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News:

Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Author Topic: [0.95.1a] Officer Extension (0.4.3)  (Read 42047 times)

cytokine

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Re: [0.95.1a] Officer Extension (0.4.3)
« Reply #60 on: September 22, 2022, 01:23:36 AM »

I'd love to see an "unbalanced" addition to this mod, where you can increase the max cap of deployed officers, turned off by default of course, and only enabled and adjusted in the json files.

I completely understand the significance of balance by not having this feature, but it would still be cool to have it as an option.

I've tried to dive into the base game settings to see if I could increase the amount of bonus officers from the skills, but I don't think I looked deep enough to find where I could change it.
Why not just raise baseNumOfficers?
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DanzyDanz

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Re: [0.95.1a] Officer Extension (0.4.3)
« Reply #61 on: October 03, 2022, 11:17:26 PM »

FYI, Quality Captain borks the filter UI
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Damonvi

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Re: [0.95.1a] Officer Extension (0.4.3)
« Reply #62 on: October 05, 2022, 08:20:28 PM »

I'd love to see an "unbalanced" addition to this mod, where you can increase the max cap of deployed officers, turned off by default of course, and only enabled and adjusted in the json files.

I completely understand the significance of balance by not having this feature, but it would still be cool to have it as an option.

I've tried to dive into the base game settings to see if I could increase the amount of bonus officers from the skills, but I don't think I looked deep enough to find where I could change it.
Why not just raise baseNumOfficers?

it seems silly to increase the base number, when there's skills that add 4 more officer slots in vanilla. i feel like this mod could/should adjust those skill perks to be much more than +2, so as to only modify officer cap when this mod is enabled.

so rather than doing a base amount change that changes [6+2+2=10] to something like [12+2+2=16], you get something like [6+6+6=18]. there's still work involved in increasing your officer cap, but you get a higher officer cap later on.
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jercar

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Re: [0.95.1a] Officer Extension (0.4.3)
« Reply #63 on: October 12, 2022, 04:27:02 PM »

I've been having problems getting the mod to work when I put it in a mod pack the game stops working and it says the cause is the plugin file.
any idea how to fix it
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MrNage

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Re: [0.95.1a] Officer Extension (0.4.3)
« Reply #64 on: November 10, 2022, 10:14:36 AM »

Have you ever thought about the concept of "retiring" your officers? Once they reach max level (if weren't already), spend SP to permanently send them off with a lump-sum pension/severance in exchange for bonus experience. Though you can't do it as soon as they capped: once your officers max, they either have to stay in your fleet for a set number of days (recorded) or they accrue enough enemy Fleet Points in battles (that they participated in; personal kills may not be necessary), whichever comes first. Additional considerations include whether (or how many times) you have mentored/demoted/retrained them, and whether they are level 5+.
« Last Edit: November 10, 2022, 10:23:47 AM by MrNage »
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StriderGunship

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Re: [0.95.1a] Officer Extension (0.4.3)
« Reply #65 on: Today at 04:37:42 AM »

Can I demote cryopod officers? Or they'll lose extra levels and elite skills?
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