Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Pages: 1 [2] 3 4 ... 8

Author Topic: [0.97a] Officer Extension (0.6.6)  (Read 112518 times)

Farlarzia

  • Commander
  • ***
  • Posts: 169
    • View Profile
Re: [0.95.1a] Officer Extension -- suspend and demote officers (0.3.1)
« Reply #15 on: January 30, 2022, 06:01:46 AM »

Hello - I was just wondering if this mod will correctly work for high level officers above the usual level cap - I.E I find one of those fancy level 7 officers, they have terrible skills. If I drop their level, can I bring them back to 7?
Logged

float

  • Commander
  • ***
  • Posts: 245
    • View Profile
Re: [0.95.1a] Officer Extension -- suspend and demote officers (0.3.1)
« Reply #16 on: January 30, 2022, 08:39:34 AM »

You know, I’m actually not sure, considering I’ve never found one with this mod active and don’t know how to spawn one. Feel free to save, try it, and report back with the results.

One thing I do know is that because suspended officers aren’t actually in your fleet, skill effects like officer training and cybenetic augmentation don’t apply, so e.g if you demote a suspended officer who has 2 elite skills by making that officer lose an elite skill, you won’t be able to add another elite skill until you reinstate them.

By the way, if you do encounter an issue with the high level cryopod officers, it would be really helpful if you could upload your save file and enabled_mods.json (just prior to obtaining the officer would be ideal, but any save with the officer would work too!), so that I don’t have to scan an entire system looking for one to test on.

ooooohohhhhhhhhhhhhh, that's cool as hell (and I never would've guessed it)
you should update the "demote officers" section of the op with that, the way it's laid out implies to me that there'll be a demote button that pops up a similar thing to the vanilla "retrain" menu

Done, hopefully it’s clearer now.
« Last Edit: January 30, 2022, 08:48:50 AM by this_is_a_username »
Logged

Ruddygreat

  • Admiral
  • *****
  • Posts: 524
  • Seals :^)
    • View Profile
Re: [0.95.1a] Officer Extension -- suspend and demote officers (0.3.1)
« Reply #17 on: January 31, 2022, 11:10:49 AM »

You know, I’m actually not sure, considering I’ve never found one with this mod active and don’t know how to spawn one. Feel free to save, try it, and report back with the results.

One thing I do know is that because suspended officers aren’t actually in your fleet, skill effects like officer training and cybenetic augmentation don’t apply, so e.g if you demote a suspended officer who has 2 elite skills by making that officer lose an elite skill, you won’t be able to add another elite skill until you reinstate them.

By the way, if you do encounter an issue with the high level cryopod officers, it would be really helpful if you could upload your save file and enabled_mods.json (just prior to obtaining the officer would be ideal, but any save with the officer would work too!), so that I don’t have to scan an entire system looking for one to test on.

just tested this and yep, level 7 officers can't level up any more if you demote them
however, level 7 officers do have this in their bit in the save file (cba to upload my whole file rn), hopefully this helps
Code
<e>
<st>$exceptionalSleeperPodOfficer</st>
<bp>true</bp>
</e>

float

  • Commander
  • ***
  • Posts: 245
    • View Profile
Re: [0.95.1a] Officer Extension -- suspend and demote officers (0.3.1)
« Reply #18 on: February 01, 2022, 01:37:30 PM »

just tested this and yep, level 7 officers can't level up any more if you demote them
however, level 7 officers do have this in their bit in the save file (cba to upload my whole file rn), hopefully this helps
Code
<e>
<st>$exceptionalSleeperPodOfficer</st>
<bp>true</bp>
</e>

Thanks for finding that flag! Upon testing myself, I believe that this is vanilla behavior. You can actually confirm this yourself as follows: retrain an "exceptional cryopod" officer and deselect some elite skills (but don't reassign them). After you confirm the retraining, try to retrain again -- you'll see that the maximum number of elite skills has gone down.

Internally, this is because of how OfficerLevelUpPluginImpl.getMaxEliteSkills works. You can see the code here:

Code
public int getMaxEliteSkills(PersonAPI person) {
int bonus = 0;
if (person != null) {
MutableCharacterStatsAPI stats = person.getFleetCommanderStats();
if (stats != null) {
bonus = (int) stats.getDynamic().getMod(Stats.OFFICER_MAX_ELITE_SKILLS_MOD).computeEffective(0);
}
}
return (int) Global.getSettings().getFloat("officerMaxEliteSkills") + bonus;
}
It is only considering the OFFICER_MAX_ELITE_SKILLS_MOD of the officer's fleet commander -- that's you, the player. This is the same for the max level calculation. I searched around and found no mention of any special behavior with the $exceptionalSleeperPodOfficer flag enabled.
Since I think this is a bug, I'll try to find a way to fix it for the next update (which, by the way, will be rather big, and should be coming soon).

Edit:
0.4.0 is up. @Jaghaimo: I ended up finding a ... let's say very interesting ... way of implementing the feature you requested where only assigned officers would count toward the officer limit. Turns out the officer's panel in the dialog has its own flag for whether an officer is a mercenary, so turning that flag on causes it to disregard any "is past max" checks while not actually affecting the underlying officer.
« Last Edit: February 01, 2022, 06:59:50 PM by this_is_a_username »
Logged

Ruddygreat

  • Admiral
  • *****
  • Posts: 524
  • Seals :^)
    • View Profile
Re: [0.95.1a] Officer Extension (0.4.0)
« Reply #19 on: February 03, 2022, 02:23:40 AM »

oh wow, this custom tag stuff is really impressive!

Though I do have 2 main suggestions for you -
  • Since you can make a button for each custom tag, can you extend that to the "edit tags" menu & add buttons to automatcally put tags in?
  • Can you add a set of premade tags for specialisations that aren't covered by specific skils (like "level 7", "Armour", "Frigate" etc (or a field in the settings file where we can add them ourselves)), it's a small thing but not having to remake them every save is a nice timesaver

otherwise it's all v slick, I've got a few tiny gripes with the UI but i'll need to play some more to figure out what i actually have to say about it
« Last Edit: February 03, 2022, 02:43:16 AM by Ruddygreat »
Logged

float

  • Commander
  • ***
  • Posts: 245
    • View Profile
Re: [0.95.1a] Officer Extension (0.4.0)
« Reply #20 on: February 03, 2022, 07:47:42 AM »

oh wow, this custom tag stuff is really impressive!

Though I do have 2 main suggestions for you -
  • Since you can make a button for each custom tag, can you extend that to the "edit tags" menu & add buttons to automatcally put tags in?
  • Can you add a set of premade tags for specialisations that aren't covered by specific skils (like "level 7", "Armour", "Frigate" etc (or a field in the settings file where we can add them ourselves)), it's a small thing but not having to remake them every save is a nice timesaver

otherwise it's all v slick, I've got a few tiny gripes with the UI but i'll need to play some more to figure out what i actually have to say about it

Thanks for the feedback!

I’ll see what I can do about your first suggestion. It should be possible with some finessing.

As for your second suggestion, I was thinking of adding premade tags for personality and the exceptional cryopod status, but I’m not sure what you mean by having premade tags for e.g frigate and armor. How would I tell whether an officer counts as a “frigate” or “armor” officer? These seem like good custom tag candidates but imo wouldn’t work well as a premade tag (people can have differing opinions on what exactly constitutes a good officer for frigates, etc.).
Logged

Ruddygreat

  • Admiral
  • *****
  • Posts: 524
  • Seals :^)
    • View Profile
Re: [0.95.1a] Officer Extension (0.4.0)
« Reply #21 on: February 03, 2022, 08:46:55 AM »

As for your second suggestion, I was thinking of adding premade tags for personality and the exceptional cryopod status, but I’m not sure what you mean by having premade tags for e.g frigate and armor. How would I tell whether an officer counts as a “frigate” or “armor” officer? These seem like good custom tag candidates but imo wouldn’t work well as a premade tag (people can have differing opinions on what exactly constitutes a good officer for frigates, etc.).

Ah, I probably didn't explain myself correctly
I meant more as an extension of the custom tag buttons thing - don't assign them from anything that's inherent to the officer (excl. personality & exceptional status, those are a good idea), instead add a set of fairly generic tags & allow the user to assign them on their own (without / before setting up manual, specific tags).

hopefully this makes more sense

float

  • Commander
  • ***
  • Posts: 245
    • View Profile
Re: [0.95.1a] Officer Extension (0.4.0)
« Reply #22 on: February 03, 2022, 09:12:37 PM »

Updated to v0.4.1:
- Overhaul the "edit tags" feature. Now allows you to add tags individually as well as select from a list of all custom-defined tags.
- Add filters for personality and the "exceptional sleeper pod" status
- Allow filtering for elite versions of skills
- Sorting now takes number of elite skills into account

Ah, I probably didn't explain myself correctly
I meant more as an extension of the custom tag buttons thing - don't assign them from anything that's inherent to the officer (excl. personality & exceptional status, those are a good idea), instead add a set of fairly generic tags & allow the user to assign them on their own (without / before setting up manual, specific tags).
I understand now. I still didn't end up implementing this, and here's why:
- Consider the list of all possible "common" user-defined tags that someone might want to add (all ship sizes, low-high tech, all faction names, etc. etc.) If I were to enumerate all of them as pre-defined custom tags, we'd be looking at a very, very big scroll bar. And it's likely that each playthrough would only use a small subset of those tags.
- It only saves typing each tag once per save, since once you type that tag once it appears as a possible selection when editing tags for all other officers (with the new 0.4.1 interface overhaul).
Logged

Jaghaimo

  • Admiral
  • *****
  • Posts: 661
    • View Profile
Re: [0.95.1a] Officer Extension (0.4.1)
« Reply #23 on: February 04, 2022, 01:18:47 AM »

I think what Ruddy is asking for is the ability to define them in a csv file (or json if we want to add colors to them etc). Your mod would come with either an empty file, or a file with some basic tags that target a rather generic use-case. The externalization via this file would allow the power user to tailor the list to their liking.

Edit: thanks for the update, much appreciated your support version checker. If you could also include a direct link in your version file, it would allow Mod Manager to auto-update your mod. See: https://github.com/jaghaimo/starpocalypse/blob/master/assets/starpocalypse.version
« Last Edit: February 04, 2022, 01:22:37 AM by Jaghaimo »
Logged

float

  • Commander
  • ***
  • Posts: 245
    • View Profile
Re: [0.95.1a] Officer Extension (0.4.1)
« Reply #24 on: February 04, 2022, 08:23:04 AM »

I think what Ruddy is asking for is the ability to define them in a csv file (or json if we want to add colors to them etc). Your mod would come with either an empty file, or a file with some basic tags that target a rather generic use-case. The externalization via this file would allow the power user to tailor the list to their liking.

Edit: thanks for the update, much appreciated your support version checker. If you could also include a direct link in your version file, it would allow Mod Manager to auto-update your mod. See: https://github.com/jaghaimo/starpocalypse/blob/master/assets/starpocalypse.version

Sure, I can do that, won’t take much time to implement a “persistent tags” field in the mod settings.

Never heard of Mod Manager. Are you involved in its development? If so, can you modify the script to obtain the download link directly from the “releases” Github API?

Example GET request:
https://api.github.com/repos/qcwxezda/Starsector-Officer-Extension/releases/latest

The browser download link is under assets/browser_download_url. I wish Nexerelin’s version checker did this as well, e.g by parsing the tag name. It would be a huge QoL upgrade to not have to manually update external version files.

Edit: made a request under that mod.
« Last Edit: February 04, 2022, 08:44:59 AM by this_is_a_username »
Logged

Ruddygreat

  • Admiral
  • *****
  • Posts: 524
  • Seals :^)
    • View Profile
Re: [0.95.1a] Officer Extension (0.4.1)
« Reply #25 on: February 04, 2022, 11:33:56 AM »

I think what Ruddy is asking for is the ability to define them in a csv file (or json if we want to add colors to them etc). Your mod would come with either an empty file, or a file with some basic tags that target a rather generic use-case. The externalization via this file would allow the power user to tailor the list to their liking.

Edit: thanks for the update, much appreciated your support version checker. If you could also include a direct link in your version file, it would allow Mod Manager to auto-update your mod. See: https://github.com/jaghaimo/starpocalypse/blob/master/assets/starpocalypse.version

Sure, I can do that, won’t take much time to implement a “persistent tags” field in the mod settings.

yep, was asking for exactly this, thanks! (and thanks Jag for clarifying!)

float

  • Commander
  • ***
  • Posts: 245
    • View Profile
Re: [0.95.1a] Officer Extension (0.4.2)
« Reply #26 on: February 06, 2022, 09:56:14 AM »

Updated to 0.4.2:
- Add a field for persistent tags for filtering officers in the mod settings. Persistent tags will always be shown before any other custom-defined tags and will be shown even if you don't have any officers with that tag.
- Change all getMemory to getMemoryWithoutUpdate. This should fix crash bugs for officers with empty rank, post, name, etc.

Note that I don't have and have never used the secrets of the frontier mod (thanks Histidine for identifying the incompatibility), so this fix is untested (but should work based on the crash log I saw). If there are still issues with special officers will empty properties, please let me know by replying to this forum thread.
« Last Edit: February 06, 2022, 10:42:31 AM by this_is_a_username »
Logged

starman13

  • Ensign
  • *
  • Posts: 40
    • View Profile
Re: [0.95.1a] Officer Extension (0.4.2)
« Reply #27 on: February 08, 2022, 05:09:29 PM »

Thanks for this mod.

I've noticed that after installing the mod that the game no longer starts paused when loading a save. I tested with no other mods installed and the same thing happens.

float

  • Commander
  • ***
  • Posts: 245
    • View Profile
Re: [0.95.1a] Officer Extension (0.4.2)
« Reply #28 on: February 09, 2022, 12:20:20 PM »

Thanks for this mod.

I've noticed that after installing the mod that the game no longer starts paused when loading a save. I tested with no other mods installed and the same thing happens.

Thanks for finding this! I checked and you're right -- this mod is unsetting the game's paused state on the first frame, which is something I didn't even notice had changed. I've fixed this in dev.
Logged

TheLaughingDead

  • Commander
  • ***
  • Posts: 112
    • View Profile
Re: [0.95.1a] Officer Extension (0.4.2)
« Reply #29 on: February 23, 2022, 06:30:18 PM »

Any reason this mod isn't on the Mod Index page? It's great!
Logged
Pages: 1 [2] 3 4 ... 8