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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Messages - PeepingPeacock

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1
There is not, changing "followersDiplomacy" from true to false in exerelin_config will get rid of random relation changes that impact your faction directly.

I'm assuming that's the problem you have because otherwise you're out of luck. In the base game AI factions will randomly declare war on each other and there's no way to change that I'm aware of, same is true in Nexerelin.
Also this should probably be in modding

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Mods / Re: [0.9.1a] Safety Override for capital ships v1.0.1
« on: April 21, 2021, 07:25:27 PM »
Necromancy to alert people that changing the version number with this mod not only works with no problem but more importantly -

You can build-in SO again  ;)

Here's hoping for a better nerf than "You can't do this cool thing because it'd be too fun" in the future.

3
Mods / Re: [0.95a] Quality Captains: A Skill Rework v1.0.2
« 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.



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.

4
Mods / Re: [0.95a] Quality Captains: A Skill Rework v1.0.2
« 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 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.


I think adding that would make for a really cool perk that makes a noticeable difference on how the game is played. Sort of like how ground operations let you play a different game of never paying for supplies and just raiding for them easily instead. By making it permanent and only boosting income at higher relations its not a skill that can be cheese'd for a faster start and then reassigned away after pocketing the extra money.
[close]

I can't thank you enough for bringing back the d-mod skills, what a wonderful mod! Thank you again for making and sharing it!

5
Mods / Re: [0.95a] Quality Captains: A Skill Rework v1.0.1
« 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!

6
Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: April 11, 2021, 10:22:44 AM »
Absolutely amazing mod, this idea has been floating around for awhile now and its finally here. Not only is it a great idea, it opens up a colossal amount of possibilities for mission events. I can't wait to play around with this. Thank you so much Kentington!

7
General Discussion / Re: New skill system is a step backwards
« on: April 09, 2021, 10:53:12 PM »
My issue with that is that for point b and c is that so far no one has agreed on what those skills are...

Everyone agrees one of the two industry skills is worthless if you plan on putting 10 points in it.
I've never met a single person that thinks automated ships is the superior choice to special modifications, or fighter up-link to electronic warfare, or  auxiliary support to weapon drills. But even if there are contrarians out there that will tell me how the other is actually the best skill in the game it doesn't really matter.

The problem with the new system is choice and in the case of industry and leadership, theme.
Its irrelevant if I2 are good skills or not if they don't fit the tree. They have nothing in common with the rest of the skills as flagship combat buffs in a tree focused on economy. The skills are always going to be regarded as "Worthless garbage you got forced to pick to reach the next tier you needed" by people that are looking to win battles through superior logistics. The skills being good or not has nothing to do with it.

Someone wanting missile specialization and system expertise for their griffon/wolf is forced to waste 3 skill points on things that are completely or mostly useless to them and that's going to upset them. This problem didn't exist in the old system when players had more control over their builds and that's why its a step backwards and why so many people are complaining about it.

8
General Discussion / Re: New skill system is a step backwards
« on: April 09, 2021, 06:42:11 PM »
Now that I think about the industry tree feels like a side grade tree for the other 3 trees rather then a stand alone. It clearly wasn't designed with a 10 point industry build in mind. Do any of the other trees trip over themselves like this?

Leadership also has non combat Tier 5 which has nothing to do with rest of the tree.

Though even more troublesome is the Tier 4 lock. If you take Leadership to 4 or 9, you are forever locked that way. Which is much worse than lock at T5, because at least tech tree is pretty much unconditionally good to have 5 points in.

Leadership and industry were the only trees I ever really used before. I was never about personally fighting and all about saving money and giving buffs to the fleet. I feel like my playstyle has really been gutted by these changes. I need to study these trees more carefully before I step in that leadership beartrap, thanks for the heads up.

I'm so disappointed by the lack of d mod support industry, before I could spec to save supplies on them. Now the only d mod thing is a mutant d mod combat builds... Something I'm sure the combat junkies love to toy with, but it shouldn't be in industry.

Same here, the game practically tells you "do not run large fleets" now with all the penalties you get to your skills. D-mod support should come back and derelict contingent should be changed to a buff to ships without shields.

I feel the system overall in a step in the right direction, but I do have a few issues with the current implementation.
  • Offering a choice between two skills that affect completely different ship types increases the barrier for a player to experiment with new ships. That seems like something the game's design should encourage, not discourage. Shields vs Phase is probably the biggest offender on this front, where one of the skills is always useless for your current ship.
    --snip--

That "choice" isn't really even a choice, it takes all of 3 seconds to look at your flagship and decide what to pick. It would be better if they were combined like they used to be and had a more interesting option to consider instead. You could have it be the shield-less ship buff idea or something crazy like your flagship mounts count as one size larger or turn into hybrid mounts.


9
General Discussion / Re: Shield shunt hullmod seems pretty bad
« on: April 09, 2021, 06:23:11 PM »
It exists just for derelict contingent. Zero other reason to use it unless some strat exploiting AI behavior shows up.

10
Modding / Re: [0.9.1a] Better Neutrino Detector Mod
« on: April 09, 2021, 09:18:37 AM »
Last online a year ago so unlikely this is ever updated, but if you do could you make the volatiles values editable?

11
Go to the bar of the colony being disrupted.

12
General Discussion / New skill system is a step backwards
« on: April 06, 2021, 06:09:02 PM »
Story points, contacts and the new story missions have all been praised as great additions to the game, outside of some minor quibbles. The new skill system is not nearly as universal in its praise and I believe its actually a regression from 9.1 for several reasons but the big one is thematics for at least two of the trees.

Easily the most common complaint is that skill trees are all over the place in theme and unlike the last version's skill system where that wouldn't really matter, here you're forced to take skills that just don't do anything for you in terms of game plan.That doesn't mean the skills are weak or anything, but peoples idea of planning out an archetype of a character and picking choices that help that along doesn't really exist anymore with the new skill system. I think this is an unfortunate side effect of getting rid of a ton of player choice by design, as Alex noticed players getting decision paralysis when confronted with 32 skills to level. Now its 8 choices at a time.

Combat - Still has its theme of "shoot good, fly fast" intact.

Leadership - What used to be the big fleet/carrier tree is now a hodgepodge of random skills that have little to nothing to do with each other.



Old skills - more command points for your large fleet. More officers for your large fleet. Less supply use for your large fleet, boosts to all your ships. Deploying more ship's gives you a bonus. 4 Carrier skills and a thematic boost to colonies and ground combat.



New skills - first option is damage or usable in combat civilian ships? Damage makes sense here as its fleet-wide but why isn't civ ships an industry skill?
Second option is frigate skills you would want both of if your going for a run like that, the first option is fleet-wide but it requires putting officers in frigates. Its not really a skill for large fleets, it just happens to buff them.
Third option is another fleet-wide buff that gets worse the more ships you have and a carrier skill.
Fourth is a choice between better officers or more of them and is the best feeling "They work together and you want both" skills because it don't feel like your losing out on picking one or the other. Fifth is again the thematic boost but not having anything to do with the others feels bad here because your forced to take it if you want to loop around.

Technology - The utility tree is still the utility tree.

Industry - What happened to the Industry tree is a tragedy and the direct reason for this post.
Its had all thematic junker play style support removed from it, has skills that don't belong there, filled with skills that do mostly the same thing instead of choices like other trees, an actual useless skill if you loop it.

I know, I know, derelict contingent is hilariously overpowered, but what fulfills the fantasy of having a junker fleet better?
A 5-dmod ship piloted by an officer being much better than a pristine ship piloted by the same officer?
Or a large collection of D-mod ships that are cheap to run and worse than their pristine counterparts?



Old skills - Every single skill in the old industry tree saved you money or made it in some way.

Less crew loss in combat, CR loss takes longer for malfunctions, D-mod negative effects reduced by 50%. More recovered weapons, more recovered ships, more fuel, less D-mods. Recovered ships start with more CR and hull, Hull and armor repaired after combat at no cost, faster repairs, D-mod maintenance cost reduction. Rare resources from stations, post battle additional salvage, remote scan. 2 colony skills.

Whats in italics has been nerfed so badly it might as well not exist for large fleets, especially the Hull and armor repair.
Everything bold has been flat out removed from the game, its just gone. A chunk of the entire tree and an entire play style just had all its support vanish with nothing to replace it, why?!



New skills -

First option is more supplies and fuel from stations and a bit extra from fights or the ability to actually carry it, you want both but the cargo space is clearly better now that salvage has been massively nerfed and no longer gives blueprints.
Second option is two skills taken from the combat tree, why are these even in industry? Why are flagship combat bonuses in the industry tree instead of something like the removed better recovery chances on ships and weapons or bonuses to contacts or anything else that would actually make sense in this tree.
Third option is better fuel economy with mostly nerfed less crew loss or better supplies and surveying, you want both again and you would want the combat stuff with supplies and the exploration with the fuel so either way you feel bad about your choice.
Fourth is the most backwards choice in the entire game as well as being one of the most broken, if you want a small elite force you pick the option that wants trashed ships, if you want a big fleet you pick the one that keeps everything pristine, this is totally counter to how anyone would think about D-mods. Its also the only skill choice where getting one makes the other skill literally useless after awhile, this skill choice is an abomination.
Fifth option thematically fits but gets completely invalidated with an item later on and your forced to take it to loop. Its also yet another skill where you want both again because they do nearly the same thing, Industry is plagued with this problem, you get cool choices in the other trees but in this one you feel like your getting half the deal. Give us a choice between a contact boost or colony boost, a choice between better supply economy or combat buffs. An actual choice instead of just picking the better of two things to do almost the same thing or would normally be used together.

The junker play style went from being able to scavenge bundles of weapons and ships with very low maintenance costs, paying less to fix them up and less for our own that got blow up in combat. Having D-mod ships be be better than bad but worse than good. Having nearly every skill synergize with others while still being good on their own.

To having one skill make a few officer'd ships full of d-mods be the best thing in the game. With no other skills doing anything for derelict ships. Horrible horrible horrible change.

TL;DR: Industry is terrible

13
Wooo! This mod does waystations better than the base game. Glad to get the supply&fuel VPCs back!

14
Suggestions / Re: Field Repairs
« on: March 29, 2021, 05:49:52 PM »
Campaign ability toggle seems like a better solution to that problem. Can just reuse the repair icon for it.

15
Yep editing the config file works great, I changed the max level to 40 and the max level for my officer to 13 for my officers so they can get all the skills with the skill that gives them 1 more level. Seems to be working great so far just dosent have the awesome xp curve.

Doesn't that completely gimp your story points gains?
Just adding skill points per level seems cheaty to me, but because story points are tied to exp gains increasing max level means once you finally cap out you will be gaining story points significantly slower.

I was actually wondering how Bonomel is going to address that problem if they decide to update.

Just accept less story points for more levels? Or do something like freeze the exp required once you hit level 15 so that story points don't get more expensive?

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