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Author Topic: [0.97a] Quality Captains: A Skill Rework - Now with perks! v1.6.0  (Read 211386 times)

ligar

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« Reply #135 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 #136 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 #137 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 #138 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 #139 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 #140 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 #141 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 #142 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 #143 on: September 27, 2022, 10:11:32 AM »

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

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« Reply #144 on: October 07, 2022, 02:52:44 PM »

What does DC_USE_HIT_NULL, CONAV_PTS_FOR_HULLSIZE, WP_ALLOW_ALL_FLANKING do excatly?
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XallienX

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« Reply #145 on: January 14, 2023, 05:26:21 PM »

Hi! ReUpload please! GitHub or GoogleDrive. DropBOX The certificate has expired on this link and more than one browser does not allow you to download the mod. Thank you
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deaxsa

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« Reply #146 on: February 19, 2023, 11:57:29 AM »

the way that the Carrier Group skill is written, it reads that the carriers, not the fighters, get damage reduction, and that this damage reduction increases (by an unknown amount) should that vessel be officer'd. Might I suggest the following:

-15% fighter damage taken

not entirely sure how to succinctly say that the fighter replacement rate is a +50% bonus
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Dal

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« Reply #147 on: February 24, 2023, 10:14:19 PM »

Hello guys! Thanks so much for the feedback and suggestions. To get things rolling again, here's a fresh link and informal update.

https://www.dropbox.com/s/78y59p97rprju93/Quality%20Captains%201.2.0a.zip?dl=1

This version brings optional Lunalib support, allowing you to modify skill balance ingame, and polishes descriptions and some other issues that've been reported. Once this version has been readied and I've added Realistic Combat support I'll release the finished update on the main post.
« Last Edit: February 25, 2023, 12:06:31 PM by Dal »
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TimeDiver

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« Reply #148 on: February 24, 2023, 11:10:41 PM »

Hello guys! Thanks so much for the feedback and suggestions. To get things rolling again, here's a fresh link and informal update.

https://www.dropbox.com/s/78y59p97rprju93/Quality%20Captains%201.2.0a.zip?dl=1

This version brings optional Lunalib support, allowing you to modify skill balance ingame, and polishes descriptions and some other issues that've been reported. Once this version has been copied and I've added Realistic Combat support I'll release the finished update on the main post.
Question! Since I've modified my personal copy of 1.1.h to re-implement some of the skills labeled as BACKCOMPAT in the modSettings.json file...

If there is no corresponding line in the mod's LunaSettings.csv file, will Quality Captains instead load any 'missing' values as defined in modSettings.json?

Or do I need to add new lines to LunaSettings.csv and/or edit certain .java files and then re-compile the .jar file to get this new version to load those values?

EDIT: Tested just now; neither adding relevant lines to LunaSettings.csv nor relying solely on any changes to modSettings.json were reflected in-game.
« Last Edit: February 25, 2023, 12:45:23 AM by TimeDiver »
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Dal

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Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« Reply #149 on: February 25, 2023, 12:05:40 PM »

Question! Since I've modified my personal copy of 1.1.h to re-implement some of the skills labeled as BACKCOMPAT in the modSettings.json file...

If there is no corresponding line in the mod's LunaSettings.csv file, will Quality Captains instead load any 'missing' values as defined in modSettings.json?

Or do I need to add new lines to LunaSettings.csv and/or edit certain .java files and then re-compile the .jar file to get this new version to load those values?

EDIT: Tested just now; neither adding relevant lines to LunaSettings.csv nor relying solely on any changes to modSettings.json were reflected in-game.
Hi. Indeed these skills will no longer load custom values, that code was disabled to prevent error spam. You could stick with 1.1.1h, or recompile the current version with the disabling comments (//) for that code removed. I may reconsider this by instead providing dummy values in the proper 1.2.0 release.
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