Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 11 12 [13] 14 15 ... 28

Author Topic: [0.97a] Second-in-Command | A full-scale skill system rework  (Read 122466 times)

Daemonflayer

  • Ensign
  • *
  • Posts: 9
    • View Profile
Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #180 on: September 09, 2024, 05:39:39 PM »

Is there any way to retrain executive officers? I didn't see any.
Just hire another officer of the same aptitude and train them in a different set of skills, then you'll have two officers you can switch between if you need to. Other than the possible initial investment*, it's not like they're costing you anything to keep around. Other than your XO drinking all the coffee on those late night shifts.

And if you decide you don't need the original anymore, just dismiss them. My pirate officer suggests dismissing them in deep hyperspace, then making bets on whether they can reach a gravity well before their air supply runs out.
Logged

LacunaIntroRio

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #181 on: September 10, 2024, 12:52:40 PM »

Great mod idea and very professional execution! I already checked but wasnt able to find a full list of XOs with their respective skills. Would you be able to provide one? Thanks a bunch!
Logged

vagabond1

  • Ensign
  • *
  • Posts: 25
    • View Profile
Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #182 on: September 11, 2024, 05:12:47 AM »

So here to report something odd.

Using 1.1.6. double checked it.

Privateering might be bugged. It says 400c per ship destroyed, scaling up. I just destroyed around 40 ships in a single fleet of non-modded and modded ships. Among them, there were at least 3 ventures (which I could recover), 1 Mule, 1 Wayfarer, and 1 Kite for vanilla ships. Rest were modded.

I got 797c at the end of it. I even calculated how much I had before the fight and after. It all lined up. I only got 797c from the skill.

I tried this multiple times, and the result was all the same.

Except when I fought space stations.

Space stations always netted me 4k c, no matter their rating.

Edit: also fought artillery station with derelict op. destroyed 6x cruisers, 8x destroyers, 13x frigates, and the artillery station, and got 16k.
« Last Edit: September 11, 2024, 06:10:59 AM by vagabond1 »
Logged

Kastellaria

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #183 on: September 11, 2024, 07:44:12 AM »

is there any way to change executive officers max level?
waiting for a reply
[/quote]
There isnt
[/quote]
Why?
[/quote]
Because there just isnt? Not all mods are made with everything being configureable in mind, if you want a mod that is highly configureable, "Quality Captains" is a good alternative.
[/quote]

Erm... what? Every mod has to be configurable, do i to need explain this?  ;D
Is there any justification to gatekeeping players from accessing basic settings (something that literally every other mod creator allows) and going powertrip mode?
« Last Edit: September 11, 2024, 07:46:07 AM by Kastellaria »
Logged

NikoTheGuyDude

  • Captain
  • ****
  • Posts: 430
    • View Profile
Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #184 on: September 11, 2024, 10:22:04 AM »

this is a free mod, created out of a labor of love by a passionate creator, frankly, you are not entitled to anything

you are entitled to express your displeasure at a certain design decision, but you should take it with grace instead of acting pretentious
Logged

Inventor Raccoon

  • Captain
  • ****
  • Posts: 480
  • Digging through trash for a hydroflux catalyst
    • View Profile
Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #185 on: September 11, 2024, 10:24:45 AM »

Erm... what? Every mod has to be configurable, do i to need explain this?  ;D
Is there any justification to gatekeeping players from accessing basic settings (something that literally every other mod creator allows) and going powertrip mode?
"Every mod has to be configurable"

No, they don't. It's okay for mod authors to have a vision of how their mod functions or is balanced and refuse to add configuration options that stray from what they want it to be. It's also quite rude to make those kinds of demands of someone providing a free mod for a game.
Logged

Lukas04

  • Admiral
  • *****
  • Posts: 627
    • View Profile
Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #186 on: September 11, 2024, 10:35:48 AM »

Released a new Update, tiny but has some new stuff.
Theres also new mods with interactions for Second-in-Command, namely Emergent Threats with its Synthesis aptitude, and Dustkeeper XO, which adds an XO for crossmod interactions with Secrets of the Frontiers

Great mod idea and very professional execution! I already checked but wasnt able to find a full list of XOs with their respective skills. Would you be able to provide one? Thanks a bunch!

I still need to make some external documentation of it, but il do that when the mod is more mature and isnt changing to often. I kind of want to avoid adding another in-game view of all aptitudes as theres already to much UI screens to maintain in the mod.

So here to report something odd.

Using 1.1.6. double checked it.

Privateering might be bugged. It says 400c per ship destroyed, scaling up. I just destroyed around 40 ships in a single fleet of non-modded and modded ships. Among them, there were at least 3 ventures (which I could recover), 1 Mule, 1 Wayfarer, and 1 Kite for vanilla ships. Rest were modded.

I got 797c at the end of it. I even calculated how much I had before the fight and after. It all lined up. I only got 797c from the skill.

I tried this multiple times, and the result was all the same.

Except when I fought space stations.

Space stations always netted me 4k c, no matter their rating.

Edit: also fought artillery station with derelict op. destroyed 6x cruisers, 8x destroyers, 13x frigates, and the artillery station, and got 16k.

Havent included the fix in this patch, but as i said on the discord il look in to it soon.


Erm... what? Every mod has to be configurable, do i to need explain this?  ;D
Is there any justification to gatekeeping players from accessing basic settings (something that literally every other mod creator allows) and going powertrip mode?

Modders actually do this all the time, i do it a lot in RAT and people dont really complain. Theres Configs that make sense out of the modders perspective, and some they think that dont.
In this case it just makes more sense to have a consistent version of the core aspects of the mod, makes feedback consistent and i personaly think it makes for more fun community interactions.
SiC already lets you powertrip quite a bit, just by its skill count alone (you can get up to 26 skills), and the choice of skills, which tend to stack more than what they do in vanilla. You can also disable NPC fleets having skills in the config, or turn on Easy Mode. 
« Last Edit: September 11, 2024, 10:39:25 AM by Lukas04 »
Logged

Bloed

  • Ensign
  • *
  • Posts: 6
    • View Profile
Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #187 on: September 11, 2024, 01:19:55 PM »

Could we get a change to the levelexecutive command to set a specific level? I'm an idiot and thought it worked like that, only to realize after 15 minutes of fiddling with syntax that it's just a straight level up.
Logged

Lukas04

  • Admiral
  • *****
  • Posts: 627
    • View Profile
Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #188 on: September 11, 2024, 01:35:59 PM »

Could we get a change to the levelexecutive command to set a specific level? I'm an idiot and thought it worked like that, only to realize after 15 minutes of fiddling with syntax that it's just a straight level up.

Fair enough, il look in to adding that parameter
Logged

Drunk Skeleton

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #189 on: September 11, 2024, 04:17:30 PM »

Hey there, i'm getting an error when trying to load SiC with RAT

When i try to load them both it gives me a "Fatal: second_in_command/skills/automated/SCBaseAutoPointsSkillPlugin" popup and don't load the game. I tried with only the 2 and dependencies, but the error persists

Re-instaling the mods did nothing too

What i could find in the log was this, if you need more info, tell me

Spoiler
141222 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SecondInCommand]
141234 [Thread-3] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/secondInCommand/abyssal/abyssal_ships.png (using cast)
141777 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: second_in_command/skills/automated/SCBaseAutoPointsSkillPlugin
java.lang.NoClassDefFoundError: second_in_command/skills/automated/SCBaseAutoPointsSkillPlugin
   at java.lang.ClassLoader.defineClass1(Native Method)
   at java.lang.ClassLoader.defineClass(Unknown Source)
   at java.security.SecureClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.access$100(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at second_in_command.specs.SCSkillSpec.<init>(SCSkillSpec.kt:14)
   at second_in_command.specs.SCSpecStore.loadSkillSpecsFromCSV(SCSpecStore.kt:123)
   at second_in_command.SCModPlugin.onApplicationLoad(SCModPlugin.kt:27)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: second_in_command.skills.automated.SCBaseAutoPointsSkillPlugin
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 21 more
[close]
Logged

Lukas04

  • Admiral
  • *****
  • Posts: 627
    • View Profile
Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #190 on: September 11, 2024, 04:39:18 PM »

Hey there, i'm getting an error when trying to load SiC with RAT

When i try to load them both it gives me a "Fatal: second_in_command/skills/automated/SCBaseAutoPointsSkillPlugin" popup and don't load the game. I tried with only the 2 and dependencies, but the error persists

Re-instaling the mods did nothing too

What i could find in the log was this, if you need more info, tell me

Spoiler
141222 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SecondInCommand]
141234 [Thread-3] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/secondInCommand/abyssal/abyssal_ships.png (using cast)
141777 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: second_in_command/skills/automated/SCBaseAutoPointsSkillPlugin
java.lang.NoClassDefFoundError: second_in_command/skills/automated/SCBaseAutoPointsSkillPlugin
   at java.lang.ClassLoader.defineClass1(Native Method)
   at java.lang.ClassLoader.defineClass(Unknown Source)
   at java.security.SecureClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.access$100(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at second_in_command.specs.SCSkillSpec.<init>(SCSkillSpec.kt:14)
   at second_in_command.specs.SCSpecStore.loadSkillSpecsFromCSV(SCSpecStore.kt:123)
   at second_in_command.SCModPlugin.onApplicationLoad(SCModPlugin.kt:27)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: second_in_command.skills.automated.SCBaseAutoPointsSkillPlugin
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 21 more
[close]

This is an error from having an outdated version of Second-in-Command, so you probably messed up your reinstall
Logged

Drunk Skeleton

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #191 on: September 11, 2024, 04:53:19 PM »

Hey there, i'm getting an error when trying to load SiC with RAT

When i try to load them both it gives me a "Fatal: second_in_command/skills/automated/SCBaseAutoPointsSkillPlugin" popup and don't load the game. I tried with only the 2 and dependencies, but the error persists

Re-instaling the mods did nothing too

What i could find in the log was this, if you need more info, tell me

Spoiler
141222 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SecondInCommand]
141234 [Thread-3] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/secondInCommand/abyssal/abyssal_ships.png (using cast)
141777 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: second_in_command/skills/automated/SCBaseAutoPointsSkillPlugin
java.lang.NoClassDefFoundError: second_in_command/skills/automated/SCBaseAutoPointsSkillPlugin
   at java.lang.ClassLoader.defineClass1(Native Method)
   at java.lang.ClassLoader.defineClass(Unknown Source)
   at java.security.SecureClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.access$100(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at second_in_command.specs.SCSkillSpec.<init>(SCSkillSpec.kt:14)
   at second_in_command.specs.SCSpecStore.loadSkillSpecsFromCSV(SCSpecStore.kt:123)
   at second_in_command.SCModPlugin.onApplicationLoad(SCModPlugin.kt:27)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: second_in_command.skills.automated.SCBaseAutoPointsSkillPlugin
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 21 more
[close]

This is an error from having an outdated version of Second-in-Command, so you probably messed up your reinstall

My bad, i checked everything but the version. I downloaded it 5 days ago, and thought that wasn't an Update issue. Thank your for telling me
Logged

Agoelia

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #192 on: September 12, 2024, 12:07:04 PM »

Hey, love this mod!

I only have one small request, if it's possible, to add an option to increase the maximum number of executive officers.

Yes, I know, the mod is already arguably OP as it is. But I really don't like feeling "constrained" to only 3 skill trees - though I get it's part of the appeal for most. Maybe add extra costs to executive officers after 3?

Either way, this is impressive quantity and quality of work.
Logged

Octavus

  • Ensign
  • *
  • Posts: 40
    • View Profile
Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #193 on: September 12, 2024, 11:46:02 PM »

Hey Lukas loving the mod, wanted to throw an idea your way
"A hullmod which based on the highest-grade ship with this hullmod in the fleet, will provide additional EO skills. For example, cruiser grade can provide one additional skill while capital grade can provide two. Following that line of thought some ships can be specialized in command, which are much more expensive and rare, but also provide more skills or other fleetwide bonuses."
Credit to leste on fossic. His original idea was for the hullmod to provide EO officer slots but you made your position on that issue pretty clear so I made some changes. :P

Thanks for the suggestion but, that sounds rather unintuitive and and messy, and in the end it wouldnt really add anything in terms of choices to the mod. It also doesnt really address the reasons as to why there arent more slots or skills per officer.

Gotcha sorry for the suggestion, looking forward to future updates
Logged

mllhild

  • Commander
  • ***
  • Posts: 113
    • View Profile
Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #194 on: September 13, 2024, 01:48:48 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.
Logged
Pages: 1 ... 11 12 [13] 14 15 ... 28