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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] Commissioned Crews 1.999999gggg  (Read 314108 times)

Timid

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Re: [0.9.1a] Commissioned Crews 1.1
« Reply #15 on: September 21, 2019, 06:15:19 PM »

This is really cool, I'm going to have to think about how I might want to integrate it.

(It would be really fun to balance a faction around below-average stats without a commission that raise to above-average with one. 'Proprietary Maintenance Standards').
That sounds good just make sure the users download this mod!

This is a really neat idea.  As others have noted, balance is off a bit - some of these are definitely more valuable than others - but it's still a really neat idea.  Kudos.

My assessments:
Hegemonic Plating: Simple and to the point.  Not a really significant bonus, but nothing to sneer at either.
League Leadership: This one's pretty powerful; at least personally, I rarely have the OP available to put expanded deck crews on my carriers, so I'd be getting the full bonus more often than not.  On the flip side, the Persean League is pretty boring as a faction, so giving them an exciting and potent crew bonus is, imo, actually, a good idea.
Sindrian Endurance: An interesting idea, but... not actually that useful, at least for my playstyle.  I'd probably combine this with something like a 10% reduction to ship maintenance supply cost.
Blessing of Ludd: This one is, um... weird?  The effect seems fairly reasonable, but the flavor-text could use a re-write.  Something like "Eschewing automated tracking systems, each missile is individually remote-guided by Luddic gunnery crews."
Tri-Tech Assistant: 100% useless bonus.  There are several sources for auto-aim accuracy bonuses (High CR, gunnery implants skill), and they already add up to more than actually has any effect.  That said, I'm not sure what would be a good replacement here.  Maybe a 5% reduction to shield / phase cloak maintenance flux costs?
The Path: One of the more powerful options.  On the other hand... you've got a commission from the Luddic Path.  That probably balances out.
Pirate Handiworks: Powerful but situational.  Though, again, if you're allied this closely with the pirates... well, not only does that mean you're more likely to be in a situation where this matters, it also means you do need all the help you can get.

Hm.  Yeah, okay, so that's just Sindrian Endurance and Tri-Tech Assistant that I think need work.

Question: Do these bonuses apply to ships from the given faction, or just player ships when commissioned?
Edit: It's been pointed out to me that the above question is unclear.  What I meant to ask is if this gets applied to fleets controlled by the given faction, or just the player's fleets.
MesoTroniK makes a good point, but no your player faction fleets don't get the bonus since most of the time they are fighting with fleet points in auto-resolve battles. There's no point in giving player faction hull mods since it is rare you want to join a fight with them. I'll take a look at Sindrian Endurance and Tri-Tech Assistant for next update.

It's a good idea, making late-game com interesting.  :)
Thank you!

Harpuea

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Re: [0.9.1a] Commissioned Crews 1.1
« Reply #16 on: September 21, 2019, 08:14:08 PM »

Wow, nice work. Will download and try going to play with and see how it goes.
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Agile

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Re: [0.9.1a] Commissioned Crews 1.1
« Reply #17 on: September 21, 2019, 10:46:16 PM »

Tri-tech commission being a lower version Optics upgrade, or a general range boost / damage boost for energy weapons only would be cool.
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Timid

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Re: [0.9.1a] Commissioned Crews 1.1
« Reply #18 on: September 28, 2019, 04:08:21 PM »

1.2 September 28th, 2019
  • Hegemonic Plating's Armor Bonus increased from 35/40/45/50 to 35/50/65/80.
  • Blessing of Ludd reworked; now grants +25% Missile HP and +10% Missile Damage.
  • Sindrian Endurance renamed to Lion Training; now offers a scaling bonus of defensive/offensive abilities varying on the personality of the officer (timid <-> reckless)
  • Tri-Tech Assistant reworked; now reduces the decay of CR by -20%.
  • The Path's Speed Bonus increased from 15/15/15/5 to 15/15/15/10.

There's no bugfixes or anything since everyone is relatively stable. Only a balance tweak! Version 1.1 or 1.2 will work fine!
« Last Edit: September 29, 2019, 04:54:21 AM by Techpriest »
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Agile

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Re: [0.9.1a] Commissioned Crews 1.2
« Reply #19 on: September 28, 2019, 08:05:16 PM »

Found a oversight.

When you save a loadout with the Commission hull mod, then use the loadout on another ship, the Commission hull mod doesn't show up, so you have to manually add it.

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Alphascrub

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Re: [0.9.1a] Commissioned Crews 1.2
« Reply #20 on: September 28, 2019, 11:08:55 PM »

Well with the release of Borderlands 3 and WoW Classic Starsector is on a backburner for me right now, but when I do finally grow bored of BL3 I will definitely be giving this mod and 9.1 another go. Looks like something I can really get behind since I already tend to roleplay quite a bit in SS. Great Job.
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Timid

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Re: [0.9.1a] Commissioned Crews 1.2
« Reply #21 on: September 29, 2019, 04:56:36 AM »

Found a oversight.

When you save a loadout with the Commission hull mod, then use the loadout on another ship, the Commission hull mod doesn't show up, so you have to manually add it.
1.21 September 29th, 2019
  • The Commissioned Specialist Hullmod will now do a ship-wide check on your fleet instead of doing the ship it has the hullmod on individually.
Save-game compatible.

Agile

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Re: [0.9.1a] Commissioned Crews 1.2
« Reply #22 on: September 29, 2019, 09:41:33 AM »

Found a oversight.

When you save a loadout with the Commission hull mod, then use the loadout on another ship, the Commission hull mod doesn't show up, so you have to manually add it.
1.21 September 29th, 2019
  • The Commissioned Specialist Hullmod will now do a ship-wide check on your fleet instead of doing the ship it has the hullmod on individually.
Save-game compatible.

Thank you, space jesus.
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Timid

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Re: [0.9.1a] Commissioned Crews 1.1
« Reply #23 on: October 13, 2019, 10:33:22 PM »

1.3 October 13th, 2019
You're going to notice that the file size may be getting a little bit chunkier, but that's all in good changes. Here are the logs! There are QOL changes, balance tweaks, performance optimization, and graphic updates!

  • Commissioned Bonuses may now be acquired automatically when you dock into a market (in the last resort if a bug happens, the hullmod still does the same purpose and for modules).
  • Re-added Commissioned Crews Ban for some odd reason that you don't want a certain ship to be automatically receiving commissioned bonuses...
  • Game loads 6 seconds faster (code compiled into a .jar, srccode is in the same jar folder)
  • Hegemonic Plating's Armor Bonus increased from 35/50/65/80 to 40/60/80/100.
    • Ships from a XIV Armor Structure only receive 50 flat armor.
  • League Leadership reworked from League Manufactory; now increases the rate at which fighters respawn by 30%/25%/20%/15%.
    • Keep in mind this bonus stacks with diminishing returns, not additively. Don't be looking at them Leadership bonus and this fleet for 0 seconds respawns
  • Blessing of Ludd's Damage Bonus increased from +10% to +20%/15%/10%/5%.
  • Lion Training reworked; now grants a +5% Maneuverability and +10% Weapon Turn Rates. Provides more bonuses when an officer is attached.
    • Timid and Cautious Officers grant Lion's Eye. -5% Flux Damage from Shields.
    • Steady Officers grants Lion's Mane. +10% Maneuverability and +15% Weapon Turn Rate.
    • Aggressive and Reckless Officers receive Lion's Maul. +5% Damage to Shields.
  • Tri-Tech Assistant reworked; now reduces skeleton crew count by -15%.
  • The Path's Speed Bonus increased from 15/15/15/10 to 25/20/15/10.
« Last Edit: October 13, 2019, 10:40:00 PM by Techpriest »
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Modo44

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Re: [0.9.1a] Commissioned Crews 1.3
« Reply #24 on: October 14, 2019, 01:45:27 AM »

Are these bonuses applied to AI-controlled faction fleets?
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Course

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Re: [0.9.1a] Commissioned Crews 1.3
« Reply #25 on: October 14, 2019, 02:33:37 AM »

What TT did to deserve this? Their bonus to leading weapons was at least somewhat useable for almost any ship and CR decay reduction was a change for the better, but now, in middle-late game it's just utterly useless. Other factions get useful stuff like armor bonus, fighter respawn speed, missile damage bonus and even custom useful combat bonuses depending on what officer pilots ship and then TT gets... 15% skeleton crew reduction?

Your mod is great and i am planning to continue to use it, but in case if you don't plan to change that, can you please tell me how do i preserve CR decay reduction bonus when updating to a new version? Thanks.
« Last Edit: October 14, 2019, 04:57:27 AM by Course »
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Yunru

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Re: [0.9.1a] Commissioned Crews 1.3
« Reply #26 on: October 14, 2019, 08:51:22 AM »

What TT did to deserve this? Their bonus to leading weapons was at least somewhat useable for almost any ship and CR decay reduction was a change for the better, but now, in middle-late game it's just utterly useless. Other factions get useful stuff like armor bonus, fighter respawn speed, missile damage bonus and even custom useful combat bonuses depending on what officer pilots ship and then TT gets... 15% skeleton crew reduction?

Your mod is great and i am planning to continue to use it, but in case if you don't plan to change that, can you please tell me how do i preserve CR decay reduction bonus when updating to a new version? Thanks.
Simply navigate to Commissioned Crews\data\scripts\hullmods and replace CHM_tritachyon.java with the one from 1.2.
At least, in theory.

Course

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Re: [0.9.1a] Commissioned Crews 1.3
« Reply #27 on: October 14, 2019, 10:53:31 AM »

Simply navigate to Commissioned Crews\data\scripts\hullmods and replace CHM_tritachyon.java with the one from 1.2.
At least, in theory.
Sadly doesn't work like that because there is no scripts folder in 1.3 version. I guess i could swap something in CommissionedCrews.java, but there is none in 1.2, so i can't take files from there. Thanks anyway, i will stick to 1.2 for now.
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Yunru

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Re: [0.9.1a] Commissioned Crews 1.3
« Reply #28 on: October 14, 2019, 11:14:18 AM »

Sadly doesn't work like that because there is no scripts folder in 1.3 version. I guess i could swap something in CommissionedCrews.java, but there is none in 1.2, so i can't take files from there. Thanks anyway, i will stick to 1.2 for now.
It's in the jar now, so there's another step to it.
Open CommissionedCrews.jar with 7zip and navigate to data\scripts\hullmods\ and replace the file with the old one.

Course

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Re: [0.9.1a] Commissioned Crews 1.3
« Reply #29 on: October 14, 2019, 11:52:57 AM »

It's in the jar now, so there's another step to it.
Open CommissionedCrews.jar with 7zip and navigate to data\scripts\hullmods\ and replace the file with the old one.
Do i just change file extention from java to class? Because i can pull only .java file from 1.21, there is no .class file because there is no jar folder there at all.
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