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

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Author Topic: [0.98a] Second-in-Command | A full-scale skill system rework  (Read 243320 times)

Ultrarattecoon

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #540 on: April 20, 2025, 08:29:43 AM »

Associates start says you can never change them, I believe.
yep, i know that, im asking if my save can be edited or a command used to retire them and get new ones
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Reshy

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #541 on: April 21, 2025, 02:53:07 AM »

Quote
1919790 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "java.lang.Boolean.booleanValue()" because "this.hasOpAffectingMods" is null
java.lang.NullPointerException: Cannot invoke "java.lang.Boolean.booleanValue()" because "this.hasOpAffectingMods" is null
   at com.fs.starfarer.loading.specs.HullVariantSpec.updateStatsForOpCosts(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.computeWeaponOPCost(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.skills.OrdnanceExpertise$Level1.apply(OrdnanceExpertise.java:86)
   at com.fs.starfarer.campaign.CharacterStats.applyPersonalToStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at second_in_command.SCData.setOfficerInSlot(SCData.kt:177)
   at second_in_command.misc.NPCOfficerGenerator.generateRandom(NPCOfficerGenerator.kt:293)
   at second_in_command.misc.NPCOfficerGenerator.generateForFleet(NPCOfficerGenerator.kt:35)
   at second_in_command.SCData.generateNPCOfficers(SCData.kt:100)
   at second_in_command.SCData.init(SCData.kt:78)
   at second_in_command.SCUtils.getFleetData(SCUtils.kt:112)
   at second_in_command.skills.starfaring.abilities.SensorBurstOverride.applyEffect(SensorBurstOverride.java:40)
   at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.activate(BaseDurationAbility.java:227)
   at com.fs.starfarer.api.impl.campaign.abilities.ai.SensorBurstAbilityAI.advance(SensorBurstAbilityAI.java:94)
   at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   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)
   at java.base/java.lang.Thread.run(Unknown Source)

I got a random crash, I'm not sure what caused it, but I've yet to reproduce it.  The crash happened after hopping into hyperspace after generating a new save.
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Lupin III.

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #542 on: April 21, 2025, 10:38:39 AM »

Could it be that this mod has a really bad performance impact? I've recently started a 0.98 game including this mod (admittedly I don't even have a vanilla baseline, because I never play vanilla). Since I got FPS problem way before any colonization or even just invasions started (so maybe 2 hours of playing time), which I never had with 0.96, I got VisualVM profiler. I found that second_in_command functions are way up there in CPU time usage.

Here are some example (the percentages are percent of total CPU time without sub-calls)
Code
second_in_command.specs.SCOfficer.getSkillSpecs ()					12 192 ms (4,7 %)
second_in_command.specs.SCBaseAptitudePlugin.getOriginSkillSpec () 7 786 ms (3 %)
second_in_command.SCUtils.getFleetData () 6 500 ms (2,5 %)
second_in_command.SCData.getAllActiveSkillsPlugins () 4 904 ms (1,9 %)
second_in_command.hullmods.SCControllerHullmod.applyEffectsBeforeShipCreation () 3 902 ms (1,5 %)
second_in_command.specs.SCOfficer.getActiveSkillPlugins () 2 400 ms (0,9 %)

There are also functions that don't use the CPU much on their own, but constantly call something that takes a lot of time (times/percentages are including the time of sub-calls):
Code
second_in_command.specs.SCAptitudeSpec.getPlugin ()	5 697 ms (1,5 %)
java.lang.ClassLoader.loadClass ()            4 100 ms (1,1 %)
java.lang.Class.newInstance ()                1 597 ms (0,4 %)
Self time 0,0 ms (0 %)


And these are not all of them. That's easily 20% and more in CPU time for a mod that shouldn't need to do any calculations unless you change skills or maybe the environment changes.

In the hopes that I'm using VisualVM correctly, could you please look into that? Maybe do some caching in the right places?
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Lukas04

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #543 on: April 21, 2025, 11:40:29 AM »

Quote
1919790 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "java.lang.Boolean.booleanValue()" because "this.hasOpAffectingMods" is null
java.lang.NullPointerException: Cannot invoke "java.lang.Boolean.booleanValue()" because "this.hasOpAffectingMods" is null
   at com.fs.starfarer.loading.specs.HullVariantSpec.updateStatsForOpCosts(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.computeWeaponOPCost(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.skills.OrdnanceExpertise$Level1.apply(OrdnanceExpertise.java:86)
   at com.fs.starfarer.campaign.CharacterStats.applyPersonalToStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at second_in_command.SCData.setOfficerInSlot(SCData.kt:177)
   at second_in_command.misc.NPCOfficerGenerator.generateRandom(NPCOfficerGenerator.kt:293)
   at second_in_command.misc.NPCOfficerGenerator.generateForFleet(NPCOfficerGenerator.kt:35)
   at second_in_command.SCData.generateNPCOfficers(SCData.kt:100)
   at second_in_command.SCData.init(SCData.kt:78)
   at second_in_command.SCUtils.getFleetData(SCUtils.kt:112)
   at second_in_command.skills.starfaring.abilities.SensorBurstOverride.applyEffect(SensorBurstOverride.java:40)
   at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.activate(BaseDurationAbility.java:227)
   at com.fs.starfarer.api.impl.campaign.abilities.ai.SensorBurstAbilityAI.advance(SensorBurstAbilityAI.java:94)
   at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   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)
   at java.base/java.lang.Thread.run(Unknown Source)

I got a random crash, I'm not sure what caused it, but I've yet to reproduce it.  The crash happened after hopping into hyperspace after generating a new save.

Not sure if its really SiC related, seems to be some crash caused by base game Ordnance Expertise, because some other hullmod on some ship is doing something odd. SiC is just in the stacktrace because it forced the game to update the affected ships stats.

Could it be that this mod has a really bad performance impact? I've recently started a 0.98 game including this mod (admittedly I don't even have a vanilla baseline, because I never play vanilla). Since I got FPS problem way before any colonization or even just invasions started (so maybe 2 hours of playing time), which I never had with 0.96, I got VisualVM profiler. I found that second_in_command functions are way up there in CPU time usage.

Here are some example (the percentages are percent of total CPU time without sub-calls)
Code
second_in_command.specs.SCOfficer.getSkillSpecs ()					12 192 ms (4,7 %)
second_in_command.specs.SCBaseAptitudePlugin.getOriginSkillSpec () 7 786 ms (3 %)
second_in_command.SCUtils.getFleetData () 6 500 ms (2,5 %)
second_in_command.SCData.getAllActiveSkillsPlugins () 4 904 ms (1,9 %)
second_in_command.hullmods.SCControllerHullmod.applyEffectsBeforeShipCreation () 3 902 ms (1,5 %)
second_in_command.specs.SCOfficer.getActiveSkillPlugins () 2 400 ms (0,9 %)

There are also functions that don't use the CPU much on their own, but constantly call something that takes a lot of time (times/percentages are including the time of sub-calls):
Code
second_in_command.specs.SCAptitudeSpec.getPlugin ()	5 697 ms (1,5 %)
java.lang.ClassLoader.loadClass ()            4 100 ms (1,1 %)
java.lang.Class.newInstance ()                1 597 ms (0,4 %)
Self time 0,0 ms (0 %)


And these are not all of them. That's easily 20% and more in CPU time for a mod that shouldn't need to do any calculations unless you change skills or maybe the environment changes.

In the hopes that I'm using VisualVM correctly, could you please look into that? Maybe do some caching in the right places?

I could probably improve performance here and there, but the mod taking up a certain amount of performance is to be expected, as with it NPC fleets also get skills and those have to be kept up to date, like burn speeds, sensor profiles, etc. Its going to scale together with the more fleets there are in your sector.
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beodyn

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #544 on: April 21, 2025, 04:40:15 PM »

Hello everyone,

I'm at a loss.  I only have this mod (and its requirements enabled), and I get the following error and a CTD to the desktop if I put my cursor over any Executive Officer skill icon.  I get to it by taking the shuttle to the bar and follow the prompts to hire my first executive officer.

50471 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: 'boolean com.fs.starfarer.api.SettingsAPI.isShowingCodex()'
java.lang.NoSuchMethodError: 'boolean com.fs.starfarer.api.SettingsAPI.isShowingCodex()'


I have deleted the requirements and downloaded the latest versions found here on the forums.  The mod version is from today (4/21).  Happens on a brand new game, easy difficulty.  doesn't matter if I do the tutorial or not.

Any suggestions?

Logfile:

https://pastebin.com/37QjJhfy

« Last Edit: April 21, 2025, 04:51:22 PM by beodyn »
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LemonSqueezed

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #545 on: April 21, 2025, 04:44:01 PM »

Quote
[Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: 'boolean com.fs.starfarer.api.SettingsAPI.isShowingCodex()'
java.lang.NoSuchMethodError: 'boolean com.fs.starfarer.api.SettingsAPI.isShowingCodex()'
   at second_in_command.ui.tooltips.SCSkillTooltipCreator.createTooltip(SCSkillTooltipCreator.kt:33)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable$18.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.OOOo.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.O0OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.  0000(Unknown Source)
   at com.fs.starfarer.ui.O0OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.privatesuper$oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
   at com.fs.starfarer.E.oooO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.base/java.lang.Thread.run(Unknown Source)

Hi there, I love the mod! I recently tried to load it up on .98, and I had this crash. It is caused when mousing-over the skill of a SIC officer, and attempting to draw a tooltip.

I loaded it on a fresh save, with only the dependancies, and had the same issue. Thanks for the continued hard work, this is the only skill mod I would use for starsector.
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Lukas04

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #546 on: April 22, 2025, 06:20:46 AM »

Try downloading the new version i just uploaded, should fix the crash, however you probably wont be able to use F2 to open codex entries for those aptitudes. No clue whats causing those issues, as weirdly enough its not finding a vanilla method in your install.
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beodyn

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #547 on: April 22, 2025, 03:57:39 PM »

Try downloading the new version i just uploaded, should fix the crash, however you probably wont be able to use F2 to open codex entries for those aptitudes. No clue whats causing those issues, as weirdly enough its not finding a vanilla method in your install.

So your statement made me think.  So I checked, I was using Starsector 0.98a-RC5.  I updated to 0.98-RC8 and it fixed the problem without downloading your update.  Thank you for responding and I hope this helps people in the future =)
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McNutty145

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #548 on: April 22, 2025, 10:45:03 PM »

Ad Astra has nothing in onDeactivation, so the burn buff stays if you remove the starfaring exec while in hyperspace
« Last Edit: April 23, 2025, 10:04:49 AM by McNutty145 »
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Lupin III.

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #549 on: April 23, 2025, 01:41:28 PM »

I could probably improve performance here and there, but the mod taking up a certain amount of performance is to be expected, as with it NPC fleets also get skills and those have to be kept up to date, like burn speeds, sensor profiles, etc. Its going to scale together with the more fleets there are in your sector.

I hope you can do something there! I'd really like to try the different skill system, but I can't use the mod, if 20% of the game's processor time is spent there.
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Norath

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #550 on: April 23, 2025, 04:13:26 PM »

Trying out the mod and it looks great :)

Any chance for some of the main combat skills geting a "Verson A,B or C" toggle and/or settings ?

ex:Energy Weapon Mastery
A. Vanilla
B. Simple (no range or flux calc -> smaller bonus)
C. Weapon Energy Mastery (changes focus to general weapon flux)
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Phenir

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #551 on: April 24, 2025, 08:17:05 AM »

I'm using neural junction and a management XO but the ship (nova) my character is piloting only has 85% CR despite being under automated DP allotment.
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Reshy

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #552 on: April 24, 2025, 08:17:59 AM »

Petition to add "Industrial Planning" as a skill that can be obtained with skill points through level up for administrative purposes, since it's more a personal skill like the combat ones just for administrative purposes instead. Make it 2 or even 3 skill points to learn if you're concerned about balance.

Agreed - it is notable that being unable to acquire Industrial Planning as the player in this mod also has an anti-synergy with Better Colonies. BC allows you to recruit freelance administrators and teach them Industrial Planning for a story point if the player has it, but, when running SiC, the player will never know Industrial Planning, making it impossible to recruit better administrators from BC.

I'd like to see this as well, could just make it a mini quest or something to find someone capable enough to train you.  That way it doesn't require modifying SIC's skill menu.  Would also be nice if SIC had a place to display other skills you get from mods (like the one from Emergent Threats).
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Tallgiraffe

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #553 on: April 25, 2025, 08:27:31 PM »

Is there any way we can get an option to increase the officer level for more skill? I tried looking for a way in the files, but wasn't able to turn anything up.
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Graploos

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #554 on: April 26, 2025, 03:05:33 AM »

Is it intended that Continous Repairs does not remove d-mods on my mk1 AI onslaught?
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