- Fully customizable, down to the individual effect!
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.
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.
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.
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?I see an issue, I point it out.
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!
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.Also a valid idea. Would be nice to have.
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
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
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.
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?
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!
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.
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!
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.
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.
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!
Hello ! Does this mod removes the level cap or captain is still capped by level 15 ?QC doesn't touch the level cap or XP curve, though it will work with mods that do.
Thank you !
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.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.
Am I doing it wrong?
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.
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.
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.
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.
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?
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?
would it be possible to make a config that brings back old skills like the supply reduction for d mod ships? thanks in advance
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.
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.
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?
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.
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.
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.
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
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.
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.
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.
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.
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?
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.
It might be one of those settings that effects the creation of new campaigns. Those kind of things don't effect campaings-in-progress.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.At the top of the file, change QC_CUSTOM_TECHNOLOGY to true.i am having the same issue, and this didnt resolve it.
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
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.
Quality Captains has been officially updated to 1.0.8!...
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.
Archean Order is a Total Conversion mod, heh, it's not compatible with almost anything. Glad to hear QC is working fine, then!
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 listSpoiler{"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
Archean Order is a Total Conversion mod, heh, it's not compatible with almost anything. Glad to hear QC is working fine, then!
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 lolHi 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.
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 lolThat'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.
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.
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.Well, changing my QC skill settings to this let me get my Radiant to 60% readiness at least:
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
It seems like there's no way to uninstall the mod at the moment, loading the "uninstalled" save still gives me error message.
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.
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";
}
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.
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 addedChanged 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.
Also I prefer the vanilla 0.95.1a HelmsmanshipBy all means! That's why it's a config toggle. :D
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.
By all means! That's why it's a config toggle. :DIt was more so me trying to argue for why I think QC should have particular defaults.
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.
The automated ship points were always stuck at 120Hi, thanks for the report. I found two display issues that needed to be fixed and it should be clearer in the next version.
1.1.1I 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.
- 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.
Minimum effective armor raised from 5% of maximum by 5%
Maximum damage reduction by armor raised from 85 by 5%"
Maximum damage reduction by armor raised from 85% to 90%
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?
Description stuff.
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.
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
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%?
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.
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.
Hello guys! Thanks so much for the feedback and suggestions. To get things rolling again, here's a fresh link and informal update.Question! Since I've modified my personal copy of 1.1.h to re-implement some of the skills labeled as BACKCOMPAT in the modSettings.json file...
https://www.dropbox.com/s/78y59p97rprju93/Quality%20Captains%201.2.0a.zip?dl=1
This version brings optional Lunalib support, allowing you to modify skill balance ingame, and polishes descriptions and some other issues that've been reported. Once this version has been copied and I've added Realistic Combat support I'll release the finished update on the main post.
Question! Since I've modified my personal copy of 1.1.h to re-implement some of the skills labeled as BACKCOMPAT in the modSettings.json file...Hi. Indeed these skills will no longer load custom values, that code was disabled to prevent error spam. You could stick with 1.1.1h, or recompile the current version with the disabling comments (//) for that code removed. I may reconsider this by instead providing dummy values in the proper 1.2.0 release.
If there is no corresponding line in the mod's LunaSettings.csv file, will Quality Captains instead load any 'missing' values as defined in modSettings.json?
Or do I need to add new lines to LunaSettings.csv and/or edit certain .java files and then re-compile the .jar file to get this new version to load those values?
EDIT: Tested just now; neither adding relevant lines to LunaSettings.csv nor relying solely on any changes to modSettings.json were reflected in-game.
If there is mod i need to have for 0.96 that's nexerlin, but next one in line is Quality captains, anyone has clue how to update it for current patch?
if (this.engine.getCombatUI().isShowingCommandUI())was replaced with
if (this.engine == null || this.engine.getCombatUI() == null || this.engine.getCombatUI().isShowingCommandUI())However I know nothing about actually de-compiling and recompiling class files, so I can't actually implement a fix.
Alright, I did some digging through the class files and I think I found the problem with changes to the original neuralnetworkscript.class file. On line 307Quoteif (this.engine.getCombatUI().isShowingCommandUI())was replaced withQuoteif (this.engine == null || this.engine.getCombatUI() == null || this.engine.getCombatUI().isShowingCommandUI())and between lines 416 and 417 the lineQuotepublic static class NeuralLinkScript {}was added. However I know nothing about actually de-compiling and recompiling class files, so I can't actually implement a fix.
Alright, I did some digging through the class files and I think I found the problem with changes to the original neuralnetworkscript.class file. On line 307Quoteif (this.engine.getCombatUI().isShowingCommandUI())was replaced withQuoteif (this.engine == null || this.engine.getCombatUI() == null || this.engine.getCombatUI().isShowingCommandUI())and between lines 416 and 417 the lineQuotepublic static class NeuralLinkScript {}was added. However I know nothing about actually de-compiling and recompiling class files, so I can't actually implement a fix.
Wouldn't a quick-and-dirty fix be to rename (OR delete) the 'neural_link.skill' file from the '<Starsector install path>\mods\Quality Captains\data\characters\skills\' folder (so it uses the default Starsector version of the skill, averting the CTD) along with changing 'gameVersion' in the mod_info.json file to '0.96a-RC8' (or -RC9, or -RC10, etc.)?
Woke up this morning and realized I was going about this stupid and wrong. There was a very easy fix. Go to data/config/settings.json and comment out "neuralLinkPlugin":"com.fs.starfarer.api.impl.campaign.skills.CaptainsNeuralLinkScript",. This will prevent the offending code from being called. I've3 tested the neural link mod in combat and it appears to work fine. Gonna do a more full play-through and see if it's stable.I was editing vars, it worked until it crashed on what i think is when enemy has neural link.
Woke up this morning and realized I was going about this stupid and wrong. There was a very easy fix. Go to data/config/settings.json and comment out "neuralLinkPlugin":"com.fs.starfarer.api.impl.campaign.skills.CaptainsNeuralLinkScript",. This will prevent the offending code from being called. I've3 tested the neural link mod in combat and it appears to work fine. Gonna do a more full play-through and see if it's stable.About 5 years in and lvl 15, works flawleslly so far. Didn't dare to click neural link skill, but other then that, everything seems to work with above fix.
tried Sanrai's fix and still getting crashes whenever opening the Character menuedit mod file QualityCaptains/data/config/settings.jsonSpoiler272654 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.ui.impl.StandardTooltipV2$3.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.coreui.nullsuper.Ò00000(Unknown Source)
at com.fs.starfarer.ui.n.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.coreui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.coreui.AptitudeRow.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.g$Oo.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.g.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.coreui.Oo00.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.coreui.OoO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0OO.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.L.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.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(Thread.java:750)[close]
Quick question. I'm adjusting the "Hull Restoration Script" options in the settings. I want to make it impossible for the perk to restore Cruisers and Capitals over time, what multiplier would I put for them? 0? It seems like a HIGHER multiplier is a lower chance? Sorry, I'm a little confused.
I'm happy to announce Quality Captains 1.5.0 is now released! This version includes 10 perks that unlock over the course of a captain's adventures, and a final capstone perk that unlocks if you manage to achieve the entire set. Enjoy! Please report any bugs should you run into them.Going by the lack of a modSettings.json file and that Changelog.txt makes no mention of any backcompatibility support in 1.5.0...
Hi, this is my first time using the mod and I want to ask about the fact that my fleet burn level is x0.35 in deep hyperspace. I remember the value is around x0.65 before enabling this mod. Is this an intended feature, if so how can I change it? (I added the mod into an existing save). Thank you for updating this to 0.96 :)!Yeah, I noticed this too, suddenly moving a lot slower in nebulas and deep hyperspace after the update. It looks like the Navigation perk's 30% movement penalty ignore isn't working at all, even if I change it to 100%.
Going by the lack of a modSettings.json file and that Changelog.txt makes no mention of any backcompatibility support in 1.5.0...
I'd be better off staying with the 1.2.0 preview release (?), if I still want to make use of my restored/moddedre: overpoweredskills?
How well does this work with A New Level (https://fractalsoftworks.com/forum/index.php?topic=20535.0)?
Downloaded it just now. In mod manager and mod info... "version": "1.2.4",
In the change log: 1.2.5
Downloaded it just now. In mod manager and mod info... "version": "1.2.4",
In the change log: 1.2.5
Hi, grab the current version from the banner in the first post, it is the up to date link.
noticed that i cant reassign skills anymore and I'm fairly certain it's to do with this mod.
no error log to speak of
i can click Reassign skills in the skill menu but when i try to click a skill i get a sound that indicates it's not happening, can't reasign any of my skills at all.
Hi there Dal!
Is there a chance in a hotfix or an update you could include a console command as such to fulfil the milestones or, at least give us a list of what needs to be done to achieve the milestones? As a spoiler obviously, just wanting to so some testing is all.
Hi there Dal!
Is there a chance in a hotfix or an update you could include a console command as such to fulfil the milestones or, at least give us a list of what needs to be done to achieve the milestones? As a spoiler obviously, just wanting to so some testing is all.
This already exists, and I'm not telling you ;D
Finding the milestones is not esoteric, just thorough, and the hints on each can give you an idea where to look. In general just seek out vanilla stories and you'll probably achieve a milestone by the end. :)
How do we know the neural link is working if there is no hullmod, I used the setting to apply it fleet wide and I can't tell if it does in fact affect the entire fleet.
having an issue with setting reverting after relaunching game.
i would set the mod settings as i like and then when go and play the setting are changed as intended, however when i close the game and return the setting are reverted to default even though the lunalib menu states they are the same. this is apparent in both the in game tooltips and the actual affect in game.
Thanks for the swift replies, great mod apart from bugs that are not your fault at all, should i raise the reverting settings with lunalib?
Thank you for the work on this mod!That's just how it works, weapon stat cards don't change with bonuses. If you want to make sure it's working, you can install TMI since it calculates all stats in real time.
I had a quick question about ordnance expertise. It says there is supposed to be a decrease in the amount of flux generated by weapons with this skill but when I assign the captain to the ship, the weapon flux stat does not change. Is this a bug?
I can't find the download option, is it expired or something? I don't see the banner.The banner is the image at the top of the first post in the thread. :)
I can't find the download option, is it expired or something? I don't see the banner.The banner is the image at the top of the first post in the thread. :)
The banner is not showing up for me and it seems that no image is loading either. :-\
The banner is not showing up for me and it seems that no image is loading either. :-\
Sorry to hear that, it should be just loading from Imgur. The current (1.5.3) version link is here: https://pixeldrain.com/u/zVG3KCMG
Is Prince Milestone unlocked by that duel minigame? because that mission's name is Perseus's princess. Now the problem is I lost in the duel and finished the mission but the Milestone didn't unlock
Is that mean I can't unlock the last milestonein this save? :(Is Prince Milestone unlocked by that duel minigame? because that mission's name is Perseus's princess. Now the problem is I lost in the duel and finished the mission but the Milestone didn't unlock
You have to win the duel for the milestone to unlock.
Is that mean I can't unlock the last milestonein this save? :(Is Prince Milestone unlocked by that duel minigame? because that mission's name is Perseus's princess. Now the problem is I lost in the duel and finished the mission but the Milestone didn't unlock
You have to win the duel for the milestone to unlock.
1.5.2
- Reintroduced carriers with officers having enhanced fighter skills.
1.5.2
- Reintroduced carriers with officers having enhanced fighter skills.
Am I overlooking something? Because no fighter-related skills seem to be popping up with my officers on level up. Or is it just the two skills I can pick up in the Leadership tree that will apply to my officers instead?
1.5.2
- Reintroduced carriers with officers having enhanced fighter skills.
Am I overlooking something? Because no fighter-related skills seem to be popping up with my officers on level up. Or is it just the two skills I can pick up in the Leadership tree that will apply to my officers instead?
The latter. They're fleet skills, they simply apply more if the fighters are under command of an officer.
Last , how to unlock milestone when you add this mod in midgame? for me , even after Finishing the main quest , some of the milestone don't show up.
How do i remove the limits on Automated Ships, because whenever i try to it just stays the same
How do i remove the limits on Automated Ships, because whenever i try to it just stays the same
Automated ships has custom handling that can lag behind changes in the settings, but it should catch up quickly. Opening your skill page and mousing over the skill should force an update. I'll make a note to write this ingame somewhere.
"Carrier Group" is really confusing. The top says it affects ALL ships with fighter bays, and gives +50% bonus for officered ships, but then what the skill actually does says it only affects the PILOTED ship.The description is indeed poorly-worded; rather, it should read as:
Which is it? Could use some clarification.
"effects":[
{"type":"ALL_FIGHTERS_IN_FLEET", "script":"dal.impl.campaign.skills.CaptainsCarrierGroup$Level1"}, #Fighter damage taken reduction
{"type":"ALL_SHIPS_IN_FLEET", "script":"dal.impl.campaign.skills.CaptainsCarrierGroup$Level2"}, #Fighter replacement rate bonus
{"type":"HULLMOD_UNLOCK", "hullmods":{"converted_hangar":1,"expanded_deck_crew":1, "converted_fighterbay":1}},
]
Love the mod and the Lunalib integration is so nice to have!You have to disable milestones, wait for them to clear out, then respec.
Maybe I missed it in the FAQ, but I can't reassign skills with a story point when using this mod. Is this intentional? If I revert to the vanilla tree, reassigning works totally fine. My b if this has been answered already!
Cheers!
Love the mod and the Lunalib integration is so nice to have!You have to disable milestones, wait for them to clear out, then respec.
Maybe I missed it in the FAQ, but I can't reassign skills with a story point when using this mod. Is this intentional? If I revert to the vanilla tree, reassigning works totally fine. My b if this has been answered already!
Cheers!
Hello, recently had some trouble getting this to run on the latest version of Linux Mint-Cinnamon. Specifically when using a stock installation of the latest version of Starsector (0.96a-RC10) and trying to enable only this mod causes a CTD upon launch. Please let me know you need any additional information.
Are milestone compatible with random sector?
Some games I have the "detect gate" skill from the start and others I never seem to get it.
I can't seem to make changes to the configuration file, or to the files in Quality Captains\src\dal\impl\campaign\skills stick? Like, I just tried toggling "use automated limits" from "TRUE" to "FALSE" and I still have the same penalties to my automated ship that I did before.
Added Mediafire mirror.
The first milestone perk (Academician) isn't working correctly for me. It gives an extra 100% sensor range than it says it will, and it's also lacking a name on the sensor range modifier list. The screenshot below is when the bonus is set to 0% (instead of 50%) using LunaLib.
Is there any way to completely turn off the redacted skill features? I want to be able to use truely automated ships' system for it, rather than this mod, but the two mods conflict it seems. Thanks!
but to report:Actually, there seems to be an error in TMIs display of projectile speed, where it gives the difference as a negative value. I can confirm that Fire Control Elite bonus does in fact increase projectile speed.
Fire Control bonus that says it increases projectile speed actually decreases projectile speed.
found it by using tmi mod to show details on weapons/projectiles and narrowed it down to this skill.
Why do you nerf maintenance buff from 45% to 25%? This is not acceptable. You call that balance? No, it's total destruction of late game.
Why do you nerf maintenance buff from 45% to 25%? This is not acceptable. You call that balance? No, it's total destruction of late game.
Is there a complete list of triggers and criteria for the mod's milestones? I seem to have somehow completely missed the Usurpers one (I had to read the skill_data.csv to find out which it was) despite doing the entire quest :o
Hey, I noticed that you indicated the existence of a Console Command that unlocks a milestone, but after sifting through the files for both this mod and console commands mod, and the help menu in the console, I cannot for the life of me find the command, so what is the applicable command?
I would like to play the 95.1 version of this mod. Can you provide an old version of the modThis probably works.
Why do you nerf maintenance buff from 45% to 25%? This is not acceptable. You call that balance? No, it's total destruction of late game.
Why do you nerf maintenance buff from 45% to 25%? This is not acceptable. You call that balance? No, it's total destruction of late game.
Atlas with SMod Expanded Cargo exists do you know that? How are you having supplies problem anyway? Unless you are playing with stupid mods that added stupid ships with stupid maintenance cost then that is on you.
im assuming its nots compatible with .097a?
I know the mod is save compatible however i couldnt help using 1.5.3 on 0.97a before this official release for 0.97a. Will the game break if i update the mod now?
Is there a way to disable all the changes and just play with the added milestones? I want to at least try the new .97 balance first before going all in.
Sorry if this question is already answered, but is this mod compatible with Immersive Skills?
Thanks for the update ! But why is every time I use this mod for some reason Alpha Core suddenly vanished ? Doing several battles I only get Gamma and Beta, only from salvage and destroying the Remnant Stations seems to be guaranteed, any ideas ? Does it conflict with the setting used in the starsector-core ?
Thanks for the update ! But why is every time I use this mod for some reason Alpha Core suddenly vanished ? Doing several battles I only get Gamma and Beta, only from salvage and destroying the Remnant Stations seems to be guaranteed, any ideas ? Does it conflict with the setting used in the starsector-core ?
For some reason that's incredibly difficult to determine* mods which modify the automated ships skill interfere with core drop rates. When specced out of the skill cores should drop normally.
*Seriously, I've had myself and every modder I know review the code and nobody's come up with even a hint.
The title outside isn’t changed to 0.97
Is there a way to disable hull restoration for capital ships specifically? What multiplier would I need to set them to in the settings?
The title outside isn’t changed to 0.97
The thread title is updated - where do you see that?
So I finished the usurper questline and didn't get a milestone but am level 8. Do I have to be level 10 to get it? That is what is says when I hover over it in the skill menu. When I reach level 10 do I get that milestone?
The title outside isn’t changed to 0.97The thread title is updated - where do you see that?
From the mod index page.
Hi, this should be automatic. I've tested it in my latest save so I can only suggest the mission chain is incomplete. On an off chance are you using PAGSM?
i am certain with this mod you cant get alpha cores from ordos with automated ship skill
i realized i wasnt getting any alpha cores around middle of my save then realized i picked automated ship shill
i restarted by removing mods that could be causing error one by one and tested with and without skill
at last the only two mod that remained is console commands and quality captains defeated 5 ordos i get alpha cores without skill and defeated 5 ordo with skill and no alpha core