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Author Topic: Officer Templates  (Read 749 times)

BigBrainEnergy

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Officer Templates
« on: February 28, 2024, 03:09:08 AM »

From what I remember there's a total of 8 templates for level 7 sleeper pod officers. I don't know where to find them in the games files, so if anyone knows how please tell me. At the very least some screenshots of the templates you've found could be helpful for people wondering the same thing.

*EDIT*
For those curious, here are all the templates:
« Last Edit: February 28, 2024, 04:59:55 AM by BigBrainEnergy »
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Serenitis

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Re: Officer Templates
« Reply #1 on: February 28, 2024, 03:57:55 AM »

They're in the API.
\com\fs\starfarer\api\impl\campaign\rulecmd\salvage\special\CryopodOfficerGen.java

In case anyone doesn't want to go spelunking:
Spoiler
Code
// BEGIN LEVEL 7 OFFICERS

// 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);
// END LEVEL 7 OFFICERS
[close]
« Last Edit: February 28, 2024, 04:13:14 AM by Serenitis »
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BigBrainEnergy

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Re: Officer Templates
« Reply #2 on: February 28, 2024, 04:13:25 AM »

Perfect, thank you.
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Cryovolcanic

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Re: Officer Templates
« Reply #3 on: February 28, 2024, 05:15:32 AM »

In campaign.xml you can find them by searching for ExceptionalSleeperPodOfficer.

Strangely, in my current game, there were only 3 officers and two of them were only level 5. I was able to edit the save file in Notepad and change their stats to level 7s cut pasted from another save.
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Goblin

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Re: Officer Templates
« Reply #4 on: February 28, 2024, 01:46:55 PM »

Speaking of officer skills, what skills should I prioritize giving my officers? Energy Weapon Mastery and Gunnery Implants are obviously good for officers commanding high tech and low tech ships respectively, and Helmsmanship is good for slower ships, but what about the rest?

I think most of my officers in my current run have suboptimal skills (mostly due to my own ignorance as a newer player and bad luck). Since you can't reassign their skills, I'm forced to either keep them or take the SP loss, fire them and spend even more SP mentoring a new officer.
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INTERRUPT

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Thaago

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Re: Officer Templates
« Reply #5 on: February 28, 2024, 05:53:22 PM »

Speaking of officer skills, what skills should I prioritize giving my officers? Energy Weapon Mastery and Gunnery Implants are obviously good for officers commanding high tech and low tech ships respectively, and Helmsmanship is good for slower ships, but what about the rest?

I think most of my officers in my current run have suboptimal skills (mostly due to my own ignorance as a newer player and bad luck). Since you can't reassign their skills, I'm forced to either keep them or take the SP loss, fire them and spend even more SP mentoring a new officer.

Whatever matches what ship they are flying - I think you've got a good grasp on that tbh. Ballistic Mastery for primary ballistic ships is quite strong - energy weapon mastery honestly not so much, but it is good for knife fighting ships (energy frigates, phase ships). Gunnery Implants reduces recoil which can be a big deal for some ship (primarily ballistic weapons).

Combat Endurance is the best "all around" skill as the 15% CR is excellent on top of the more time for smaller ships. I feel that the newly buffed Helmsmanship is good for everything as well, and the AI uses its shield aggressively so Field Modulation as well.

In terms of mentoring: because it is 100% bonus XP it is essentially "free" to do so, as long as you have enough reserve story points to do whatever else you want to do until you've recovered it. No loss from firing them. Eliting officer skills are different though and carry a more 'permanent' loss.
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