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

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Author Topic: [0.98a] Second-in-Command | A full-scale skill system rework  (Read 272996 times)

guardiangamer

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #570 on: May 28, 2025, 06:38:08 PM »

is the 1.4.10 save compatible?
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Lukas04

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #571 on: May 28, 2025, 08:53:35 PM »

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TomX_PL

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #572 on: May 29, 2025, 03:10:46 AM »

Is it possible to change the skill numbers? Adjustable Skill Thresholds doesn't work with SIC and I want to make an AI fleet, but vanilla 60 is way too low
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DanDan1985

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #573 on: May 29, 2025, 02:01:55 PM »

hey. first off, love the mod. it adds so much depth and variety and i love the crossmod interaction too. great work :)

that said, i ran into an error that i managed to reproduce. upon creation of a special task force, running the latest 1.4.10 version, the game crashes. im using TriOS which keeps logs and it gave me this:

4074659 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain java.lang.NoSuchMethodError: 'void second_in_command.specs.SCBaseAptitudePlugin.clearSections()' 122483   
java.lang.NoSuchMethodError: 'void second_in_command.specs.SCBaseAptitudePlugin.clearSections()'                                                             122484   
       at exerelin.utilities.NexUtilsSIC.generateRandomXOs(NexUtilsSIC.kt:98)                                                                                  122485   
       at exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel.handleSecondInCo mmand(PlayerSpecialForcesIntel.java:248)                              122486   
       at exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel.createFleet(PlayerSpecialForcesIntel.java:232)                                        122487   
       at exerelin.campaign.intel.specialforces.SpecialForcesIntel.spawnFleet(SpecialForcesIntel.java:159)                                                     122488   
       at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.spawnAndDespawn(RouteManager.java:640)                                                        122489   
       at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.advance(RouteManager.java:598)                                                                122490   
       at com.fs.starfarer.api.impl.campaign.CoreScript.advance(CoreScript.java:133)                                                                           122491   
       at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)                                                                                     122492   
       at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)                                                                                      122493   
       at com.fs.starfarer.BaseGameState.traverse(Unknown Source)                                                                                              122494   
       at com.fs.state.AppDriver.begin(Unknown Source)                                                                                                         122495   
       at com.fs.starfarer.combat.CombatMain.main(Unknown Source)                                                                                              122496   
       at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)                                                                                            122497   
       at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)                                                                                             122498   
       at java.base/java.lang.Thread.run(Unknown Source)

i hope this can help in improving your project. till then, i`ll patiently wait :)
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Lukas04

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #574 on: May 29, 2025, 02:50:50 PM »

hey. first off, love the mod. it adds so much depth and variety and i love the crossmod interaction too. great work :)

that said, i ran into an error that i managed to reproduce. upon creation of a special task force, running the latest 1.4.10 version, the game crashes. im using TriOS which keeps logs and it gave me this:

4074659 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain java.lang.NoSuchMethodError: 'void second_in_command.specs.SCBaseAptitudePlugin.clearSections()' 122483   
java.lang.NoSuchMethodError: 'void second_in_command.specs.SCBaseAptitudePlugin.clearSections()'                                                             122484   
       at exerelin.utilities.NexUtilsSIC.generateRandomXOs(NexUtilsSIC.kt:98)                                                                                  122485   
       at exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel.handleSecondInCo mmand(PlayerSpecialForcesIntel.java:248)                              122486   
       at exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel.createFleet(PlayerSpecialForcesIntel.java:232)                                        122487   
       at exerelin.campaign.intel.specialforces.SpecialForcesIntel.spawnFleet(SpecialForcesIntel.java:159)                                                     122488   
       at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.spawnAndDespawn(RouteManager.java:640)                                                        122489   
       at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.advance(RouteManager.java:598)                                                                122490   
       at com.fs.starfarer.api.impl.campaign.CoreScript.advance(CoreScript.java:133)                                                                           122491   
       at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)                                                                                     122492   
       at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)                                                                                      122493   
       at com.fs.starfarer.BaseGameState.traverse(Unknown Source)                                                                                              122494   
       at com.fs.state.AppDriver.begin(Unknown Source)                                                                                                         122495   
       at com.fs.starfarer.combat.CombatMain.main(Unknown Source)                                                                                              122496   
       at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)                                                                                            122497   
       at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)                                                                                             122498   
       at java.base/java.lang.Thread.run(Unknown Source)

i hope this can help in improving your project. till then, i`ll patiently wait :)

Issue with nex. Go to the releases page on SiCs github and go back a version for now/dont create a taskforce, will ask histidine to fix it.

EDIT: added a quick update that should also help fix it for instead.
« Last Edit: May 29, 2025, 02:57:06 PM by Lukas04 »
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DanDan1985

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #575 on: May 29, 2025, 08:47:21 PM »

the new update works like a charm. the problem is solved. thanks!
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Truly

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #576 on: June 01, 2025, 06:57:20 AM »

Game CTD when I salvaged ships post battle. Seems to be related to executive skill "Continuous Repairs", when I reloaded the save and change the executive it doesn't crash.

Code
257896     3208044 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipHullSpecAPI.isBuiltInMod(String)" because "base" is null
257897     java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipHullSpecAPI.isBuiltInMod(String)" because "base" is null
257898          at com.fs.starfarer.api.impl.campaign.DModManager.removeDMod(DModManager.java:378)
257899          at second_in_command.skills.starfaring.ContinuousRepairsListener.reportEncounterLootGenerated(ContinuousRepairs.kt:173)
257900          at com.fs.starfarer.campaign.CampaignEngine.reportEncounterLootGenerated(Unknown Source)
257901          at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelected(FleetInteractionDialogPluginImpl.java:1629)
257902          at com.fs.starfarer.ui.newui.o0Oo$1.o00000(Unknown Source)
257903          at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
257904          at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
257905          at com.fs.starfarer.ui.int.new(Unknown Source)
257906          at com.fs.starfarer.ui.int.processInput(Unknown Source)
257907          at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
257908          at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
257909          at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
257910          at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
257911          at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
257912          at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
257913          at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
257914          at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
257915          at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
257916          at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
257917          at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
257918          at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
257919          at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
257920          at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
257921          at com.fs.starfarer.ui.oo0O.processInputImpl(Unknown Source)
257922          at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
257923          at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
257924          at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
257925          at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
257926          at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
257927          at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
257928          at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
257929          at com.fs.state.AppDriver.begin(Unknown Source)
257930          at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
257931          at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
257932          at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
257933          at java.base/java.lang.Thread.run(Unknown Source)
« Last Edit: June 01, 2025, 07:08:37 AM by Truly »
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Phenir

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #577 on: June 01, 2025, 07:52:45 AM »

Is it possible to change the skill numbers? Adjustable Skill Thresholds doesn't work with SIC and I want to make an AI fleet, but vanilla 60 is way too low
Get automated XO. Besides the base amount of points it gives, it has some extra skills that also give points. This XO can be found anywhere like all the other ones added by the base mod.
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domestcat

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #578 on: June 02, 2025, 05:47:40 AM »

Is it possible to change the skill numbers? Adjustable Skill Thresholds doesn't work with SIC and I want to make an AI fleet, but vanilla 60 is way too low
Get automated XO. Besides the base amount of points it gives, it has some extra skills that also give points. This XO can be found anywhere like all the other ones added by the base mod.
Right, about the automation guy
His default AI ships budget is 120. with Specialised Equipment + 60 to that makes it 180.
Then there is Autonomous Expertise which is another + 60 but the tooltip does not add up, instead of 240 it still says your maximum budget is 180.
Is this just a mistake and the skill works as intended or max budget is 180?
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Phenir

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #579 on: June 02, 2025, 07:15:52 AM »

Is it possible to change the skill numbers? Adjustable Skill Thresholds doesn't work with SIC and I want to make an AI fleet, but vanilla 60 is way too low
Get automated XO. Besides the base amount of points it gives, it has some extra skills that also give points. This XO can be found anywhere like all the other ones added by the base mod.
Right, about the automation guy
His default AI ships budget is 120. with Specialised Equipment + 60 to that makes it 180.
Then there is Autonomous Expertise which is another + 60 but the tooltip does not add up, instead of 240 it still says your maximum budget is 180.
Is this just a mistake and the skill works as intended or max budget is 180?
It works correctly for me. 240 points with both skills taken. Are you looking at the tooltip of the skill before taking it?
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domestcat

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #580 on: June 03, 2025, 08:01:49 AM »

Is it possible to change the skill numbers? Adjustable Skill Thresholds doesn't work with SIC and I want to make an AI fleet, but vanilla 60 is way too low
Get automated XO. Besides the base amount of points it gives, it has some extra skills that also give points. This XO can be found anywhere like all the other ones added by the base mod.
Right, about the automation guy
His default AI ships budget is 120. with Specialised Equipment + 60 to that makes it 180.
Then there is Autonomous Expertise which is another + 60 but the tooltip does not add up, instead of 240 it still says your maximum budget is 180.
Is this just a mistake and the skill works as intended or max budget is 180?
It works correctly for me. 240 points with both skills taken. Are you looking at the tooltip of the skill before taking it?

Yes, I am talking about the hover tooltip of the skill.
After further testing turn out it's just an edge case.
If user did not pick both Specialised Equipment and Autonomous Expertise then hovering on both skills will say maximum budget is 180 even if you have both skill selected.
Only after you press confirm did the tool tip change
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FreyjaKitty

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #581 on: June 04, 2025, 05:35:29 AM »

Absolutely love this mod! The implementation is great, and it forces me out of my silly min-maxing patterns of making the same fleet in the same way every single bloody game. Fantastic mod all around, thank you so much for the good work!
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mitthrawnuruodo

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #582 on: June 11, 2025, 07:34:06 AM »

This is a great mod.

Lack of officers in the flagship has been one of my two major peeves with this otherwise masterpiece (the other being lack hierarchical fleet organization and chain of command). This goes a long way to address the first.

My only request would be to make the number of officers configurable.

You (or some other enterprising modder) can also consider an alternative version of this mod, which I think would be more "authentic" -
 
1. Flagship would have various officer posts based on type and size of ship (science officer, tactical officer, cargo master, navigator etc).
2. Officers would be classless, but will have one or more aptitudes for various lines of work (science, tactics, cargo, fighter command, comms etc) based on their background, affecting their performance / growth in various roles.
3. Players will assign officers to specific posts balancing their aptitude with needs of the ship, and will earn experience and skills in the area relevant to their post.
4. They can fired, KIA, reassigned as the situation demands.
5. Once they have sufficient experience, they can be promoted to captain ships of their own.

Cheers.
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Yunru

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #583 on: June 13, 2025, 05:00:36 AM »

I'm trying to track down a supposed submod called "Third in Command" that adds a Luddic Path XO, anyone got any leads?

Jimminy Crimbles

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #584 on: June 13, 2025, 05:17:28 AM »

I'm trying to track down a supposed submod called "Third in Command" that adds a Luddic Path XO, anyone got any leads?

in corvus, on the bootleg channel. here's the link. if that doesn't work, just search for third in command
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