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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Officer Extension (0.7.2)  (Read 207769 times)

float

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Re: [0.97a] Officer Extension (0.6.6)
« Reply #120 on: April 04, 2024, 06:51:38 PM »

Really enjoy the mod so far, would it be possible to get a button to unassign all officers currently assigned to ships?
Don't think I can fit such a button anywhere, maybe an invisible hotkey could be possible. Are you aware that you can quickly unassign an officer by right-clicking its portrait in the fleet screen?

Love this mod. Would like if you could also change how many skills an officer could select from upon level-up as I would prefer to have all skills available than promote/demote until I get the one I need.
I'd consider it but it does feel more cheaty than QoL. It also defeats the purpose of the demotion system if you could manufacture the perfect officer every time, as there'd be no benefit to removing select skills over just hiring a new officer knowing that they can learn whatever you want.
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cesuoking

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Re: [0.97a] Officer Extension (0.6.7)
« Reply #121 on: April 05, 2024, 06:26:59 PM »

After 0.67, the locate lvl7 officers command no longer give any results. I updated the mod in the middle of a playthrough, could this cause the problem?
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float

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Re: [0.97a] Officer Extension (0.6.7)
« Reply #122 on: April 05, 2024, 09:13:52 PM »

After 0.67, the locate lvl7 officers command no longer give any results. I updated the mod in the middle of a playthrough, could this cause the problem?
I'm not noticing any difference on my end. I can still locate exceptional officers as usual. (FWIW, the only thing about that code that changed between the two versions is that I refactored it somewhere else, and I changed the return type, nothing that should have any effect on its output whatsoever).
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cesuoking

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Re: [0.97a] Officer Extension (0.6.7)
« Reply #123 on: April 06, 2024, 03:27:36 PM »

After 0.67, the locate lvl7 officers command no longer give any results. I updated the mod in the middle of a playthrough, could this cause the problem?
I'm not noticing any difference on my end. I can still locate exceptional officers as usual. (FWIW, the only thing about that code that changed between the two versions is that I refactored it somewhere else, and I changed the return type, nothing that should have any effect on its output whatsoever).

That's strange, since I checked the save file xml and I can't find a single string mentioning the cryopod officer. I created a new game and it's normal in that one.
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Siffrin

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Re: [0.97a] Officer Extension (0.6.7)
« Reply #124 on: May 30, 2024, 10:32:38 PM »

Will you consider adding a way to edit an officers rank? Most of your officers in general will be lieutenants but what if you wanted to "promote" a certain one to captain.
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Gods most reckless Odyssey captain.

NaokiP

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Re: [0.97a] Officer Extension (0.6.7)
« Reply #125 on: June 19, 2024, 07:22:25 AM »

After increasing "exceptionalSleeperPodsOfficerLevel" to 9 in vanilla config/settings.json and demoting exceptional sleeper officers to reroll some of their skills, their max level is now stuck at 7. Am I overlooking something?

In the same config file I increased regular officers' level caps to 7 (so 8 with the relevant Leadership skill), since I wanted enemy fleets to have higher ranking officers and run xp modifiers that drastically reduce my fleet's xp gain anyway.
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saleper

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Re: [0.97a] Officer Extension (0.6.7)
« Reply #126 on: September 08, 2024, 10:03:05 AM »

great mod! love it just what I wanted.
alex make this mod vanilla. it is no brainer
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Takion Kasukedo

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Re: [0.97a] Officer Extension (0.6.7)
« Reply #127 on: September 15, 2024, 05:09:27 AM »

A possible bug is happening with Officer Extension + Random Assortment of Things (R.A.O.T), replicateable with the "Neural Shard" start (or getting the Neural Shard)

Officers can't be assigned to combat ships in the refit while docked to a planet, and later, once you get some skills involving elite skills, you can no longer have any officers in your fleet.

The officer count stays at -499996/-499999 regardless of what you do.

Spoiler
[close]
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If it ever seems like I'm not doing something you've asked/I said I'll get around to doing, it's because my time is occupied by other things that interest me in that current moment in time. Kindly be patient, or don't ask at all. Thank you.

Wonderful Alien

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Re: [0.97a] Officer Extension (0.6.7)
« Reply #128 on: October 01, 2024, 10:50:48 AM »

Truly appreciate your work, and thank you for the amazing mod! I have an issue where when I demote an officer they lose their max level, so when I demote a level 7 he becomes lv 6 and maximum, and cannot level them back to 7 again. Any idea what might cause this?
« Last Edit: October 01, 2024, 12:59:28 PM by Wonderful Alien »
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Zalpha

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Re: [0.97a] Officer Extension (0.6.7)
« Reply #129 on: October 15, 2024, 12:33:40 PM »

I love this mod.
« Last Edit: October 24, 2024, 06:58:13 AM by Zalpha »
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Requal

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Re: [0.97a] Officer Extension (0.6.7)
« Reply #130 on: October 30, 2024, 09:19:26 PM »

A possible bug is happening with Officer Extension + Random Assortment of Things (R.A.O.T), replicateable with the "Neural Shard" start (or getting the Neural Shard)

Officers can't be assigned to combat ships in the refit while docked to a planet, and later, once you get some skills involving elite skills, you can no longer have any officers in your fleet.

The officer count stays at -499996/-499999 regardless of what you do.

Spoiler
[close]

Yeah cause  the Neural Shard changes skills and officer stuff so code gets overwritten and then all hell breaks lose with the rest too.
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omg52233

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Re: [0.97a] Officer Extension (0.6.8)
« Reply #131 on: December 30, 2024, 06:39:32 AM »

Hello, it seems there is a problem with demoting officers with the new update, thanks

15569946 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: class java.lang.Float cannot be cast to class java.lang.Integer (java.lang.Float and java.lang.Integer are in module java.base of loader 'bootstrap')
java.lang.ClassCastException: class java.lang.Float cannot be cast to class java.lang.Integer (java.lang.Float and java.lang.Integer are in module java.base of loader 'bootstrap')
   at officerextension.listeners.ConfirmForgetSkills.trigger(ConfirmForgetSkills.java:77) ~[?:?]
   at officerextension.listeners.ProxyTrigger$1.invoke(ProxyTrigger.java:26) ~[?:?]
   at jdk.proxy2/jdk.proxy2.$Proxy26.dialogDismissed(Unknown Source) ~[?:?]
   at com.fs.starfarer.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.for.actionPerformed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) [port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) [port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) [port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1447) [?:?]
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float

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Re: [0.97a] Officer Extension (0.6.8)
« Reply #132 on: December 30, 2024, 08:25:39 AM »

Another mod is setting OFFICER_MAX_LEVEL as a float when it should be an integer.
All vanilla uses of the OFFICER_MAX_LEVEL memory flag use and expect integers.

What's your mod list?

Edit: never mind, figured it out, it's RAT. I'll just use MemoryAPI.getInt instead of casting to Integer to handle these cases.
« Last Edit: December 30, 2024, 08:33:56 AM by float »
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boristheblade

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Re: [0.98a] Officer Extension (0.7.0)
« Reply #133 on: March 28, 2025, 11:41:47 AM »

Hi loving the mod, though i ran into a problem where the game crashes as soon as i try to demote a officer. Log:

96235 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: 'void com.fs.starfarer.api.characters.MutableCharacterStatsAPI.setXP(long)'
java.lang.NoSuchMethodError: 'void com.fs.starfarer.api.characters.MutableCharacterStatsAPI.setXP(long)'
   at officerextension.listeners.ConfirmForgetSkills.trigger(ConfirmForgetSkills.java:121) ~[?:?]
   at officerextension.listeners.ProxyTrigger$1.invoke(ProxyTrigger.java:26) ~[?:?]
   at jdk.proxy2/jdk.proxy2.$Proxy26.dialogDismissed(Unknown Source) ~[?:?]
   at com.fs.starfarer.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.for.actionPerformed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

Edit: Was probably my fault because i was using the newest version of the mod but my game still runs on 0.97a. After using the older version of the mod demoting works again!
« Last Edit: March 28, 2025, 11:47:25 AM by boristheblade »
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Terethall

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Re: [0.97a] Officer Extension (0.6.8)
« Reply #134 on: March 29, 2025, 11:52:16 AM »

Another mod is setting OFFICER_MAX_LEVEL as a float when it should be an integer.
username doesn't check out
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