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Author Topic: [0.97a] Quality Captains: A Skill Rework - Now with perks! v1.6.0  (Read 206372 times)

Phantasia

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.0
« Reply #120 on: April 26, 2022, 04:50:02 AM »

By all means! That's why it's a config toggle. :D
It was more so me trying to argue for why I think QC should have particular defaults.
Be it you update mods by doing a clean install or a dirty drag-n-drop, QC on paper doesn't handle either well and it's easy to forget to remember what edits edits were made between updates.
This may be mitigated if users use the External Settings Pack from #mod-updates over at USC but I can't confirm whether that works in practice.
« Last Edit: May 02, 2022, 03:58:05 AM by Phantasia »
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Zr0Potential

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.0
« Reply #121 on: April 27, 2022, 07:06:22 AM »

Anyways is there a chance we can get a truly modular version? I prefer using the default scaling Bulk Transport skill compared to the flat bonus, especially in the early game.
If there's a particularly frustrating change that can't be adjusted by stats, the .skill files in Quality Captains/data/characters/skills have most effects documented. For bulk transport, removing the "Captains" prefix in each line will restore the vanilla effect with scaling limits.

As a side, a lot of people have been mentioning the civilian ship burn bonus, so that'll be coming to QC in the next patch.

Ah thanks for the tip, and good call on the civ burn bonus one, really helps lugging around the cargo freighters.

If I might suggest maybe try to add more Elite Skills or something I personally did (I hope you don't mind me bootlegging it for my personal use) is reusing some of the bonuses you replaced (I moved vanilla Polarized Armor's "+25% flux dissipation rate while venting" to be an Elite Skill for Flux Regulation)   ;D
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PreConceptor

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.0
« Reply #122 on: May 01, 2022, 12:51:29 PM »

Tried editing Automated Ships in modSettings.json, disabled all scaling and set the limit to 200, but its still acting like the limit is 120 (tested by adding 4 Radiants with no cores to the fleet, max CR drops to 37%)

Skill description lists 'Your automated ship limit is 120' in the third line of the effects, and under that the max CR calculation block is wrong, says 200 points max/240 currently (with the 4 Radiants) with 67% max when its actually 37% in-game

Also noticed that with the default settings (battlesize scaling) the automated ship points were always stuck at 120 no matter the battlesize was, which was what made me fiddle with the settings originally.

edit: tried with battlesize scaling turned on and the limit set to 200, and the CR calculation block listed the 200 points and 67% max, but still the actual max CR limit seemed to still be working off 120 max (max CR dropped when over 120 points). This was still with battlesize at 600 like the other instances.
« Last Edit: May 01, 2022, 01:47:36 PM by PreConceptor »
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Dal

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.0
« Reply #123 on: May 02, 2022, 02:19:32 AM »

The automated ship points were always stuck at 120
Hi, thanks for the report. I found two display issues that needed to be fixed and it should be clearer in the next version.
There's two important factors that are easy to confuse. The first is that QC's battlesize scaling skips the normal limit and just uses the divisor setting. Turning the divisor down should raise the budget. The second is that the CR bonus is simply added against the vanilla -100% penalty. This can result in fleet limits that are 20 points lower than expected (using defaults).

The limit code seems to be working correctly in my testing just now, so hopefully the corrected description helps clear up what's going on.
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Dal

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« Reply #124 on: May 02, 2022, 02:49:53 AM »

That feels like enough for a patch. Changes released! I've also added an optional minimod for storing config values between versions. It should be safe to completely replace the main QC directory without losing your settings going forward.
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Phantasia

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« Reply #125 on: May 02, 2022, 05:04:02 AM »

Quote
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.
I can confirm that the changes are in (officers with one ECM skill grant a 1% bonus; officers with both grants a 2% bonus) however the skill description and the config comments suggest that having both doesn't give a stacking bonus.
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Ranakastrasz

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« Reply #126 on: May 03, 2022, 08:35:42 PM »

The description for Impact mitigation is really awkward. I think I understand it, but its hard to tell.
Code
Minimum effective armor raised from 5% of maximum by 5%
Maximum damage reduction by armor raised from 85 by 5%"

Compared to Vanilla, the description is way clearer, for the mirrored part.
Code
Maximum damage reduction by armor raised from 85% to 90%

Edit:
Armada Doctrine suggests that it never reduces deployment points, because 20% or 0 points whichever is less, means zero.
Carrier group is not clear if it gives durability to fighters or the carriers themselves, and does not state the bonus for having an officer.
Electronic warefare gives no numbers, though I could guess it to be identical to Coordinated Manuvers
« Last Edit: May 07, 2022, 11:13:10 AM by Ranakastrasz »
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NGTV Eye-ris

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« Reply #127 on: May 23, 2022, 09:30:43 PM »

I'm sure this was probably already asked but I wanted to know if there's a way to scroll through the skills since a few of them don't fit due to my screen resolution, maybe like a scroll bar so I can scroll through the rest of the skills? If not, is there a way so I can some/all skills?
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Dal

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« Reply #128 on: May 25, 2022, 06:26:58 AM »

I'm sure this was probably already asked but I wanted to know if there's a way to scroll through the skills since a few of them don't fit due to my screen resolution, maybe like a scroll bar so I can scroll through the rest of the skills? If not, is there a way so I can some/all skills?

Hi, this shouldn't be happening in a correct install. QC uses the same skills as vanilla, so if vanilla shows correctly QC will too. Please double check your game and mod versions and perform a clean reinstall of the mod (delete the folder, extract a new copy). If for some reason that doesn't resolve the issue, let me know.

Description stuff.

Thanks for a feedback, I'll take a look at these.
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NGTV Eye-ris

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« Reply #129 on: May 26, 2022, 10:17:34 PM »

Hi, this shouldn't be happening in a correct install. QC uses the same skills as vanilla, so if vanilla shows correctly QC will too. Please double check your game and mod versions and perform a clean reinstall of the mod (delete the folder, extract a new copy). If for some reason that doesn't resolve the issue, let me know.

Yeah, I'm on the latest Starsector game version, I've updated my java, and I've reinstalled the mod 3 times. Unfortunately, the skills are still vanilla and in tier-form. Could it possibly be a mod conflict? I can provide some screenshots if needed
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Dal

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« Reply #130 on: May 28, 2022, 05:51:24 AM »

Hi, this shouldn't be happening in a correct install. QC uses the same skills as vanilla, so if vanilla shows correctly QC will too. Please double check your game and mod versions and perform a clean reinstall of the mod (delete the folder, extract a new copy). If for some reason that doesn't resolve the issue, let me know.

Yeah, I'm on the latest Starsector game version, I've updated my java, and I've reinstalled the mod 3 times. Unfortunately, the skills are still vanilla and in tier-form. Could it possibly be a mod conflict? I can provide some screenshots if needed

Screenshots would help. I'm on the unofficial discord and can be reached easily there too. In the meantime, try extracting the optional tierless skill setup over your skill_data.csv. That should at least work to flatten the skill tree. If it doesn't then there's definitely a collision somewhere.
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bigwheel

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« Reply #131 on: June 13, 2022, 02:23:23 AM »

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%?
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Dal

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« Reply #132 on: June 16, 2022, 10:39:01 AM »

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.
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bigwheel

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« Reply #133 on: June 16, 2022, 09:52:02 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.
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Dal

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« Reply #134 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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