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News:

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 105004 times)

Dal

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« Reply #135 on: June 21, 2022, 02:31:13 PM »

Question: Do the elite bonus of Polarized Armor and Impact Mitigation stack?

PA elite bonus says "Minimum effective armor raised by 5%" and IM says "Minimum effective armor raised from 5% of maximum by 5%". This is problematic wording, because if IM is counted second, then this part of the bonus seems like it would have no effect. Is that correct? Or do both stack to get minimum effective armor = 15%?

I think this is part of the wording pass I need to do. The base is 5%, but each skill adds +5% (by default config). I did a lot of armor testing for this version and I was really pleased with how tough this made armor specialists feel without getting overbearing.

Okay great! I almost never fly armor so I'm glad it works because it makes it more appealing.

I think wording is important because it sucks as a player to sit there and not even be sure if the skill/weapon/etc is working, and theory crafting is a lot of the fun imo.

I appreciate the feedback. :)  I'll see about bumping the next polish pass up in schedule.
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ligar

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« Reply #136 on: July 16, 2022, 11:21:07 AM »

First of all love the mod and most of all the customization and balancing, great work and thx for the mod, I was wondering is there any way to restore energy weapon mastery back to its original use?, I can see the flux reduction in the settings but I can't figure out how to enable them.
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ZeroEffect

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« Reply #137 on: July 18, 2022, 07:53:33 PM »

What do the #BACKCOMPAT and #"Specialist" in the modSettings.json do?

I enabled them but don't see any changes in-game.
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Kilo181

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« Reply #138 on: August 13, 2022, 09:20:02 AM »

I was told you could revert skills back to their current vanilla abilities and edit them with this mod but I can't seem to find it for certain skills like Energy Weapon Mastery. Anyone know how to?
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berkenkamp25

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« Reply #139 on: August 14, 2022, 08:37:02 PM »

Is it possible to make a version that removes skills caps for cargo capacity and fuel/supply usage?
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Phenir

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« Reply #140 on: August 15, 2022, 03:45:42 AM »

If I set battle size to anything less than 400, even 390, then Armada Doctrine's dp cost reduction stops working. This is also reflected in the skill description. It will read "20% or 0 points, whichever is less".
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Gundamfan

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« Reply #141 on: August 30, 2022, 06:02:22 AM »

Can I ask, If it is Possible that the Quality Captain only for the player? Kinda Suck if every faction have the same bonus that i input
Like Industrial Planning bonus i wanted to have 5+ but every one has the same bonus.
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Shashakul

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« Reply #142 on: September 08, 2022, 09:17:45 AM »

Is there a way to use a single skill from 0.95a with the rest from 0.95.1a? I missed an opportunity to play around with Derelict Contingent D-mod tanking bonus. Wish it was an option.
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Oya

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« Reply #143 on: September 08, 2022, 08:10:34 PM »

First, thank you for this fantastic mod. For the Armada doctrine, is there a way I can change it so the DP reduction affects all ships whether they have an officer or not? Thanks again.





Wish there was an endorse button for mods to upvote or like.
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Xomi

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« Reply #144 on: September 27, 2022, 10:11:32 AM »

Hehe, waiting for Realistic Combat new skills compatibility. Much appreciate your work!
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