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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 168247 times)

Sionetta

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #120 on: August 24, 2024, 10:15:25 AM »

Is there any way to retain original skill tree for compatibility? Like, can we make it active but hidden or something ?
Im having trouble as so many mods check skills from old skill tree.
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #121 on: August 24, 2024, 10:29:49 AM »

Is there any way to retain original skill tree for compatibility? Like, can we make it active but hidden or something ?
Im having trouble as so many mods check skills from old skill tree.

No.
On that note, Nexerelin gets its issues fixed with its next release, and as far as i know the TASC author is fixing the compatibility issues with SiC not letting you build the automated station.
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zecond

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #122 on: August 24, 2024, 01:58:31 PM »

Any chance to get a governor type second in command? I always take those skills so not seeing them is a bit off, or wanting to play without alpha core governors.
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #123 on: August 24, 2024, 02:42:05 PM »

Any chance to get a governor type second in command? I always take those skills so not seeing them is a bit off, or wanting to play without alpha core governors.

There wont be any colony related aptitudes, just not something that fits in to this system without making it immediately worse. Base game has enough ways to upgrade colonies anyways.
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Sionetta

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #124 on: August 25, 2024, 10:16:28 AM »

I just found that to recover Abyssal Ships in RATs you need the Automated Ships skill but the same skill from Second-in-command doesnt count.
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #125 on: August 25, 2024, 10:40:24 AM »

I just found that to recover Abyssal Ships in RATs you need the Automated Ships skill but the same skill from Second-in-command doesnt count.

Fixed in the version of RAT released a few hours ago, its not save compatible though.
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Selfcontrol

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #126 on: August 25, 2024, 03:58:56 PM »

Hi Lukas.

I just wanted to let you know that when you first announced you wanted to give a try at reworking/expanding the skills system I was skeptical. I was quite content with the current (vanilla) system and I was afraid of an overcomplicated rework/expansion that wouldn't achieve its goal.

After coming back from my holidays, I downloaded your mod and gave it a try. And my god, it is simply outstanding. It's probably one of the most creative and best mod I have ever played in this game. The whole system of Executive Officers is super neat and simple to use while retaining a "vanilla feel" (it that makes sense) and there's so much creativity in each type of Executive Officer it's simply mindblowing. The possibilities in fleet building allowed by the system you created are incredible ! I am currently having a lot of fun building a whole fleet centered around ammo based weapons and missiles thanks to All Out from Piracy and Mass Bombardment from Tactical. Is it good or overpowered ? I don't know. But its the kind of build I would never have thought about in the vanilla system and it also encouraged me to hunt bounties (thanks to the heavily increased post-battle salvage) right from the start (something I almost never did because it was easier to make money through trade / exploration).

I have some very minor grips with your mod (I think the player now drowns too much in Story Points) but hey, this mod isn't even one month old !

You are one hell of a mod author !
« Last Edit: August 25, 2024, 04:01:29 PM by Selfcontrol »
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #127 on: August 25, 2024, 04:07:37 PM »

Hi Lukas.

I just wanted to let you know that when you first announced you wanted to give a try at reworking/expanding the skills system I was skeptical. I was quite content with the current (vanilla) system and I was afraid of an overcomplicated rework/expansion that wouldn't achieve its goal.

After coming back from my holidays, I downloaded your mod and gave it a try. And my god, it is simply outstanding. It's probably one of the most creative and best mod I have ever played in this game. The whole system of Executive Officers is super neat and simple to use while retaining a "vanilla feel" (it that makes sense) and there's so much creativity in each type of Executive Officer it's simply mindblowing. The possibilities in fleet building allowed by the system you created are incredible ! I am currently having a lot of fun building a whole fleet centered around ammo based weapons and missiles thanks to All Out from Piracy and Mass Bombardment from Tactical. Is it good or overpowered ? I don't know. But its the kind of build I would never have thought about in the vanilla system and it also encouraged me to hunt bounties (thanks to the heavily increased post-battle salvage) right from the start (something I almost never did because it was easier to make money through trade / exploration).

I have some very minor grips with your mod (I think the player now drowns too much in Story Points) but hey, this mod isn't even one month old !

You are one hell of a mod author !

Glad your liking it! And yeah, keeping it simple was one of the goals, helps that it is replacing a system, rather than adding a new one on top (i.e exotica), which makes it easier to approach i think.
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DefiasOne

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #128 on: August 26, 2024, 05:21:56 AM »

Does the +1 to officers under your command not apply to your second in command officers?
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #129 on: August 26, 2024, 05:52:41 AM »

Does the +1 to officers under your command not apply to your second in command officers?

Why would it?
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DefiasOne

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #130 on: August 26, 2024, 12:21:44 PM »

I assumed since they are all officers under your command you'd get level 6 to all officers.
You're still in charge of your second in command officers so they technically fall under your command, I thought it might be a bug.
In any case I think for consistency sake it would make sense to have all officers max level be 6 not just some when you hit level 12.
« Last Edit: August 26, 2024, 12:31:52 PM by DefiasOne »
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strinn

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #131 on: August 26, 2024, 09:31:23 PM »

Hello!

I think the mod is really good except for one issue: D-mods. In the vanilla tree I and most people I know rush the Industry tree to get Hull Restoration. I feel like there's no other good way to get rid of D-mods other than this skill considering that restoring hulls manually or through Restoration Docks added by that colony mod is still too expensive for early and mid-game when you ACTUALLY need to remove D-mods (your fleets are weaker and you can't just buy a new ship). Also, I don't like seeing red indicators next to my ships.

The issue with this mod is that executive officers all level slowly and you can only get D mod removal by around levels 8-10. Even then, it's inefficient, seemingly removing 1-2 D-mods per fleet killed. This is pretty late in the game around the time you can already do remnant hunting.
I'm sorry, but I don't think I will be running this mod in the future due to this, which is a shame because it's very cool.
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #132 on: August 27, 2024, 01:22:23 AM »

Hello!

I think the mod is really good except for one issue: D-mods. In the vanilla tree I and most people I know rush the Industry tree to get Hull Restoration. I feel like there's no other good way to get rid of D-mods other than this skill considering that restoring hulls manually or through Restoration Docks added by that colony mod is still too expensive for early and mid-game when you ACTUALLY need to remove D-mods (your fleets are weaker and you can't just buy a new ship). Also, I don't like seeing red indicators next to my ships.

The issue with this mod is that executive officers all level slowly and you can only get D mod removal by around levels 8-10. Even then, it's inefficient, seemingly removing 1-2 D-mods per fleet killed. This is pretty late in the game around the time you can already do remnant hunting.
I'm sorry, but I don't think I will be running this mod in the future due to this, which is a shame because it's very cool.

Recent patch did increase the base XP gain, it is also been a config in the mods LunaSettings for a while now.
The Hull Restoration equivelant not being the "I always need to pick this" skill is pretty much intentional, kind of bad for a mod with a bunch of customisation to encourage a skill like it to much. Though i think it generally does its job fine.
« Last Edit: August 27, 2024, 01:36:53 AM by Lukas04 »
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DeltaJan

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #133 on: August 28, 2024, 01:18:28 AM »

Thanks for the hard work. Really excited to try this out!
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SkilG@non

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #134 on: August 28, 2024, 10:10:14 AM »

Hi. Long time fan of Star Sector (since the freeware days when it was jut the Wolf and Sunderer in arena) and I made this account in the forum just to say this mod is fantastic! You are brilliant and I'd love to see what other interesting mods you can add to this already glorious gem of a game.

Thank you! :D
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