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Author Topic: Pre-Made Officer Loadouts  (Read 2792 times)

Mishrak

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Re: Pre-Made Officer Loadouts
« Reply #15 on: January 04, 2024, 06:39:44 PM »

I think you could do a number of different things.

1. Pick a skill to re-roll.  This could be completely random or maybe you get a list of options to choose from like when you level up/mentor(I think?). Maybe it scales up in SP cost every time, although tbh it doesn’t really need to.

2. Allow the player to have some officers in reserve. This allows you to keep a cool officer rather than having to immediately discard someone if you want to use them. Player would still need to pay some (or all) of their salary. We need more uses for late game money anyway. 

3. Some form of passive exp growth. Whether they gain a little exp just from being in reserve or hired, or station mod that lets you retrain/“grow” officers.

In total brainstorm land, what if officers had some sort of skill affinity where they were more likely to unlock certain skills as they level up.  A speciality if you will. (Low tech/midline/high tech/phase). You’ve kind already done something similar with the current pre-assigning of the 5/7 skillers. It just isn’t going to be immediately visible to the player what type of officer they got (outside of phase ship). Making something like that would allow the player to pick them and not feel like they were going to have to save scum to get what they wanted. 

I’m sure you can come up with an elegant solution, but the overall idea is to let the player have a little more agency without giving them full control.
« Last Edit: January 04, 2024, 06:52:41 PM by Mishrak »
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Worldtraveller

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Re: Pre-Made Officer Loadouts
« Reply #16 on: January 05, 2024, 09:01:42 AM »

I tend to keep a lot of spare ships in storage. I re-arrange my fleet based on whether I'm doing a lot of exploring (usually nothing larger than a few cruisers, using Revenants for faster travel) or bounty hunting/base exterminating (4-8 capitals, Prometheus) and then 5-6 pursuit ships (Fury, Medusa, Tempest) for chasing down the reserve ships trying to run away.

As such, I tend to try to build my officers so they work with just about any build. I do usually have a couple with Beam Weapon Mastery, but very few (of my) beam ships don't also have ballistics (I really like Eagles and Falcons), so I don't worry about those being redundant skills. I like to have at least a few with Missile Specialization because that's equivalent to expanded missile racks (and I think it stacks with expanded missile racks).

I tend to build my fleets for long duration battles, so I definitely try to have combat endurance on all of my officers, but it is never 100%. For the same reason, I am ok with more defense oriented skills, although I still think a good offense has more impact on survivability than defense when it comes to officer skills.

As such, I'm pretty happy, in general, with the random officers I find, and rarely dismiss them based on their skill tree. I am more likely to dismiss them based on their attitude. I run pretty much straight Steady officers, sometimes with one or two aggressive, but not reckless for some ships that do better with those officers.
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Alex

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Re: Pre-Made Officer Loadouts
« Reply #17 on: January 05, 2024, 12:46:04 PM »

@Mishrak: some interesting ideas! Officers having a template they lean towards is particularly neat and dovetails nicely with what already currently happens with faction officers getting specific starting skills (e.g. PL = missile spec, Hegemony = BM or OrdEx, etc); I'll keep that in mind!


@Worldtraveller: makes sense, yeah!
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MuleDriver

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Re: Pre-Made Officer Loadouts
« Reply #18 on: January 05, 2024, 02:50:44 PM »

The latter is why a lot of us would like extra officers we can keep in reserve or a passive (colony?) leveling mechanism.  Giving us the ability to flex fleet comps broadly without having to start all the way over.

An idea of re-roll button with some currency attached to it (probably SPs?) stroke me here for some reason.

Or heck, maybe even a 1SP/100% bonus XP "pick skill" option. Hmm. (Nothing I'd look at for this release, just thinking about it.)

... didn't anyone notice you can test much of this with the Officer Extension mod?

Sadly, I found it too late for my current playthrough - I had already spent over 20 cycles exploring and scavenging the sector, and spaced 3 of 4 level 7 officers which where useless to me (the skills seemed assigned randomly and w/o any concept) and too expensive to keep ... .

I only kept that one (obviously only slightly insane) redhead and gave her that Enforcer (XIV) noone else could get any use out of:
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Wyvern

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Re: Pre-Made Officer Loadouts
« Reply #19 on: January 05, 2024, 03:24:12 PM »

Sadly, I found it too late for my current playthrough - I had already spent over 20 cycles exploring and scavenging the sector, and spaced 3 of 4 level 7 officers which where useless to me (the skills seemed assigned randomly and w/o any concept) and too expensive to keep ...
Console Commands to the rescue! You can just give yourself a random level 7 officer. (And then use Officer Extension to start respeccing them to something useful.)
And create a randomized level 7 officer (for when the ones the game gave you were just bad):
Code
runcode PersonAPI pers = com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer( Global.getSector().getFaction( Factions.PLAYER ), 7, com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.SkillPickPreference.ANY, false, Global.getSector().getPlayerFleet(), true, true, 5, null ); Global.getSector().getPlayerFleet().getFleetData().addOfficer( pers )
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Wyvern is 100% correct about the math.

Cryovolcanic

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Re: Pre-Made Officer Loadouts
« Reply #20 on: January 25, 2024, 08:14:33 PM »

@Mishrak: some interesting ideas! Officers having a template they lean towards is particularly neat and dovetails nicely with what already currently happens with faction officers getting specific starting skills (e.g. PL = missile spec, Hegemony = BM or OrdEx, etc); I'll keep that in mind!

This is cool, I didn't realize this was a thing. It reminds me a lot of Heroes of Might and Magic 3, where in theory almost any hero can learn any skill, but they are heavily biased towards what skills they will be offered on levelup (like in Starsector, HOMM3 offers 2 skills randomly chosen on levelup) based on their class. So essentially here you are having a "class" of officer (ship hull?) and a "race" (Hegemony, Tritach, etc).
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Fatyn

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Re: Pre-Made Officer Loadouts
« Reply #21 on: January 26, 2024, 07:59:34 AM »

... didn't anyone notice you can test much of this with the Officer Extension mod?

For me, the Officer Extension mod has become an essential QoL feature. In the base game, all of my officers are level 6 long before I have finished the run, and (all too quickly?) the fun of finding / promoting / developing / testing new officers with new ships disappears. From that point on, any time there is a luddic path fugitive, or promising officer promotion candidate it's just a feel bad moment.

I'd like the ability to "bench" officers to try out new ideas, or to gradually retrain my old stand-bys into a new skillset (for sp) in the base game - but hey, this is what mods are for, I know. It's just I don't like how stale the officer game gets at a relatively early point in a run. I'd like the (rare) possibility of a high level officer death in combat - or maybe they come to you asking to retire, or for a chance to start up their own fleet under their command. Maybe they betray you to an enemy ambush, or fall in love and run away with a Sindrian dominatrix (which of us hasn't been there?). Something that means you're always on the lookout for promising new talent, without destabilizing the pool you already have too much and preventing you to develop your team to fit your fleet.

While I was at it I would remove "Officers for Hire" from the comms directory and make them a reward from bar missions like contacts - it would be so much more flavourful if the old pirate who you just stole a wayfarer with decided to come with you to rekindle his old adventures - or the military officer is caught skimming the lobster profits after selling some excess stock to you, and asks to be signed on to get off world.
« Last Edit: January 26, 2024, 08:08:40 AM by Fatyn »
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Doctorhealsgood

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Re: Pre-Made Officer Loadouts
« Reply #22 on: January 27, 2024, 07:15:47 AM »

@Mishrak: some interesting ideas! Officers having a template they lean towards is particularly neat and dovetails nicely with what already currently happens with faction officers getting specific starting skills (e.g. PL = missile spec, Hegemony = BM or OrdEx, etc); I'll keep that in mind!
If you end up doing the skill tendency thing i would recommend that they have that indicated in the officer UI like the timid/cautious/steady/aggresive/reckless/REDACTED thing.
Maybe being able to pay a SP to swap it?
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Quote from: Doctorhealsgood
Sometimes i feel like my brain has been hit by salamanders not gonna lie.

FooF

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Re: Pre-Made Officer Loadouts
« Reply #23 on: January 27, 2024, 09:18:44 AM »

I'd be very much in favor of Officer Affinities, and hopefully it could even extend beyond skill picks.
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Doctorhealsgood

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Re: Pre-Made Officer Loadouts
« Reply #24 on: January 27, 2024, 10:19:36 AM »

If affinities end up getting made kinda hoping for a generalist one with a tendency for skills that pretty much go well on almost anything like gunnery implants or ordinance expertise. Sometimes is nice to have wildcard officers you can slap onto anything.
Or a way to keep spare officers on standby. Because you feel like swapping your fleet around and they don't fit to the new one and dismissing them is a monumental waste of resources invested. Administrators can do it so why not officers?
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Quote from: Doctorhealsgood
Sometimes i feel like my brain has been hit by salamanders not gonna lie.

mortache

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Re: Pre-Made Officer Loadouts
« Reply #25 on: May 15, 2024, 11:24:11 AM »

I understand what you're saying, yeah. But that's just intentionally not how this works. I think "adapt to what you've got" can be more interesting than "make it fit exactly what you want". And then getting something that actually works well can be more exciting too, if it's not something you can reliably mold every time. The problem with the old implementation of level 7 cryopod officers is that they're all too often be no good for *anything*.

The issue is that, often my campaigns are based on a "theme" like all missile "Pegasus + Gryphon + Vigilance", or all phase, or all high tech disco beams or all XIV etc etc. As others have said, there is no way to "check" for what officer I've got before late game. In that case, I wouldn't even mind spending 10-20 story points to respec a lvl 7 officer into a template suiting my needs.

Where can I find the templates in the files anyways?
« Last Edit: May 15, 2024, 11:35:41 AM by mortache »
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Cryovolcanic

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Re: Pre-Made Officer Loadouts
« Reply #26 on: May 15, 2024, 11:16:20 PM »

Don't know about the templates, but officers can easily be edited in campaign.xml.

I do a CTRL+F search for "ExceptionalSleeper" when I start a new game. That reveals the heroic level 7 officers. If I find less than four in campaign.xml, I reroll the seed (IMO level 7 officers are more impactful than colony items or beautiful unicorn perfect colony systems).

I have a modded run where two of the four level 7s had identical skills, so I replaced the skills of one officer with the skillset of another level 7 officer from a different save, just for variety. There's also an acknowledged bug where an ExceptionalSleeper officer sometimes gets generated with a level 5 template. If I find an officer like that in campaign.xml I will just copy paste the stats of a level 7 officer from a different save and overwrite.

You can also easily change portraits in campaign.xml, which I do sometimes when I had an officer I liked in a previous save and want to use that exact officer again (name, face and skills). I bet you could make a level 10 officer if you wanted just by editing text files, but I haven't tried to make that drastic a change yet.

You can probably also add and remove s-mods, d-mods, etc, but I haven't tried to make any changes to ships yet. It's very easy to make one mistake and completely corrupt the syntax of the campaign file. I always make a backup before editing.
« Last Edit: May 15, 2024, 11:25:37 PM by Cryovolcanic »
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mortache

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Re: Pre-Made Officer Loadouts
« Reply #27 on: May 16, 2024, 12:34:23 AM »

Don't know about the templates, but officers can easily be edited in campaign.xml.

I do a CTRL+F search for "ExceptionalSleeper" when I start a new game. That reveals the heroic level 7 officers. If I find less than four in campaign.xml, I reroll the seed (IMO level 7 officers are more impactful than colony items or beautiful unicorn perfect colony systems).

I have a modded run where two of the four level 7s had identical skills, so I replaced the skills of one officer with the skillset of another level 7 officer from a different save, just for variety. There's also an acknowledged bug where an ExceptionalSleeper officer sometimes gets generated with a level 5 template. If I find an officer like that in campaign.xml I will just copy paste the stats of a level 7 officer from a different save and overwrite.

You can also easily change portraits in campaign.xml, which I do sometimes when I had an officer I liked in a previous save and want to use that exact officer again (name, face and skills). I bet you could make a level 10 officer if you wanted just by editing text files, but I haven't tried to make that drastic a change yet.

You can probably also add and remove s-mods, d-mods, etc, but I haven't tried to make any changes to ships yet. It's very easy to make one mistake and completely corrupt the syntax of the campaign file. I always make a backup before editing.

I know I can change the saves, I just want to change them in accordance to something I am supposed to find out there. That is why I want to know where to find the templates for pre-made officers. As for portraits, I use Portrait Changer to change them in game, with a nice preview of all of the portraits right in front of me.

Once I even made a copy of the REDACTED XIV fleet, complete with the tags that make it not count towards the limits for Automated Ships haha.

Edit: I actually found it
Spoiler

      // fast high-tech ship
      t = new CryopodOfficerTemplate();
      t.elite.add(Skills.TARGET_ANALYSIS);
      t.elite.add(Skills.ENERGY_WEAPON_MASTERY);
      t.elite.add(Skills.FIELD_MODULATION);
      t.elite.add(Skills.GUNNERY_IMPLANTS);
      t.elite.add(Skills.SYSTEMS_EXPERTISE);
      t.base.add(Skills.COMBAT_ENDURANCE);
      t.base.add(Skills.HELMSMANSHIP);
      TEMPLATES_EXCEPTIONAL.add(t, 10f);
      
      // slow high-tech ship
      t = new CryopodOfficerTemplate();
      t.elite.add(Skills.HELMSMANSHIP);
      t.elite.add(Skills.ENERGY_WEAPON_MASTERY);
      t.elite.add(Skills.FIELD_MODULATION);
      t.elite.add(Skills.GUNNERY_IMPLANTS);
      t.elite.add(Skills.ORDNANCE_EXPERTISE);
      t.base.add(Skills.TARGET_ANALYSIS);
      t.base.add(Skills.COMBAT_ENDURANCE);
      TEMPLATES_EXCEPTIONAL.add(t, 10f);
      
      // hull/armor tank, low tech
      t = new CryopodOfficerTemplate();
      t.elite.add(Skills.DAMAGE_CONTROL);
      t.elite.add(Skills.IMPACT_MITIGATION);
      t.elite.add(Skills.POLARIZED_ARMOR);
      t.elite.add(Skills.BALLISTIC_MASTERY);
      t.elite.add(Skills.TARGET_ANALYSIS);
      t.base.add(Skills.MISSILE_SPECIALIZATION);
      t.base.add(Skills.GUNNERY_IMPLANTS);
      TEMPLATES_EXCEPTIONAL.add(t, 5f);
      
      t = new CryopodOfficerTemplate();
      t.elite.add(Skills.ORDNANCE_EXPERTISE);
      t.elite.add(Skills.IMPACT_MITIGATION);
      t.elite.add(Skills.POLARIZED_ARMOR);
      t.elite.add(Skills.BALLISTIC_MASTERY);
      t.elite.add(Skills.TARGET_ANALYSIS);
      t.base.add(Skills.MISSILE_SPECIALIZATION);
      t.base.add(Skills.GUNNERY_IMPLANTS);
      TEMPLATES_EXCEPTIONAL.add(t, 5f);
      
      // phase ship   
      t = new CryopodOfficerTemplate();
      t.elite.add(Skills.IMPACT_MITIGATION);
      t.elite.add(Skills.FIELD_MODULATION);
      t.elite.add(Skills.TARGET_ANALYSIS);
      t.elite.add(Skills.SYSTEMS_EXPERTISE);
      t.elite.add(Skills.COMBAT_ENDURANCE);
      t.base.add(Skills.POLARIZED_ARMOR);
      t.base.add(Skills.ENERGY_WEAPON_MASTERY);
      TEMPLATES_EXCEPTIONAL.add(t, 10f);
      

      // generally-ok-for-most-ships, take 1
      t = new CryopodOfficerTemplate();
      t.elite.add(Skills.FIELD_MODULATION);
      t.elite.add(Skills.ORDNANCE_EXPERTISE);
      t.elite.add(Skills.TARGET_ANALYSIS);
      t.elite.add(Skills.POINT_DEFENSE);
      t.elite.add(Skills.GUNNERY_IMPLANTS);
      t.base.add(Skills.HELMSMANSHIP);
      t.base.add(Skills.COMBAT_ENDURANCE);
      TEMPLATES_EXCEPTIONAL.add(t, 5f);
      
      // generally-ok-for-most-ships, take 2
      t = new CryopodOfficerTemplate();
      t.elite.add(Skills.FIELD_MODULATION);
      t.elite.add(Skills.ORDNANCE_EXPERTISE);
      t.elite.add(Skills.TARGET_ANALYSIS);
      t.elite.add(Skills.IMPACT_MITIGATION);
      t.elite.add(Skills.GUNNERY_IMPLANTS);
      t.base.add(Skills.HELMSMANSHIP);
      t.base.add(Skills.COMBAT_ENDURANCE);
      TEMPLATES_EXCEPTIONAL.add(t, 5f);
      
      
      // SO, ballistic weapons
      t = new CryopodOfficerTemplate();
      t.elite.add(Skills.COMBAT_ENDURANCE);
      t.elite.add(Skills.TARGET_ANALYSIS);
      t.elite.add(Skills.SYSTEMS_EXPERTISE);
      t.elite.add(Skills.DAMAGE_CONTROL);
      t.elite.add(Skills.IMPACT_MITIGATION);
      t.base.add(Skills.FIELD_MODULATION);
      t.base.add(Skills.BALLISTIC_MASTERY);
      TEMPLATES_EXCEPTIONAL.add(t, 5f);
      
      // SO, energy weapons
      t = new CryopodOfficerTemplate();
      t.elite.add(Skills.COMBAT_ENDURANCE);
      t.elite.add(Skills.TARGET_ANALYSIS);
      t.elite.add(Skills.SYSTEMS_EXPERTISE);
      t.elite.add(Skills.DAMAGE_CONTROL);
      t.elite.add(Skills.IMPACT_MITIGATION);
      t.base.add(Skills.FIELD_MODULATION);
      t.base.add(Skills.ENERGY_WEAPON_MASTERY);
      TEMPLATES_EXCEPTIONAL.add(t, 5f);
[close]
« Last Edit: May 16, 2024, 01:12:59 AM by mortache »
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Cryovolcanic

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Re: Pre-Made Officer Loadouts
« Reply #28 on: May 16, 2024, 05:23:32 AM »

Oh interesting!

I had always wondered what the point of the Polarized+Impact Mit+EWM officer was. Looks like it was intended for a phase ship. And the ones without Gunnery are meant for SO.

Good to know...

Actually that's a good point on the REDACTED XIV fleet, sometimes I want the Eagle or the Falcon and those don't always drop. I could get my own XIV Eagle/Falcon and just add the tags to it.
« Last Edit: May 16, 2024, 05:25:40 AM by Cryovolcanic »
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