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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Author Topic: [0.95.1a] Quality Captains: A Skill Rework v1.1.1  (Read 105644 times)

Dal

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[0.95.1a] Quality Captains: A Skill Rework v1.1.1
« on: April 16, 2021, 11:41:04 PM »

Quality Captains v1.1.1
A gameplay-first, balance-friendly, fully-configurable skill overhaul.

^Click the banner, it's waiting for you. Requires Magiclib.
Highlights:
  • A thorough overhaul of every skill, based on hundreds of hours of gameplay in 0.91 and 0.95.
  • Multiple skill trees to choose between, including all skills available at the start (examples from 0.95 version)
  • The restoration of beloved skill effects, such 1%-flux speed boost
  • Adjustments for major skill outliers, such as Damage Control and various raw damage bonuses
  • Removed fleet size penalities and multiple new dynamic limits to chose from.
  • A complete ECM and NAV overhaul
  • Fully customizable, down to the individual effect!
  • A growing number of easter eggs
Combat
These
[close]
Leadership
detailed descriptions
[close]
Technology
Are
[close]
Industry
WIP again
[close]

Did I mention it's fully configurable?
Changelog
1.1.0 First 0.95.1a version
- Refreshed Quality Captains to Starsector's 0.95.1 skills.
- Requires MagicLib now! Yay!
- Incidentally, the mod's tweakable settings are now in modSettings.json rather than settings.json.
- The default skill tree is now partially leveled; 3 tiers total and reaching each tier unlocks all skills on that tier without further restriction.
- The optional skill trees have also been updated.

1.1.1
- Changed the behavior of the ECM skill to count each electronic warfare skill toward ECM score rather than just checking that you had at least 1.
- Corrected an error in the description of Point Defense that was displaying half the configured value for anti-fighter damage.
- Various fixes to the Automated Ships skill. It should now display and act exactly as configured.
- Added an optional minimod that stores QC config settings between versions. Should make overwriting old versions a breeze.
- Restored Bulk Transport's civilian ship burn bonus and added its config setting.
1.1.1h
- Corrected an oversight resulting in duplicated Hypercognition skills. Will probably require no AI governors or a new game to update.
- Tweaked the EWar skill description.

[close]
FAQ
Q: Can I install this in an ongoing game?
A: Yes! Quality Captains can be installed in previous save, though it may be a good idea to head to your storage before making the switch.
Q: Can the mod be uninstalled from a save?
A: There is an uninstallation-mode toggle made available in the mod's settings.
Q: Is the mod awesome?
A: Yes I think it's pretty awesome and I hope you enjoy it.
Q: Does the AI benefit?
A: The AI will receive full access to the same skills you do and you'll have reason to note which.
Q: Is it compatible with other mods?
A: It should be compatible any any mod that doesn't change the same skills.
Q: How do I select a different skill tree to use?
A: Open the mod's folder, select the "Optional" folder that sounds good to you, copy the data folder from inside over the mod's data directory, overwriting skill_data.csv.
Q: How do I adjust the values and options?
A: Open the mod's folder, then open data/config/modsettings.json in your favorite text editor. Make sure you toggle custom values on at the top!
Q: Does Quality Captains change leveling in any way?
A: Not at all! It should be fully compatible with any mod that modifies character or officer levels.
Q: Does this work with the newest hotfix?
A: Quality Captains is up to date with the 0.95.1a-RC6.
Q: Can I get the old version for Starsector 0.95.0?
A: Sure! It's here. The latest will always be under the banner.
[close]
« Last Edit: May 25, 2022, 06:24:08 AM by Dal »
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Tartiflette

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Re: [0.95a] Quality Captains: A Skill Rework v1.0
« Reply #1 on: April 16, 2021, 11:59:36 PM »

Congrats, looks awesome!
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blackcatvn

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Re: [0.95a] Quality Captains: A Skill Rework v1.0
« Reply #2 on: April 17, 2021, 12:08:19 AM »

Love it, awesome mod. Time to be a god-like admiral.
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Donko

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Re: [0.95a] Quality Captains: A Skill Rework v1.0
« Reply #3 on: April 17, 2021, 12:58:35 AM »

Congrats on finishing this, looks great! Having the Weapon Drills skill help counter the new ECM is really nice. I like the philosophy of "A given skill should have a counter-skill."
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Cyan Leader

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Re: [0.95a] Quality Captains: A Skill Rework v1.0
« Reply #4 on: April 17, 2021, 03:20:29 AM »

  • Fully customizable, down to the individual effect!

Incredible, I've been wanting something like this for ages. Thanks you!
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Chairman Suryasari

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Re: [0.95a] Quality Captains: A Skill Rework v1.0
« Reply #5 on: April 17, 2021, 04:07:19 AM »

This look awesome! Make the game less painful in a way. I prefer 0.91a sandbox skill than current skill any day now.

Also, do you think it's possible to increase the monthly cost every time I level up? I like to imagine myself recruiting resourceful individuals to acquire these skills Mount and Blade style. Thanks! Have a good one!
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Nia Tahl

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Re: [0.95a] Quality Captains: A Skill Rework v1.0
« Reply #6 on: April 17, 2021, 06:03:24 AM »

Makes the vanilla officer spam more bearable in lategame. Still a pain, but a lesser one. Think I'll nerf damagecon.
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MagicKarpson

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Re: [0.95a] Quality Captains: A Skill Rework v1.0
« Reply #7 on: April 17, 2021, 06:21:12 AM »

Very nice, I love having the ability to customize all the skills effects.
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SCC

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Re: [0.95a] Quality Captains: A Skill Rework v1.0
« Reply #8 on: April 17, 2021, 06:57:41 AM »

Targeting Analysis: it's a bit weird the bonus is just to capital ships now.
Impact Mitigation: it now protects from small strength hits more than bigger hits, which I'm not sure is a good idea.
Standoff Tactics: it's better than Ranged Spec, since it works for more than two ships in the game.
Phase Mastery, Phase Corps: I suspect they will still be problematic.
Systems Expertise: it's a real shame you nerfed it, because it was pretty fun for most ships that aren't Doom.
Missile Specialisation: it stacks with ECCM, missiles are so fast now.
Officer Training: spend story points to spend story points... Come on.
Energy Weapon Mastery: what's up with that EMP resistance? It's not much, but it's weird it's there.
Special Modifications: again, spend story points to spend story points.
Automated Ships: it's hilariously OP now. Getting a Radiant for a single skill point is incredible value.
Colony skills: they presumably are the best moneymaker skills, making other (mostly industry) skills obsolete. It's in a similar position as Automated Ships, in that it isn't immediately strong, only after you can get what makes it strong, but then it blows other skills out of the water.

I also have more fundamental issues with what you're doing with those skills, but you have heard about them already.

Dal

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Re: [0.95a] Quality Captains: A Skill Rework v1.0.1
« Reply #9 on: April 17, 2021, 08:24:18 AM »

Thanks for the kind words and feedback! I'll look into individual skills later today, for now I've released a quick hotfix to resolve the customization lock. 1.0.1 is available from the banner; if you already have a copy of the mod you just need the .jar file from the update.
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PeepingPeacock

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Re: [0.95a] Quality Captains: A Skill Rework v1.0.1
« Reply #10 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!
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IonDragonX

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Re: [0.95a] Quality Captains: A Skill Rework v1.0
« Reply #11 on: April 17, 2021, 11:48:38 AM »

Targeting Analysis: it's a bit weird the bonus is just to capital ships now.
Agree, It was already weird by ignoring the frigates in vanilla.
Systems Expertise: it's a real shame you nerfed it, because it was pretty fun for most ships that aren't Doom.
Agree, I'd revert that and nerf the doom system to balance the numbers back.
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Nia Tahl

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Re: [0.95a] Quality Captains: A Skill Rework v1.0
« Reply #12 on: April 17, 2021, 01:28:32 PM »

Targeting Analysis: it's a bit weird the bonus is just to capital ships now.
Impact Mitigation: it now protects from small strength hits more than bigger hits, which I'm not sure is a good idea.
Standoff Tactics: it's better than Ranged Spec, since it works for more than two ships in the game.
Phase Mastery, Phase Corps: I suspect they will still be problematic.
Systems Expertise: it's a real shame you nerfed it, because it was pretty fun for most ships that aren't Doom.
Missile Specialisation: it stacks with ECCM, missiles are so fast now.
Officer Training: spend story points to spend story points... Come on.
Energy Weapon Mastery: what's up with that EMP resistance? It's not much, but it's weird it's there.
Special Modifications: again, spend story points to spend story points.
Automated Ships: it's hilariously OP now. Getting a Radiant for a single skill point is incredible value.
Colony skills: they presumably are the best moneymaker skills, making other (mostly industry) skills obsolete. It's in a similar position as Automated Ships, in that it isn't immediately strong, only after you can get what makes it strong, but then it blows other skills out of the water.

I also have more fundamental issues with what you're doing with those skills, but you have heard about them already.

Using one of the alternate skilltree layouts (I like the skill lanes the most) helps with the Automated ships and colony skill issues at last.
Fully agree on Special Modifications and Officer Training (changed those to not have elite effects on my end)
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Nia Tahl

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Re: [0.95a] Quality Captains: A Skill Rework v1.0
« Reply #13 on: April 17, 2021, 01:34:41 PM »

Targeting Analysis: it's a bit weird the bonus is just to capital ships now.
Agree, It was already weird by ignoring the frigates in vanilla.
Systems Expertise: it's a real shame you nerfed it, because it was pretty fun for most ships that aren't Doom.
Agree, I'd revert that and nerf the doom system to balance the numbers back.

TA being tiered makes somewhat sense since the smaller ships are squishier. Those tiered bonuses basically just offset the innately higher armor and hp values of larger ships a bit. Imho TA should definitely have bonuses against cruisers and destroyers again.
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Radicaljack

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Re: [0.95a] Quality Captains: A Skill Rework v1.0
« Reply #14 on: April 17, 2021, 06:46:38 PM »

Targeting Analysis: it's a bit weird the bonus is just to capital ships now.
Impact Mitigation: it now protects from small strength hits more than bigger hits, which I'm not sure is a good idea.
Standoff Tactics: it's better than Ranged Spec, since it works for more than two ships in the game.
Phase Mastery, Phase Corps: I suspect they will still be problematic.
Systems Expertise: it's a real shame you nerfed it, because it was pretty fun for most ships that aren't Doom.
Missile Specialisation: it stacks with ECCM, missiles are so fast now.
Officer Training: spend story points to spend story points... Come on.
Energy Weapon Mastery: what's up with that EMP resistance? It's not much, but it's weird it's there.
Special Modifications: again, spend story points to spend story points.
Automated Ships: it's hilariously OP now. Getting a Radiant for a single skill point is incredible value.
Colony skills: they presumably are the best moneymaker skills, making other (mostly industry) skills obsolete. It's in a similar position as Automated Ships, in that it isn't immediately strong, only after you can get what makes it strong, but then it blows other skills out of the water.

I also have more fundamental issues with what you're doing with those skills, but you have heard about them already.

Tis a mod, and a customisable one at that, the base game skill tree is hilariously out of balance as it is, why the intense scrutiny for this?

Big fan of this OP, will let you know if any issues come up!
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