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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Second-in-Command | A full-scale skill system rework  (Read 168272 times)

Moon Spirit

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #30 on: August 08, 2024, 06:09:30 PM »

I think I found incompatibility with another mod.

Modules from mod - Exotica Technologies don't work.
No errors, no game closing. Just the buffs from mod modules don't work together with this mod.

Exotica Technologies has a module that increases fleet speed by +2. And the bonus of installing the module on any ship - don't increase speed and don't work. I think and other mod modules don't work because they change the parameters of ships.

Not quite sure how that would happen, i dont know Exotica, so i wasnt even aware it has fleetwide effects.
But im not sure if i could change anything in this mod to make it work. I asume you already tried disabling this mod and testing it again to see if its even at fault?

My bad. Sorry.
Checked everything is better in game now. Both mods work as they should and without any issues. There are bonuses and everything works.
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Sethfcm

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #31 on: August 08, 2024, 06:23:54 PM »

Thanks!
Though also sorry, im not really interested in adding such an option. The whole system is made around using 3 slots, and id rather keep it that way in all cases.
Keep in mind though, this mod is essentialy like playing with the lv25 cap, as each officer provides 6 skills, and the player can get 8 in combat.

No problem, thank you for all the work, I'm doing a play through with SiC despite my mild objections, and do enjoy it greatly.

It's innovative, and I whole-heartedly recommend it for roleplaying too given the attachment to officers, I've seen you mention being able to rename/change portraits so that's the only other thing I'd really desire, so it seems we'll get it!

Edit: As moonspirit mentioned Exotic Tech is working fine on my end, so it seems to have just been a kerfuffle on their end earlier.
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AdamLegend

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #32 on: August 08, 2024, 08:44:46 PM »

I wish we could use your Portrait Changer mod (https://fractalsoftworks.com/forum/index.php?topic=27381.0) to modify executive officer portraits

I could probably just fit it in to the UI itself somehow, will look in to it

Thank you! The officer portrait matters a lot to me for immersion and creating my own crew, so definitely looking forward to seeing this added!
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Proxima-b

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #33 on: August 08, 2024, 08:59:45 PM »

I really like the combat skill in "quality captain" and the max level increase by "A new level of confidence", are there ways to make them work with this mod?

No, as this is an entirely different system, and both of those skills mods work with the base one, they are not compatible.

The problem is vanilla personal combat skills aren't exactly well balanced, are there any adjustment made in this mod?
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Proxima-b

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #34 on: August 08, 2024, 09:25:11 PM »

I already have a new level of confidence installed and past lvl 20, what will happen if I uninstall that and install this mod mid-save
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #35 on: August 08, 2024, 11:45:52 PM »

I really like the combat skill in "quality captain" and the max level increase by "A new level of confidence", are there ways to make them work with this mod?

No, as this is an entirely different system, and both of those skills mods work with the base one, they are not compatible.

The problem is vanilla personal combat skills aren't exactly well balanced, are there any adjustment made in this mod?

You get 8 skillpoints at most for the combat skill tree, which has 14 skills to choose from.
All skills cost 1 point, except System Expertise & Missile Spec, which cost 2. So you can get between 6 to 8 combat skills based on what you pick.
The skills themself have no changes.

I already have a new level of confidence installed and past lvl 20, what will happen if I uninstall that and install this mod mid-save

Youl have more skillpoints than intended for combat skills, thats about it. You probs wanna respec out of all vanilla skills first, but i think using it on a new save is a better experience.
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #36 on: August 09, 2024, 01:06:44 PM »

Released a new patch, mostly some Quality of Life, but also made Logistical Aptitudes incompatible to eachother, as stacking them is a bit to lame, and also rather strong. Same incompatibility system can work for other aptitudes, but none will make use of it for now. Its mostly there for Logistical & Crossmod Aptitudes.
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Proxima-b

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #37 on: August 09, 2024, 01:45:57 PM »

Really want to try this mod out now, but it seems quality captain cannot be removed safely.
Guess I'll have to do this next time... :'( :'( :'( :'(
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PlushPhoenix

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #38 on: August 09, 2024, 01:56:39 PM »

For me, personaly, the limit of 3 "trees" and not many skill points is so sad. I'd rather skip the main battle tree to something else. Mods looks very cool, and would be really great if you can give variation of mod where players can take more skill trees and could have more skill points (but will need much more xp, or mabe make them weaker but give players opportunities to take more (extra balance - maybe bad idea).

This mod looks rly VERY interesting, and anyway thank you for your work!!! Skill system is a little bit weak part of this game, and what you did is very good.
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #39 on: August 09, 2024, 02:01:02 PM »

For me, personaly, the limit of 3 "trees" and not many skill points is so sad. I'd rather skip the main battle tree to something else. Mods looks very cool, and would be really great if you can give variation of mod where players can take more skill trees and could have more skill points (but will need much more xp, or mabe make them weaker but give players opportunities to take more (extra balance - maybe bad idea).

This mod looks rly VERY interesting, and anyway thank you for your work!!! Skill system is a little bit weak part of this game, and what you did is very good.

Im not planning on changing it, as its a core part of the mod. Removing the limit would essentialy just make it vanilla with more trees, and its just not what i want it to be.
The mod is about choosing carefully what you want to specialise in, and removing the limit would just get rid of it.
The vanilla system does support adding more trees, just not many mods out there that do. And i am personaly not that interested in making a mod that is just that.

Also to clarify, this mod does give you 11 more skills than vanilla does, its uh, not very few skill points.
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PlushPhoenix

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #40 on: August 09, 2024, 02:21:42 PM »

Then just mabe give a chance to take something instead Combat skill tree, for more variation....
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Proxima-b

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #41 on: August 09, 2024, 02:36:14 PM »

Is there a way to uncap the level but retain the total number of skill points ?
With a lot of mod installed, the XP is just too easy to come by.
Or just get a slider for player XP gain.
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #42 on: August 09, 2024, 02:39:59 PM »

Then just mabe give a chance to take something instead Combat skill tree, for more variation....

The point of the combat tree being fixed is to remove the discrepancy that exists in how truly effective some random combat skill is on the player versus a good fleetwide skill.
I want to be able to freely decide on what combat skills i can get in isolation as they are fun skills, just not optimal if they are in the grand package.

The mod is very much made for people that have an issue with this in the base game. If you dont like all of those changes you may wanna check out Quality Captains instead as it remains in the vanilla system but with cooler skill ideas.

Is there a way to uncap the level but retain the total number of skill points ?
With a lot of mod installed, the XP is just too easy to come by.
Or just get a slider for player XP gain.

No, but adding an XP slider is a good idea, il put that in my notes.
Thanks for the suggestion!
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Hyde

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #43 on: August 09, 2024, 04:23:23 PM »

The CR bonus from Crew Training appears to be broken, might be the entire management tree as Top Conditions doesn't apply either.
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #44 on: August 09, 2024, 04:40:09 PM »

The CR bonus from Crew Training appears to be broken, might be the entire management tree as Top Conditions doesn't apply either.

Issue was actually bigger than this, anyone on 1.0.3 should update to 1.0.4 immediately, as an accidental deletion of a single line of code caused half of the skills to no longer work....haha, modding is fun.
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