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

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Author Topic: [0.98a] Officer Extension (0.7.3)  (Read 216998 times)

Liral

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Re: [0.96a] Officer Extension (0.5)
« Reply #75 on: May 10, 2023, 06:15:42 AM »

Well the obvious balancing lever would be to make enemy fleets similarly uncapped in number of officers, which I’m sure baseNumOfficers already does.

Well, that's good news. I'll see if it does!

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And for the second part, not sure what you’re aiming for. Do you mean, e.g. want to pay, say, 10k credits per month on officers regardless of the amount, so if you have 5 officers you pay each 2k/month and if you have 50 officers you pay each 200/month? That seems arbitrary and it makes more sense to me to at if you field more officers, you incur greater upkeep.

Not quite.  More like reduce officer costs by about 27-33% because a fleet has 30 ships and the player used to have at most 8-10 officers, so a full set of officers would cost the same as before.

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Also not really sure how slowing officer leveling maintains power balance considering that they still reach max level eventually. Regardless, there’s probably an officer xp multiplier somewhere in settings.json.

Eventually being the key word.  Most player runs end early, from what I have seen, so slowing leveling would meaningfully reduce total officer power.  That said, if enemy fleets would have similar officer counts, this lever might be unnecessary.

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So my understanding then is that you’d like to have very large fleets with upwards of 30 officers, but find the cost unmanageable? Actually, I’m pretty sure base officer pay and officer pay gain per level are also in settings.json, so you could just reduce them.

I want the player and enemies to have an officer aboard every ship, but, expecting the cost to be unmanageable and worrying having too many total skills too early might overwhelm other gameplay features, I thought slowing level progress might help delay that effect until and unless the player stuck with leveling 30 officers over a long time.  Fixed, exponentially distributed per-officer level caps could work too, though!

Also, I want to know why Alex capped deployed Officers at 8-10 rather than letting the player have an officer for every ship and balancing accordingly.  I figure the answer is obvious but just don't know.

float

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Re: [0.96a] Officer Extension (0.5)
« Reply #76 on: May 10, 2023, 08:39:40 AM »

I want the player and enemies to have an officer aboard every ship, but, expecting the cost to be unmanageable and worrying having too many total skills too early might overwhelm other gameplay features, I thought slowing level progress might help delay that effect until and unless the player stuck with leveling 30 officers over a long time.  Fixed, exponentially distributed per-officer level caps could work too, though!

Also, I want to know why Alex capped deployed Officers at 8-10 rather than letting the player have an officer for every ship and balancing accordingly.  I figure the answer is obvious but just don't know.

For the first part, you could do something like making it so that the XP you gain from a battle is duplicated and distributed evenly across all officers rather than each officer getting their own XP (I’m not actually sure how vanilla calculates the XP each officer gets from combat). That’s quite niche and would be outside of the scope of this mod, but it shouldn’t be too hard to implement for your own mod.

For the second part, I have a feeling the officer cap is partly due to how Alex wanted the deployment point cap to be separate from fleet size. Prior to 0.95, I believe your deployment cap at the start of combat (between 40% and 60% of total DP size in the in-game settings) was based purely on your fleet’s DP value, so it ended up just being a matter of how big a fleet you were able to field. Now, your initial DP cap is based on number and quality of officers, which means having a very large fleet DP-wise isn’t as useful. Uncapping officers would have a similar effect to the pre-0.95 version, disproportionately favoring fleets with a large number of ships for initial DP purpose, since each ship would presumablly have an officer.

Ultimately I think it’s the mentality of always being able to improve your fleet by just adding more ships, vs having “optimal” fleets that don’t rely on sheer numbers.
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Liral

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Re: [0.96a] Officer Extension (0.5)
« Reply #77 on: May 10, 2023, 09:56:57 AM »

For the first part, you could do something like making it so that the XP you gain from a battle is duplicated and distributed evenly across all officers rather than each officer getting their own XP (I’m not actually sure how vanilla calculates the XP each officer gets from combat). That’s quite niche and would be outside of the scope of this mod, but it shouldn’t be too hard to implement for your own mod.

Hm, I should investigate the option.

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For the second part, I have a feeling the officer cap is partly due to how Alex wanted the deployment point cap to be separate from fleet size. Prior to 0.95, I believe your deployment cap at the start of combat (between 40% and 60% of total DP size in the in-game settings) was based purely on your fleet’s DP value, so it ended up just being a matter of how big a fleet you were able to field. Now, your initial DP cap is based on number and quality of officers, which means having a very large fleet DP-wise isn’t as useful. Uncapping officers would have a similar effect to the pre-0.95 version, disproportionately favoring fleets with a large number of ships for initial DP purpose, since each ship would presumablly have an officer.

Ultimately I think it’s the mentality of always being able to improve your fleet by just adding more ships, vs having “optimal” fleets that don’t rely on sheer numbers.

Oh, I see.  I wonder if the officer DP rule introduced in 0.95 effectively flattens and lowers the DP caps of large fleets and, if so, whether that rule could be changed to accommodate higher officer counts.  For example, it might allocate bonus DP from a pool by the proportion of the total levels of the officers of the fleets.  For example, if you had 20 officer-levels while the enemy had 10, then the total would be 30, of which your officer levels would be 2/3 while the enemy's would be 1/3; accordingly, you would get 2/3 of the DP bonus pool while the enemy would get 1/3.

5thYL

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Re: [0.96a] Officer Extension (0.5)
« Reply #78 on: August 03, 2023, 07:48:37 PM »

Hi,

First gonna say I love OE a lot, probably one of the best utility mods ever made. Mostly cause how integrated it is with the base UI.

And I forked a version from your source that adds the ability to increase maximum levels of individual officers with story points here:
https://github.com/5thYL/Starsector-Officer-Extension

Am I allowed to release it on discord and forum? With all the due credits and license of course!

Though if you have any interest in merging it into the main branch that'd be even better. If that's the case I will even add in the settings json the option to disable my button and set it as disabled by default to keep the base mod aligned with vanilla.

Thanks for the mod again!
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float

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Re: [0.96a] Officer Extension (0.5)
« Reply #79 on: August 04, 2023, 09:04:52 PM »

Am I allowed to release it on discord and forum? With all the due credits and license of course!

Sure, just make sure to link back here and make the source code publicly available.

Though if you have any interest in merging it into the main branch that'd be even better. If that's the case I will even add in the settings json the option to disable my button and set it as disabled by default to keep the base mod aligned with vanilla.

Your work looks interesting, but Officer Extension is intended to be a QoL mod. I think allowing players to increase officers' level cap doesn't really fall under QoL, sorry!
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5thYL

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Re: [0.96a] Officer Extension (0.5)
« Reply #80 on: August 04, 2023, 09:11:06 PM »

Am I allowed to release it on discord and forum? With all the due credits and license of course!

Sure, just make sure to link back here and make the source code publicly available.

Though if you have any interest in merging it into the main branch that'd be even better. If that's the case I will even add in the settings json the option to disable my button and set it as disabled by default to keep the base mod aligned with vanilla.

Your work looks interesting, but Officer Extension is intended to be a QoL mod. I think allowing players to increase officers' level cap doesn't really fall under QoL, sorry!

Got it! Thanks a ton! Will 100% link back here, my source is also already up on github as one of your forks inheriting your licenses and stuff!
It'll forever stay in the modding forum.
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5thYL

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Re: [0.96a] Officer Extension (0.5)
« Reply #81 on: August 04, 2023, 10:45:01 PM »

https://fractalsoftworks.com/forum/index.php?topic=27754
Here's the forum post, kinda eh... stole your formatting as well... hope that's fine lol.
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DecoyGrenadeOut

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Re: [0.96a] Officer Extension (0.5)
« Reply #82 on: August 18, 2023, 12:06:18 PM »

Is the enemy officer's fleetwide skills there from the base game, or did the mod add those?
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float

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Re: [0.96a] Officer Extension (0.5)
« Reply #83 on: August 22, 2023, 10:04:13 AM »

Is the enemy officer's fleetwide skills there from the base game, or did the mod add those?

If you mean the interface that shows the enemy commander's skills, that's from this mod. If you mean enemy fleets having fleetwide skills, that's from the base game -- it's just not displayed anywhere in vanilla.
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Soviet Tom Bombadil

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Re: [0.96a] Officer Extension (0.5)
« Reply #84 on: August 28, 2023, 03:37:41 PM »

I don't think this mod plays nicely with the mod that unlocks the entire skillset for customization during officer promotions, like they're fighting for the same real estate.
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float

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Re: [0.96a] Officer Extension (0.5)
« Reply #85 on: August 28, 2023, 04:02:40 PM »

I don't think this mod plays nicely with the mod that unlocks the entire skillset for customization during officer promotions, like they're fighting for the same real estate.

Never heard of that mod, but if it’s using reflection to access the officer panel chances are they’re incompatible.
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Soviet Tom Bombadil

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Re: [0.96a] Officer Extension (0.5)
« Reply #86 on: September 01, 2023, 03:17:03 PM »

Got on the computer I use for Starsector and sifted through the mods until I remembered the name, it's just called More Officer Skills, by Chyvachok - must have been running a bootleg and forgot, the forum page hasn't been updated since 2020 so not sure how it made its way into my modlist lol.


I don't think this mod plays nicely with the mod that unlocks the entire skillset for customization during officer promotions, like they're fighting for the same real estate.

Never heard of that mod, but if it’s using reflection to access the officer panel chances are they’re incompatible.

Correction: It was updated by the original dev, his thread on the forum is just dead - it's available on the Discord and Nexusmods.
« Last Edit: September 01, 2023, 03:19:19 PM by Soviet Tom Bombadil »
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Ash and dust

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Re: [0.96a] Officer Extension (0.5)
« Reply #87 on: September 10, 2023, 05:48:35 PM »

3891757 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [faction_generic_market_01_neutral_var01.ogg]
3891970 [Thread-10] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
3891970 [Thread-10] INFO  sound.H  - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
3893817 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Renderer's graphics object not found
java.lang.RuntimeException: Renderer's graphics object not found
    at officerextension.ui.Button.getText(Button.java:82)
    at officerextension.FleetPanelInjector.getAutoAssignButton(FleetPanelInjector.java:212)
    at officerextension.FleetPanelInjector.advance(FleetPanelInjector.java:44)
    at officerextension.CoreScript.advance(CoreScript.java:101)
    at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
    at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
    at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
    at com.fs.state.AppDriver.begin(Unknown Source)
    at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
This issue occurs when using the latest version of the mod as well as the latest version of the unofficial mod: clicking on the Fleet management interface causes the game to crash
« Last Edit: September 10, 2023, 05:51:25 PM by Ash and dust »
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float

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Re: [0.96a] Officer Extension (0.5)
« Reply #88 on: September 10, 2023, 08:17:56 PM »

Are you running a translation pack or another UI overhaul mod? If so, it’s not compatible. (For Chinese language pack specifically I think someone already posted a patched version on fossic.)

 Otherwise, what’s your mod list?
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Ash and dust

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Re: [0.96a] Officer Extension (0.5)
« Reply #89 on: September 11, 2023, 05:01:36 AM »

« Last Edit: September 11, 2023, 05:04:43 AM by Ash and dust »
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