides that skill. You should be able to check your config and customize it as you like if it's this mod. By default your AI ship limit is a factor of your battlesize setting, so very limited engagements may restrict ship choices.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
Post by: Oni on October 04, 2021, 05:06:46 PM
... QC is one of the mods that overrides that skill. You should be able to check your config and customize it as you like if it's this mod. By default your AI ship limit is a factor of your battlesize setting, so very limited engagements may restrict ship choices.
Well, changing my QC skill settings to this let me get my Radiant to 60% readiness at least:

Spoiler
#Automated Ships
   "QC_USE_AUTOMATED_LIMITS":false,
   "QC_USE_AUTOMATED_LIMIT_LINEAR_SCALING":true, #Mostly benign plans, implemented
   "QC_USE_AUTOMATED_LIMIT_DYNAMIC_SCALING":false, #Evil plans, unimplemented
   "QC_AUTOMATED_POINTS_THRESHOLD":70, #If limits are enabled but scaling is not, limit = this
   "QC_AUTOMATED_POINTS_THRESHOLD_DIVISOR":5, # If linear scaling enabled, limit = Battlesize / this
   "QC_AUTOMATED_MAX_CR":80, #The maximum CR that an AI ship can reach. Does not affect fleet limit.
[close]
Not perfect, but at least the ship is functional now... kinda fuzzy on what all that did, but whatever works.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
Post by: Phenir on October 22, 2021, 09:10:24 PM
I'm getting a crash with this mod.
Spoiler
4170954 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.skills.CaptainsMakeshiftEquipment$Level3B.apply(CaptainsMakeshiftEquipment.java:111)
   at com.fs.starfarer.campaign.CharacterStats.applyFleetwideToStats(Unknown Source)
   at com.fs.starfarer.loading.specs.intsuper.super(Unknown Source)
   at com.fs.starfarer.loading.specs.intsuper.super(Unknown Source)
   at com.fs.starfarer.loading.specs.intsuper.super(Unknown Source)
   at com.fs.starfarer.combat.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.combat.B._.this.while(Unknown Source)
   at com.fs.starfarer.combat.B._.actionTaken(Unknown Source)
   at com.fs.starfarer.combat.B._.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.Stringsuper.super(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
I get this crash when I try to transfer command after my ship has been destroyed.
Edit: Seems like the version numbers confused me, I was using 1.0.8 rc3 and the OP had just 1.0.8. The version from the OP doesn't have this crash.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
Post by: PasDeBras on December 15, 2021, 10:45:31 AM
Hello everyone, is this mod still compatible with nex, or am i missing something here?
I get this result with both active ...
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
Post by: Dal on December 15, 2021, 07:07:33 PM
Hi. The mod has not been updated for 0.95.1. It is strongly recommended that you do not use it until then. You will experience very aberrant behavior and miss out on vanilla's new skills. It'll be updated in time.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
Post by: PasDeBras on December 16, 2021, 12:12:09 AM
Oh ! Thank you for the quick answer, it was in blue in the modlist so i didn't even think of compatibility with the new version!
cheers
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
Post by: BreenBB on December 25, 2021, 04:51:23 AM
Hello! I made quick personal edit of some skills since there is no skill mods for 0.95.1a yet, its just Helsmanship and Automated Ships and plus one extra skill from 091, Loadout Design with its own altitude, but I used some of your code, I used your ModPlugin as base and bits of Helsmanship and Automated Ships code too to make them configurable in settings file, interesting are you fine if I release this mod here? Your code was useful to figure out how to make skills configurable, not hardcoded.

https://imgur.com/a/uKipN59
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
Post by: swatmore on December 26, 2021, 06:55:12 PM
It seems like there's no way to uninstall the mod at the moment, loading the "uninstalled" save still gives me error message.
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
Post by: Dal on December 26, 2021, 08:03:17 PM
Hello! I made quick personal edit of some skills since there is no skill mods for 0.95.1a yet, its just Helsmanship and Automated Ships and plus one extra skill from 091, Loadout Design with its own altitude, but I used some of your code, I used your ModPlugin as base and bits of Helsmanship and Automated Ships code too to make them configurable in settings file, interesting are you fine if I release this mod here? Your code was useful to figure out how to make skills configurable, not hardcoded.

https://imgur.com/a/uKipN59

Hi! Cool that you added a new aptitude; I had been wondering how that would go. Feel free to post your tweak to the mod.

It seems like there's no way to uninstall the mod at the moment, loading the "uninstalled" save still gives me error message.

Are you uninstalling the mod or disabling it in the launcher? Those are different. The safest way to update right now is to:
Find QC's settings.json, and turn "UninstallMode" to true.
Load up 0.95a (pre-update) with QC enabled in the launcher, and load your game.
Save (or save-copy), then close the game.
Optionally: verify that you can now safely disable QC and load that game you just saved
Update Starsector to 0.95.1, load your game, live on.

Uninstalling the mod from 0.95.1 is very unlikely to work. Any NPC that has outdated skills would throw an error and there's not much I can do about that.
Title: Re: [Previous Version - 0.95a] Quality Captains: A Skill Rework v1.0.8
Post by: Nick XR on December 26, 2021, 11:59:25 PM
I used this in my last .95 playthrough and the playthrough was made much better because of  this mod, thanks!
Title: Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
Post by: BreenBB on December 27, 2021, 10:18:54 AM
Hi! Cool that you added a new aptitude; I had been wondering how that would go. Feel free to post your tweak to the mod.

Here: https://fractalsoftworks.com/forum/index.php?topic=23446.0

Speaking of aptitude, it was easy to add actually, I kinda surprised what its not hard coded unlike things like weapon mounts types or damage types, but its added mostly via technical reason, since skill UI isn't scaleable, so its was only way to add extra skill without removing skills from existing aptitude or having them push skills off screen.
Title: Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.0
Post by: Dal on April 25, 2022, 04:33:25 AM
After a much extended hiatus, Quality Captains has been updated to 0.95.1a! Please enjoy.
Title: Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.0
Post by: Zr0Potential on April 25, 2022, 10:29:46 PM
Love the mod, really makes the uninteresting skills you'd pass on actually worth taking.

Anyways is there a chance we can get a truly modular version? I prefer using the default scaling Bulk Transport skill compared to the flat bonus, especially in the early game.
Title: Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.0
Post by: Phantasia on April 26, 2022, 01:18:46 AM
The wording for how Combat Endurance handles malfunctions could do with further clarification.
It suggests that it only reduces malfunctions when at low combat readiness but when you look at the source code that doesn't seem to be the case.
In actuality malfunctions are reduced independent of the ship's combat readiness.
Code
	public static class Level5B implements ShipSkillEffect {
public void apply(MutableShipStatsAPI stats, HullSize hullSize, String id, float level) {
stats.getCriticalMalfunctionChance().modifyMult(id, 1f - MALFUNCTION_REDUCTION / 100f);
stats.getWeaponMalfunctionChance().modifyMult(id, 1f - MALFUNCTION_REDUCTION / 100f);
stats.getEngineMalfunctionChance().modifyMult(id, 1f - MALFUNCTION_REDUCTION / 100f);
}

public void unapply(MutableShipStatsAPI stats, HullSize hullSize, String id) {
stats.getCriticalMalfunctionChance().unmodify(id);
stats.getWeaponMalfunctionChance().unmodify(id);
stats.getEngineMalfunctionChance().unmodify(id);
}

public String getEffectDescription(float level) {
return "-" + (int)(MALFUNCTION_REDUCTION * NO_OFFICER_MULT) + "% chance of malfunctions when at low combat readiness";
}
This distinction is worth noting especially for those that are piloting ships with Ill-Advised Modfications that can cause malfunctions at any time e.g. LP ships or interactions with modiverse hull-mods which may add malfunctions as an act of balancing.



More comments while I'm here...

I've never been a big fan of EW scaling with officer's skills. Furthermore they need to have either Gunnery Implants or Energy Mastery but no bonus of sorts for having both (not even a diminishing bonus)—I would rather spend my time playing the game then min-maxing fits or officer builds to fit fleet composition. Vanilla did it best here scaling with the amount of ships added (and thankfully it's customisable). It sucks even more when you're up against doritos that have ECM ratings of 50!

Also I prefer the vanilla 0.95.1a Helmsmanship so as to not have to ever encounter the scenario with enemy ships that have a ridiculous level of flux capacity and have low weapon flux usage which can result in being infinitely kited and sniped by ship with permanent zero-flux bonus that keep their flux usage at less than 1%.
Title: Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.0
Post by: Dal on April 26, 2022, 03:02:39 AM
The wording for how Combat Endurance handles malfunctions could do with further clarification.
Good point. I think this was vanilla, but it's been updated for the next version.

Quote
they need to have either either Gunnery Implants or Energy Mastery but no bonus of sorts for having both ... Vanilla did it best here scaling with the amount of ships added
Changed to raise ECM score by skill count! If that mode is selected, they'll get a bonus from each in the future. It may not make remnant any less terrifying, but then they're electronic demigods; they're probably pretty good at EWAR.

The ECM For Hullsize toggle will emulate vanilla if that's your preference. By QC default all the hullsize values are equal.

Quote
Also I prefer the vanilla 0.95.1a Helmsmanship
By all means! That's why it's a config toggle. :D
Title: Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.0
Post by: Dal on April 26, 2022, 03:14:20 AM
Anyways is there a chance we can get a truly modular version? I prefer using the default scaling Bulk Transport skill compared to the flat bonus, especially in the early game.
If there's a particularly frustrating change that can't be adjusted by stats, the .skill files in Quality Captains/data/characters/skills have most effects documented. For bulk transport, removing the "Captains" prefix in each line will restore the vanilla effect with scaling limits.

As a side, a lot of people have been mentioning the civilian ship burn bonus, so that'll be coming to QC in the next patch.
Title: Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.0
Post by: Phantasia on April 26, 2022, 04:50:02 AM
By all means! That's why it's a config toggle. :D
It was more so me trying to argue for why I think QC should have particular defaults.
Be it you update mods by doing a clean install or a dirty drag-n-drop, QC on paper doesn't handle either well and it's easy to forget to remember what edits edits were made between updates.
This may be mitigated if users use the External Settings Pack from #mod-updates over at USC but I can't confirm whether that works in practice.
Title: Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.0
Post by: Zr0Potential on April 27, 2022, 07:06:22 AM
Anyways is there a chance we can get a truly modular version? I prefer using the default scaling Bulk Transport skill compared to the flat bonus, especially in the early game.
If there's a particularly frustrating change that can't be adjusted by stats, the .skill files in Quality Captains/data/characters/skills have most effects documented. For bulk transport, removing the "Captains" prefix in each line will restore the vanilla effect with scaling limits.

As a side, a lot of people have been mentioning the civilian ship burn bonus, so that'll be coming to QC in the next patch.

Ah thanks for the tip, and good call on the civ burn bonus one, really helps lugging around the cargo freighters.

If I might suggest maybe try to add more Elite Skills or something I personally did (I hope you don't mind me bootlegging it for my personal use) is reusing some of the bonuses you replaced (I moved vanilla Polarized Armor's "+25% flux dissipation rate while venting" to be an Elite Skill for Flux Regulation)   ;D
Title: Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.0
Post by: PreConceptor on May 01, 2022, 12:51:29 PM
Tried editing Automated Ships in modSettings.json, disabled all scaling and set the limit to 200, but its still acting like the limit is 120 (tested by adding 4 Radiants with no cores to the fleet, max CR drops to 37%)

Skill description lists 'Your automated ship limit is 120' in the third line of the effects, and under that the max CR calculation block is wrong, says 200 points max/240 currently (with the 4 Radiants) with 67% max when its actually 37% in-game

Also noticed that with the default settings (battlesize scaling) the automated ship points were always stuck at 120 no matter the battlesize was, which was what made me fiddle with the settings originally.

edit: tried with battlesize scaling turned on and the limit set to 200, and the CR calculation block listed the 200 points and 67% max, but still the actual max CR limit seemed to still be working off 120 max (max CR dropped when over 120 points). This was still with battlesize at 600 like the other instances.
Title: Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.0
Post by: Dal on May 02, 2022, 02:19:32 AM
The automated ship points were always stuck at 120
Hi, thanks for the report. I found two display issues that needed to be fixed and it should be clearer in the next version.
There's two important factors that are easy to confuse. The first is that QC's battlesize scaling skips the normal limit and just uses the divisor setting. Turning the divisor down should raise the budget. The second is that the CR bonus is simply added against the vanilla -100% penalty. This can result in fleet limits that are 20 points lower than expected (using defaults).

The limit code seems to be working correctly in my testing just now, so hopefully the corrected description helps clear up what's going on.
Title: Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
Post by: Dal on May 02, 2022, 02:49:53 AM
That feels like enough for a patch. Changes released! I've also added an optional minimod for storing config values between versions. It should be safe to completely replace the main QC directory without losing your settings going forward.
Title: Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
Post by: Phantasia on May 02, 2022, 05:04:02 AM
Quote
1.1.1
- Changed the behavior of the ECM skill to count each electronic warfare skill toward ECM score rather than just checking that you had at least 1.
I can confirm that the changes are in (officers with one ECM skill grant a 1% bonus; officers with both grants a 2% bonus) however the skill description and the config comments suggest that having both doesn't give a stacking bonus.
Title: Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
Post by: Ranakastrasz on May 03, 2022, 08:35:42 PM
The description for Impact mitigation is really awkward. I think I understand it, but its hard to tell.
Code
Minimum effective armor raised from 5% of maximum by 5%
Maximum damage reduction by armor raised from 85 by 5%"

Compared to Vanilla, the description is way clearer, for the mirrored part.
Code
Maximum damage reduction by armor raised from 85% to 90%

Edit:
Armada Doctrine suggests that it never reduces deployment points, because 20% or 0 points whichever is less, means zero.
Carrier group is not clear if it gives durability to fighters or the carriers themselves, and does not state the bonus for having an officer.
Electronic warefare gives no numbers, though I could guess it to be identical to Coordinated Manuvers
Title: Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
Post by: NGTV Eye-ris on May 23, 2022, 09:30:43 PM
I'm sure this was probably already asked but I wanted to know if there's a way to scroll through the skills since a few of them don't fit due to my screen resolution, maybe like a scroll bar so I can scroll through the rest of the skills? If not, is there a way so I can some/all skills?
Title: Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
Post by: Dal on May 25, 2022, 06:26:58 AM
I'm sure this was probably already asked but I wanted to know if there's a way to scroll through the skills since a few of them don't fit due to my screen resolution, maybe like a scroll bar so I can scroll through the rest of the skills? If not, is there a way so I can some/all skills?

Hi, this shouldn't be happening in a correct install. QC uses the same skills as vanilla, so if vanilla shows correctly QC will too. Please double check your game and mod versions and perform a clean reinstall of the mod (delete the folder, extract a new copy). If for some reason that doesn't resolve the issue, let me know.

Description stuff.

Thanks for a feedback, I'll take a look at these.
Title: Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
Post by: NGTV Eye-ris on May 26, 2022, 10:17:34 PM
Hi, this shouldn't be happening in a correct install. QC uses the same skills as vanilla, so if vanilla shows correctly QC will too. Please double check your game and mod versions and perform a clean reinstall of the mod (delete the folder, extract a new copy). If for some reason that doesn't resolve the issue, let me know.

Yeah, I'm on the latest Starsector game version, I've updated my java, and I've reinstalled the mod 3 times. Unfortunately, the skills are still vanilla and in tier-form. Could it possibly be a mod conflict? I can provide some screenshots if needed
Title: Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
Post by: Dal on May 28, 2022, 05:51:24 AM
Hi, this shouldn't be happening in a correct install. QC uses the same skills as vanilla, so if vanilla shows correctly QC will too. Please double check your game and mod versions and perform a clean reinstall of the mod (delete the folder, extract a new copy). If for some reason that doesn't resolve the issue, let me know.

Yeah, I'm on the latest Starsector game version, I've updated my java, and I've reinstalled the mod 3 times. Unfortunately, the skills are still vanilla and in tier-form. Could it possibly be a mod conflict? I can provide some screenshots if needed

Screenshots would help. I'm on the unofficial discord and can be reached easily there too. In the meantime, try extracting the optional tierless skill setup over your skill_data.csv. That should at least work to flatten the skill tree. If it doesn't then there's definitely a collision somewhere.
Title: Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
Post by: bigwheel on June 13, 2022, 02:23:23 AM
Question: Do the elite bonus of Polarized Armor and Impact Mitigation stack?

PA elite bonus says "Minimum effective armor raised by 5%" and IM says "Minimum effective armor raised from 5% of maximum by 5%". This is problematic wording, because if IM is counted second, then this part of the bonus seems like it would have no effect. Is that correct? Or do both stack to get minimum effective armor = 15%?
Title: Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
Post by: Dal on June 16, 2022, 10:39:01 AM
Question: Do the elite bonus of Polarized Armor and Impact Mitigation stack?

PA elite bonus says "Minimum effective armor raised by 5%" and IM says "Minimum effective armor raised from 5% of maximum by 5%". This is problematic wording, because if IM is counted second, then this part of the bonus seems like it would have no effect. Is that correct? Or do both stack to get minimum effective armor = 15%?

I think this is part of the wording pass I need to do. The base is 5%, but each skill adds +5% (by default config). I did a lot of armor testing for this version and I was really pleased with how tough this made armor specialists feel without getting overbearing.
Title: Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
Post by: bigwheel on June 16, 2022, 09:52:02 PM
Question: Do the elite bonus of Polarized Armor and Impact Mitigation stack?

PA elite bonus says "Minimum effective armor raised by 5%" and IM says "Minimum effective armor raised from 5% of maximum by 5%". This is problematic wording, because if IM is counted second, then this part of the bonus seems like it would have no effect. Is that correct? Or do both stack to get minimum effective armor = 15%?

I think this is part of the wording pass I need to do. The base is 5%, but each skill adds +5% (by default config). I did a lot of armor testing for this version and I was really pleased with how tough this made armor specialists feel without getting overbearing.

Okay great! I almost never fly armor so I'm glad it works because it makes it more appealing.

I think wording is important because it sucks as a player to sit there and not even be sure if the skill/weapon/etc is working, and theory crafting is a lot of the fun imo.
Title: Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
Post by: Dal on June 21, 2022, 02:31:13 PM
Question: Do the elite bonus of Polarized Armor and Impact Mitigation stack?

PA elite bonus says "Minimum effective armor raised by 5%" and IM says "Minimum effective armor raised from 5% of maximum by 5%". This is problematic wording, because if IM is counted second, then this part of the bonus seems like it would have no effect. Is that correct? Or do both stack to get minimum effective armor = 15%?

I think this is part of the wording pass I need to do. The base is 5%, but each skill adds +5% (by default config). I did a lot of armor testing for this version and I was really pleased with how tough this made armor specialists feel without getting overbearing.

Okay great! I almost never fly armor so I'm glad it works because it makes it more appealing.

I think wording is important because it sucks as a player to sit there and not even be sure if the skill/weapon/etc is working, and theory crafting is a lot of the fun imo.

I appreciate the feedback. :)  I'll see about bumping the next polish pass up in schedule.
Title: Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
Post by: ligar on July 16, 2022, 11:21:07 AM
First of all love the mod and most of all the customization and balancing, great work and thx for the mod, I was wondering is there any way to restore energy weapon mastery back to its original use?, I can see the flux reduction in the settings but I can't figure out how to enable them.
Title: Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
Post by: ZeroEffect on July 18, 2022, 07:53:33 PM
What do the #BACKCOMPAT and #"Specialist" in the modSettings.json do?

I enabled them but don't see any changes in-game.
Title: Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
Post by: Kilo181 on August 13, 2022, 09:20:02 AM
I was told you could revert skills back to their current vanilla abilities and edit them with this mod but I can't seem to find it for certain skills like Energy Weapon Mastery. Anyone know how to?
Title: Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
Post by: berkenkamp25 on August 14, 2022, 08:37:02 PM
Is it possible to make a version that removes skills caps for cargo capacity and fuel/supply usage?
Title: Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
Post by: Phenir on August 15, 2022, 03:45:42 AM
If I set battle size to anything less than 400, even 390, then Armada Doctrine's dp cost reduction stops working. This is also reflected in the skill description. It will read "20% or 0 points, whichever is less".
Title: Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
Post by: Gundamfan on August 30, 2022, 06:02:22 AM
Can I ask, If it is Possible that the Quality Captain only for the player? Kinda Suck if every faction have the same bonus that i input
Like Industrial Planning bonus i wanted to have 5+ but every one has the same bonus.
Title: Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
Post by: Shashakul on September 08, 2022, 09:17:45 AM
Is there a way to use a single skill from 0.95a with the rest from 0.95.1a? I missed an opportunity to play around with Derelict Contingent D-mod tanking bonus. Wish it was an option.
Title: Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
Post by: Oya on September 08, 2022, 08:10:34 PM
First, thank you for this fantastic mod. For the Armada doctrine, is there a way I can change it so the DP reduction affects all ships whether they have an officer or not? Thanks again.





Wish there was an endorse button for mods to upvote or like.
Title: Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
Post by: Xomi on September 27, 2022, 10:11:32 AM
Hehe, waiting for Realistic Combat new skills compatibility. Much appreciate your work!