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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 122477 times)

SpaceDrake

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #105 on: August 18, 2024, 10:06:53 PM »

Speaking of bugs, for when you get back, Lukas:

Got a "bug" with two related examples to show. This is really more a cross-mod interaction problem, and centers around the fact that SiC removes the non-combat trees.

1) shows the ground invasion screen in Nexerelin. Because you removed the leadership tree, it's now impossible, in the current build, to activate Inspiration.

2) is from recovering the Halbmond in Tahlan Shipworks. Because the recovery of the blueprints from the Halbmond speeds up depending on your Technology skill level, SiC always slams you down to the slowest possible speed. It's still usable, but it's very slow going.

Neither of these are particularly crippling bugs, but they are a little frustrating and existing XOs don't replicate the behavior they "replace". This kind of problem doesn't come up in the base game, though, since by design the vanilla content doesn't reference the player skills at all outside of checking if you have neutrino detector and transverse jump. So, by default, this "problem" won't be a hard impediment to a playthrough and this is a problem of interactions with specific mods. I think it's up to you whether this even counts an issue worth fixing.

https://i.imgur.com/Uj4pVxi.png

https://i.imgur.com/1lAUwPC.png

(Hope you're having a good mod break! I wondered about reporting something this minor while you're chilling, to be honest. )
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Bigsky

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #106 on: August 19, 2024, 09:15:21 PM »

I was about to report the first as well when doing the ground-pound mission for my current run
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PreConceptor

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #107 on: August 20, 2024, 07:39:05 AM »

Things from mods not working because they require vanilla skills is a known issue btw. Each instance is different but likely a thing those mod authors would need to account for themselves if they care about compatibility.

edit: and apparently the Nex issue is fixed in the next major SiC version
« Last Edit: August 21, 2024, 04:00:35 PM by PreConceptor »
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MechaRauser

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #108 on: August 22, 2024, 08:11:33 AM »

Just wondering out of pure curiosity, but would it be a possibility to have the ability to switch portraits on executive officers mayhaps?
Unfortunately the portrait changer mod doesn't include that capacity.

Either way an amazing mod, been enjoying it quite a bit!

Actually made me wanna replay starsector in quick succession multiple times just to try different skill builds.
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AdamLegend

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #109 on: August 22, 2024, 01:45:58 PM »

We can't build the Autonomous AI Battlestation (unlocked from start, just go to orbital station and hover over it) from TASC with Second in Command. It says that it requires the "Automated Ships" skill but even if we have an executive officer with that skill, it still fails.
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DefiasOne

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #110 on: August 22, 2024, 02:01:18 PM »

Why not make slots and skill points configurable?

You can have a default balance for 3 slots but if someone would like to just power trip it would be pretty awesome.
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #111 on: August 22, 2024, 02:59:14 PM »

Things from mods not working because they require vanilla skills is a known issue btw. Each instance is different but likely a thing those mod authors would need to account for themselves if they care about compatibility.

edit: and apparently the Nex issue is fixed in the next major SiC version

The nex issue is fixed whenever Nex gets updated, Histidine fixed it on the dev version.

Just wondering out of pure curiosity, but would it be a possibility to have the ability to switch portraits on executive officers mayhaps?
Unfortunately the portrait changer mod doesn't include that capacity.

Either way an amazing mod, been enjoying it quite a bit!

Actually made me wanna replay starsector in quick succession multiple times just to try different skill builds.

I have making their portraits changeable on my list, dont know when il get to it though.

We can't build the Autonomous AI Battlestation (unlocked from start, just go to orbital station and hover over it) from TASC with Second in Command. It says that it requires the "Automated Ships" skill but even if we have an executive officer with that skill, it still fails.

Needs to be fixed on TASCs end, needs to check for the automated ships recovery tag, instead of the skill to work.

Why not make slots and skill points configurable?

You can have a default balance for 3 slots but if someone would like to just power trip it would be pretty awesome.

I dont want the core aspect of the mod configureable, as i rather have the core identity of the mod stable. There are configs to increase the player level up to 25 (Which lets you get 5 more combat skills) and you can lower the NPC difficulty/disable NPCs from spawning from skills in the config. This mod already lets you do power trips with those configs.
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DefiasOne

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #112 on: August 22, 2024, 03:24:51 PM »

There might be an incompatibility with Terraforming and Station Construction, I don't have any of the options to build stations or anything in the skill bar.
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #113 on: August 22, 2024, 03:59:03 PM »

There might be an incompatibility with Terraforming and Station Construction, I don't have any of the options to build stations or anything in the skill bar.

As its page states, you need to research the abilities first if you are using Ashes
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Kahnmir

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #114 on: August 23, 2024, 06:47:41 PM »

I really like the idea of this mod, and have always felt there was something that just didn't quite sit right about the way skills are done in Starsector, and I think this may be the thing to fix it.

That said, after having played this a bit, I've decided to put this on the shelf. Its very new and obviously still needs some work.

One thing I can give as input that really put me off was the balancing between the Piracy and the Starfaring line:

The two are mutually exclusive, while having a lot of overlap. And this is where the problem lies: Piracy is just strait up better and probably just overtuned when compared to MOST skill trees. But when stacked up against the Starfaring line? Ouch man. Ouch.

The Starfarer line is TERRIBLE. It gives NO combat bonuses, and has worse exploration utility than Piracy, because most of the things it has can be gotten from hullmods and the like, while piracy has the very useful Ambush skill (which is EXTREMELY useful for exploration) AND most of the same stuff starfaring has AND combat bonuses. The only thing that Starfaring has of note is the continuous repairs skill, which is a great utility skill for a combat skill tree... but not an exploration skill tree.

Also, you're blocked from taking both... This is unnecessary because taking both of them... or maybe just taking the starfaring line is kind of a self nerf, so there is no reason to actually stop people taking both, except to inconvenience people who like the exploration elements of this game.

So this is what my solution would be:

Make a new skill tree called "smuggling" (given how prominent that is in this game, it makes total sense there would be a skill tree for it) and strip out some of the elements from piracy and starfaring and add them to smuggling: give starfaring some combat utility, while making piracy less of an auto take.

Also, please add an option to control the spawn rate of the executive officers to the Lunalib mod menu. I realize having a high spawn rate is probably really useful for testing, but I trip over like 5 executive officers everywhere I go.

High hopes for this mod.

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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #115 on: August 24, 2024, 01:46:22 AM »

I really like the idea of this mod, and have always felt there was something that just didn't quite sit right about the way skills are done in Starsector, and I think this may be the thing to fix it.

That said, after having played this a bit, I've decided to put this on the shelf. Its very new and obviously still needs some work.

One thing I can give as input that really put me off was the balancing between the Piracy and the Starfaring line:

The two are mutually exclusive, while having a lot of overlap. And this is where the problem lies: Piracy is just strait up better and probably just overtuned when compared to MOST skill trees. But when stacked up against the Starfaring line? Ouch man. Ouch.

The Starfarer line is TERRIBLE. It gives NO combat bonuses, and has worse exploration utility than Piracy, because most of the things it has can be gotten from hullmods and the like, while piracy has the very useful Ambush skill (which is EXTREMELY useful for exploration) AND most of the same stuff starfaring has AND combat bonuses. The only thing that Starfaring has of note is the continuous repairs skill, which is a great utility skill for a combat skill tree... but not an exploration skill tree.

Also, you're blocked from taking both... This is unnecessary because taking both of them... or maybe just taking the starfaring line is kind of a self nerf, so there is no reason to actually stop people taking both, except to inconvenience people who like the exploration elements of this game.

So this is what my solution would be:

Make a new skill tree called "smuggling" (given how prominent that is in this game, it makes total sense there would be a skill tree for it) and strip out some of the elements from piracy and starfaring and add them to smuggling: give starfaring some combat utility, while making piracy less of an auto take.

Also, please add an option to control the spawn rate of the executive officers to the Lunalib mod menu. I realize having a high spawn rate is probably really useful for testing, but I trip over like 5 executive officers everywhere I go.

High hopes for this mod.

I think Starfaring and Piracy are in a decent enough place, though Starfaring needs some slight buffs probably.
I feel like you are missing the point that Starfaring is more of a Convenience Aptitude regarding Logistics, where Piracy helps the active aquirement of Resources.
Piracy has very good skills, but you give up the convenience that Starfarings skills provide you with. They are just different ways to go about handling Logistics.
You do appear to really want the skills from starfaring, but you also somehow keep calling it worse, so it sounds like you may just wanna use it instead of Piracy.

Officer spawn chance is high, but thats pretty much intentional, and i dont think it being high hurts.
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Kahnmir

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #116 on: August 24, 2024, 02:38:59 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.
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #117 on: August 24, 2024, 02:51:00 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.
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MxCrossbrand

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #118 on: August 24, 2024, 07:10:05 AM »

Hello!

Quick question (or maybe a point of feedback?); is there a place in game where I can see if an two executive officers fall in the same category without hiring them? It seems kinda intuitive in that I can sort of tell based on how much overlap there is between the skills offered, but there doesn't seem to be anything in the hiring dialogue that indicates which category a skill set belongs to, which caused me to waste 10k early on in my current playthrough.

Over all though, great mod! This is only my second playthrough, and I specced heavily into industry and tactics on my first playthrough cause I could tell early on those two trees would make things massively more manageable. Not having a free dp remover has drastically changed how I've played this second time around, and I'm loving it.
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #119 on: August 24, 2024, 07:14:14 AM »

Hello!

Quick question (or maybe a point of feedback?); is there a place in game where I can see if an two executive officers fall in the same category without hiring them? It seems kinda intuitive in that I can sort of tell based on how much overlap there is between the skills offered, but there doesn't seem to be anything in the hiring dialogue that indicates which category a skill set belongs to, which caused me to waste 10k early on in my current playthrough.

Over all though, great mod! This is only my second playthrough, and I specced heavily into industry and tactics on my first playthrough cause I could tell early on those two trees would make things massively more manageable. Not having a free dp remover has drastically changed how I've played this second time around, and I'm loving it.

Hmm, not right now, il add it to my notes to make that mentioned when hiring them. Though at the moment, the only conflicting categories are the Logistical ones, Starfaring & Piracy, the Automation one also has a category, but thats just assigned as i have some cross-mod content planned for that type of aptitude.
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