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Starsector 0.98a is out! (03/27/25)

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Messages - Scallion

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1
Suggestions / Re: Officer Reserve/Storage
« on: May 28, 2025, 10:23:22 AM »
I know it's an old post but I just wanted to say the exact same thing, so I guess I'll just agree here...

2
Suggestions / Keeping idle officers on planets
« on: May 28, 2025, 10:07:36 AM »
The Idea
Let us have a option to station an officer on a planet, like we can store a ship, where he doesn't contribute to officers cap.

The Reasons
Officers optimization is one of the slowest, RNG based, story point dependant activity you do for the entire game, from early stages to late game. It is reasonable considering how important officers are, but there is an gameplay issue that arises from it. If you had a fleet composition in mind from before you even started a new game, and you optimized your officers, you feel stuck with it. You can store your ship, even scuttle them if you are really short on story points, you can play with different weapons, but, if you for example want to swap 5 Tempests with 5 Scarabs, sudently you need a completely different officers roster. And while you can just remove old officers and try to level up new ones, you throw away so much story points and, what is even more important in my opinion, you can't go back if you find out that you liked your previous option more.

In practise I have been starting a new game each time I wanted to play with a new fleet, which can become tiring, considering amout of mid game staff you need to go through, including main quest and the crisises. And each time I dropped my save with 10s of millions of credits and cleaned up colony situation I did it only because I felt like it's easier to level up officers on new save with a lot of story points instead of removing my existing officers AND farm late game enemies with specific "low power" fleets for storypoints.

I feel like just knowing that I don't lose story points by dismissing officers and have an option to go back in my core fleet build would be enough for me to not abandon literally every game just as I started when I want to try something a bit new. I probably did about 5 playthroughs just om 0.98, some of them specifically to test a single ship I wanted and building a fleet around it. It was fun, but at some point grinding Leage blockades is just too much.

3
So I did respec from full red+green skills into red+green+blue. I did keep Officer Training training that I had before. During respec I got a popup about what to do with officers that exceed new cap (I removed Officer Management so it's working as intended), but also got a warning that I'll lose elite skills despite not adding or removing any perks that affect it. I *did not* lost a second elite skill on my officers that had two, but I'm now unable to add a second skill to officers that have 1 elite skill as it gives me only "Retrain" button with 1/1 elite skill can. I still can add 2 elite skills for officers that don't have any. I can email my save + mod and additional screenshots if needed.

4
Additional info: I can set 2 elite skills for officers without elite skills via menu "Make skill elite", but for officers who already has 1 elite skill I don't have this menu, I only have "Retrain" option in which it says he has 1/1 elite skills.

5
I respec my charecter without removing officer training but now I can't set second skill as elite for my officers. I still able to level officers to lvl 6 (I guess), as it doesn't say that 5 is max. Officers that already had 2 elite skills correctly shows them as 2/2. I play on 0.97a-RC11 patch with 1 mod (Detailed Combat Results 5.4.1). I couldn't test it without a mod as my save wouldn't load, but I don't think it would affect it.

6
Bug Reports & Support / Re: Officer not leveling up
« on: March 07, 2025, 06:32:56 AM »
I'm pretty sure that I have the same issue with pod officer starting from 0 XP, I haven't checked it earlier but at some point he had 200k/600k and now he has 300k/600k. So not sure if the issue with 0 XP lvl 5 officers is fixed. Save is vanila + detailed combat results mod, 0.97a-RC11. I can email a save file if needed

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