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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Second-in-Command | A full-scale skill system rework  (Read 122560 times)

Kahnmir

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #195 on: September 13, 2024, 02:53:44 AM »

Please do not go making assumptions about what I do or do not want, or put words in my mouth. That is rude.

If you don't want any suggestions for your mod than just say so, no need to be so condescending.

I am sorry, but i am not sure how else to interpret your message, am i missing something? Im mostly going of off what you wrote in your message.
At one point you call the aptitude terrible, in another you complain about how you cant use it together with Piracy because it greatly inconveniences your exploration gameplay without it.
Just feels like the feedback is contradicting itself there, as it shows what value the aptitude has, and why someone may pick it over piracy.

Let me try to clarify then:

For context, I play with the adjusted sector mod, so there is quite a lot of distance to cover. Which on the surface may make it seem like exploration tree would be great.

But there are two main problems withe the exploration tree:

The first being purchasing: I can buy most of what the exploration tree does; its as simple as getting an atlas or an apogee with the appropriate hullmods, and buying some extra fuel/supplies. Sure, those little bits I can't simply buy? I'd like to have those, but that leads into the second problem:

Opportunity cost. Exploration is dangerous, every scavenger, redacted, and everything else wants to kill me. So not having... well any other skill tree.. is a really big cost. Sure, you might say that's the trade off, but I'd refer you to problem one.

This is why I compared it to piracy; most of whats in the piracy skill tree I can't buy with credits (an theoretically unlimited resource) unlike the exploration tree where I can do that. Officer skill points/slots are a limited and time consuming resource to acquire, so naturally I'm going to try and maximize the value of them; which means not taking exploration, because I can get most of what it does through other means.

Does that explain my position better?
« Last Edit: September 13, 2024, 02:57:35 AM by Kahnmir »
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #196 on: September 13, 2024, 03:33:00 AM »

One problem I ran into is information overload due to excess number of skills on the opposing fleet. The consequence is that I end up ignoring what the enemy has. A lower number, but more impactful skills for the enemy officers would solve this, but I dont know how viable differentiated skills for player officers and enemy officers are.

Im not really interested in doubling the amount of skills i make to 200 or so. Id recommend to just swap to Easy mode, or disable them in the config if its to much to keep track off. I think for most enemies you are fine to mostly focus on the last 2 skills & the first one, and as you experiment with the system youl get a feel for what each skill does
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #197 on: September 13, 2024, 10:17:17 AM »

Please do not go making assumptions about what I do or do not want, or put words in my mouth. That is rude.

If you don't want any suggestions for your mod than just say so, no need to be so condescending.

I am sorry, but i am not sure how else to interpret your message, am i missing something? Im mostly going of off what you wrote in your message.
At one point you call the aptitude terrible, in another you complain about how you cant use it together with Piracy because it greatly inconveniences your exploration gameplay without it.
Just feels like the feedback is contradicting itself there, as it shows what value the aptitude has, and why someone may pick it over piracy.

Let me try to clarify then:

For context, I play with the adjusted sector mod, so there is quite a lot of distance to cover. Which on the surface may make it seem like exploration tree would be great.

But there are two main problems withe the exploration tree:

The first being purchasing: I can buy most of what the exploration tree does; its as simple as getting an atlas or an apogee with the appropriate hullmods, and buying some extra fuel/supplies. Sure, those little bits I can't simply buy? I'd like to have those, but that leads into the second problem:

Opportunity cost. Exploration is dangerous, every scavenger, redacted, and everything else wants to kill me. So not having... well any other skill tree.. is a really big cost. Sure, you might say that's the trade off, but I'd refer you to problem one.

This is why I compared it to piracy; most of whats in the piracy skill tree I can't buy with credits (an theoretically unlimited resource) unlike the exploration tree where I can do that. Officer skill points/slots are a limited and time consuming resource to acquire, so naturally I'm going to try and maximize the value of them; which means not taking exploration, because I can get most of what it does through other means.

Does that explain my position better?

I cant quite agree, yes you can buy a whole Atlas, or a bunch of additional cargo ships, but they arent free. They will add to your monthly budget and may also slow down your fleet.
There are a lot of ways to make your fleet more efficient, you could install Logistical hullmods on most ships afterall, but that then again comes at the cost of using Ordnance Points/S-Mods for some thing else. Starfaring very much massively supports your fleet in operating a lot cheaper, and notably, much more conveniently. And those effects continue to scale as your logistical core becomes better aswell.

I dont think its that much of a valid point either when you can also just consider to skip out on Piracy and take a third Combat-Orientated Aptitude instead. Piracy doesnt really provide anything unique, aside from increased weapon drop rates. Which is very good! But i dont think it invalidates Starfaring as much as you expect. On the Discord Server i pretty much see people evenly split about which aptitude they take, so i think its very much in a good position.
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Kahnmir

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #198 on: September 13, 2024, 02:00:57 PM »

But that's the thing; its Apples and Oranges. You can always get more credits, there is no cap or limit to the amount of credits you can get. Officer slots however have a very finite limit on them. So therefore, if you want to maximize value you should always try to get the things credits cannot buy with your officers.

If you have ever taken an economics class (micro economics specifically) they talk about this kind of psychology. Interesting stuff really.

Anyway, I'm not going to bother arguing with you, it seems from this thread you have a very specific idea of how this mod is supposed to be.
« Last Edit: September 13, 2024, 02:11:06 PM by Kahnmir »
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Daemonflayer

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #199 on: September 13, 2024, 03:19:53 PM »

Sure, you could add a freighter/tanker/passenger ship to increase your capacities. You could bring along salvage rigs/shepards to increase your salvage. You could slap on augmented drive fields and solar shielding to everything in your fleet...

Or you could have a Starfaring XO.
You could even have both a Piracy and a Starfaring XO, and swap between them - even in the field, it's only a CR hit.
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Shoey

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #200 on: September 13, 2024, 03:24:14 PM »

But that's the thing; its Apples and Oranges. You can always get more credits, there is no cap or limit to the amount of credits you can get. Officer slots however have a very finite limit on them. So therefore, if you want to maximize value you should always try to get the things credits cannot buy with your officers.

If you have ever taken an economics class (micro economics specifically) they talk about this kind of psychology. Interesting stuff really.

Anyway, I'm not going to bother arguing with you, it seems from this thread you have a very specific idea of how this mod is supposed to be.

It might not be my place to participate in this... but
Unless I'm mistaken, there isn't a real cap on Executive Officers that you can have stored and swapping between your officers at a colony/station is free.
As long as at least some parts are situationally useful you don't really have a reason not to bring an EO along. They won't take away experience from your active EOs and they still receive some experience when they aren't active. Personally, if the Starfaring officers were just the hyperspace burn level skills I'd still bring one along. 
...a space trucker themed EO with even more cargo capacity buffs would be cool though.

Anyway, bug report; 

I'm getting an occasional crash when swapping to the refit screen. It might be ExtendedControls fault, but if I'm reading this right you should be able to do something on your end:

Code
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.CombatEngineAPI.getTotalElapsedTime(boolean)" because the return value of "com.fs.starfarer.api.Global.getCombatEngine()" is null
at second_in_command.skills.management.ReEntry.applyEffectsAfterShipCreation(ReEntry.kt:29) ~[?:?]
at second_in_command.hullmods.SCControllerHullmod.applyEffectsAfterShipCreation(SCControllerHullmod.kt:65) ~[?:?]
at com.fs.starfarer.loading.specs.oooo.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.super.updateFromCurrentVariant(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.super.setFleetMember(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.V.setFleetMember(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.return.Ó00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.return.setPlugin(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.L$4.actionPerformed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.L.setCurrentTab(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.L.setCurrentTab(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.showCoreUITab(Unknown Source) ~[port_obf.jar:?]
at Shoey.ExtendedControls.EveryCampaignFrameScript.advance(EveryCampaignFrameScript.java:111) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(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) [?:?]


I can share the entire log if you'd like. I think a simple null check for getCombatEngine would suffice, though?
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #201 on: September 13, 2024, 08:05:20 PM »

But that's the thing; its Apples and Oranges. You can always get more credits, there is no cap or limit to the amount of credits you can get. Officer slots however have a very finite limit on them. So therefore, if you want to maximize value you should always try to get the things credits cannot buy with your officers.

If you have ever taken an economics class (micro economics specifically) they talk about this kind of psychology. Interesting stuff really.

Anyway, I'm not going to bother arguing with you, it seems from this thread you have a very specific idea of how this mod is supposed to be.

It might not be my place to participate in this... but
Unless I'm mistaken, there isn't a real cap on Executive Officers that you can have stored and swapping between your officers at a colony/station is free.
As long as at least some parts are situationally useful you don't really have a reason not to bring an EO along. They won't take away experience from your active EOs and they still receive some experience when they aren't active. Personally, if the Starfaring officers were just the hyperspace burn level skills I'd still bring one along. 
...a space trucker themed EO with even more cargo capacity buffs would be cool though.

Anyway, bug report; 

I'm getting an occasional crash when swapping to the refit screen. It might be ExtendedControls fault, but if I'm reading this right you should be able to do something on your end:

Code
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.CombatEngineAPI.getTotalElapsedTime(boolean)" because the return value of "com.fs.starfarer.api.Global.getCombatEngine()" is null
at second_in_command.skills.management.ReEntry.applyEffectsAfterShipCreation(ReEntry.kt:29) ~[?:?]
at second_in_command.hullmods.SCControllerHullmod.applyEffectsAfterShipCreation(SCControllerHullmod.kt:65) ~[?:?]
at com.fs.starfarer.loading.specs.oooo.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.super.updateFromCurrentVariant(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.super.setFleetMember(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.V.setFleetMember(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.return.Ó00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.return.setPlugin(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.L$4.actionPerformed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.L.setCurrentTab(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.L.setCurrentTab(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.showCoreUITab(Unknown Source) ~[port_obf.jar:?]
at Shoey.ExtendedControls.EveryCampaignFrameScript.advance(EveryCampaignFrameScript.java:111) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(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) [?:?]


I can share the entire log if you'd like. I think a simple null check for getCombatEngine would suffice, though?

Will fix it. I keep forgetting the Combat Engine can be null in some odd cases, generaly if refit is accessed from non-standard colonies, as far as i am aware atleast.
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Seti

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #202 on: September 16, 2024, 01:25:07 PM »

I love this mod and the way it spices up the game. however i wish there was a setting to allow for more executive officers or increasing their max level, i love being overpowered
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dahbany40

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #203 on: September 17, 2024, 06:09:39 AM »

Hey i was wanting the ability to use both a piracy and a starfarer officer at the same time but due to the incompatible category, i would like the option or a way for me to disable that in settings. thank you for the mod :3
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Shoat

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #204 on: September 17, 2024, 08:03:28 AM »

I love this mod and the way it spices up the game. however i wish there was a setting to allow for more executive officers or increasing their max level, i love being overpowered

Officer max level can be easily increased by editing some lines of text in one of the mod's files.

Maximum officers I don't think would be so easy, though, I didn't find a simple setting for that in any of the mod's files (and even if I did I suspect the UI would break since it has only three slots in it visually). You're probably gonna have to wait for a potential update to the mod (maybe some future version will have 4 slots anyway, one that is for logistical officers since those are exclusive with each other anyway, and 3 for combat-related ones?).
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Plurpo

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #205 on: September 17, 2024, 01:02:38 PM »

Would it be possible to add a way to search for specific officers à la Stellar Networks?
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mrigor

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #206 on: September 17, 2024, 04:31:35 PM »

Is there any way to raise max level beyond level 25 or make you gain more skillpoints per level? i wanna have all main skills unlockable, on level 25 you always have one or more skills unable to get unlocked
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Keybindet

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #207 on: September 17, 2024, 06:34:46 PM »

Is there any way to raise max level beyond level 25 or make you gain more skillpoints per level? i wanna have all main skills unlockable, on level 25 you always have one or more skills unable to get unlocked
maybe try console comands
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #208 on: September 17, 2024, 09:50:25 PM »

I love this mod and the way it spices up the game. however i wish there was a setting to allow for more executive officers or increasing their max level, i love being overpowered

Not really interested in adding those configs here.

Hey i was wanting the ability to use both a piracy and a starfarer officer at the same time but due to the incompatible category, i would like the option or a way for me to disable that in settings. thank you for the mod :3


You can easily modify the CSV files to allow for this, but i wont add that as an option ingame since i think it just encourages people to use the mod in a way thats just less fun, since both aptitudes really arent meant to be used together and just invalidate a ton of other options if done.

Would it be possible to add a way to search for specific officers à la Stellar Networks?

Dont think it fits in to SiC itself, and since the spawnrate of officers is pretty high i think the search is usually fast enough that those tools arent needed. Another mod could easily add such a feature though

Is there any way to raise max level beyond level 25 or make you gain more skillpoints per level? i wanna have all main skills unlockable, on level 25 you always have one or more skills unable to get unlocked

Nah, didnt want to put the max level on a weird number, and i dont think missing one skill is much of an issue
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JenkoRun

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #209 on: September 18, 2024, 04:14:39 AM »

Being permanently short of 1 skill will be terrible for perfectionists or people with OCD though
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