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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 168326 times)

HawkAngel

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #210 on: September 18, 2024, 07:01:11 AM »

Maybe Im missing it. Is there a "captain" who has colony skills? Im not seeing any.
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Daemonflayer

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #211 on: September 18, 2024, 07:21:12 AM »

No, there's nothing to grant the player Industrial Planning. You will forever be the worst option for planetary governor.
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Shoat

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #212 on: September 18, 2024, 07:41:08 AM »

Being permanently short of 1 skill will be terrible for perfectionists or people with OCD though

There are several other mods that add skillpoints as rewards for miscellaneous tasks (completing questlines, filling research meters, etc.) to help you fill that last skill in (and then potentially get even more skillpoints beyond that which will uselessly sit there unable to be spent and activate OCD again).
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Phenir

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #213 on: September 18, 2024, 11:05:14 AM »

(and then potentially get even more skillpoints beyond that which will uselessly sit there unable to be spent and activate OCD again).
That's when I bring out console commands and use "addskillpoints -1".
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robepriority

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #214 on: September 18, 2024, 12:14:55 PM »

Hey so - is there a good directory of skills?
Wondering if there's a subskill that has BOTB's DP effect

Octavus

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #215 on: September 19, 2024, 06:19:17 PM »

didn't even know there were incompatible skills between aptitudes, really gonna need that full aptitude/skill list and the incompatibilities :P
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Warriorcatv2

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #216 on: September 19, 2024, 07:24:54 PM »

Hi,

I absolutely love your mod. It adds a lot to the game & opens up a lot of ways to play I wouldn't have tried otherwise. I'd like to ask though, is it possible to increase the number of executive offices you can assign? Whether through the game or by changing the mod settings/config. It feels like technical or automation officers are almost always a must-have due to the automated ship skill being locked to them & a lot of content expansion mods play heavily on automated ships, leaving you to micro-manage the other two slots & I just don't find that enjoyable.

Wish you all the best with your future work! (:
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #217 on: September 20, 2024, 12:24:44 AM »

Hey so - is there a good directory of skills?
Wondering if there's a subskill that has BOTB's DP effect

Do you mean Best-of-the-Best? Best of the Best only has its s-mod effect in SiC, since its already competitive enough with other capstones.

didn't even know there were incompatible skills between aptitudes, really gonna need that full aptitude/skill list and the incompatibilities :P

Its pretty much just Logistical stuff & Automated stuff atm. The automation ones only matter with submods, as both RAT and Dustkeeper XO add an aptitude that both do automation, just differently.

Hi,

I absolutely love your mod. It adds a lot to the game & opens up a lot of ways to play I wouldn't have tried otherwise. I'd like to ask though, is it possible to increase the number of executive offices you can assign? Whether through the game or by changing the mod settings/config. It feels like technical or automation officers are almost always a must-have due to the automated ship skill being locked to them & a lot of content expansion mods play heavily on automated ships, leaving you to micro-manage the other two slots & I just don't find that enjoyable.

Wish you all the best with your future work! (:

For me the 3-slot limit is a core aspect of the mod, so its not something i will change. Its there to encourage different kinds of builds on both the skill side, but also in how you you shape your fleet, so for example saves where maybe you just dont have access to automated stuff for once. A large part of the mod is pretty much designed to break myself out of the habits i put myself in to in Vanilla, and personaly the game has become a lot more fun because of that.

Maybe in the future i could add another tree with an automation skill, not super likely though. Emergent Threats has a tree with a +90 points automated skill however.
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Hapun

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #218 on: September 20, 2024, 03:36:19 PM »

Hi,

I absolutely love your mod. It adds a lot to the game & opens up a lot of ways to play I wouldn't have tried otherwise. I'd like to ask though, is it possible to increase the number of executive offices you can assign? Whether through the game or by changing the mod settings/config. It feels like technical or automation officers are almost always a must-have due to the automated ship skill being locked to them & a lot of content expansion mods play heavily on automated ships, leaving you to micro-manage the other two slots & I just don't find that enjoyable.

Wish you all the best with your future work! (:

Made an account just to agree with this. I want to run a single automated ship in my fleet, commanded by an officer with the Cybernetic implant skill I got from a modded station. Unfortunately, that mod recognizes that I don't have the Automated Ships skill "equipped", so if I want to use that one ship, I have to dedicate an entire 1/3rd of my specialization to just the automation executive officer and the specific Automated Ships skill, and not even use the rest of that skill tree because it's exclusively buffs for automated ships.

My point is, I really hope you can find some way to "save" just the Automated Ships skill from that officer's tree, or even move it up to the global combat skills, cause it's proven to be really limiting for myself and evidently a couple others. I just want to use my awesome Guardian ship. I'm not trying to run an entire fleet full of AI ships, like that skill tree seems to solely be based around with it's fleet-wide AI ship bonuses. There should be some middle-ground.

Otherwise, great mod. Thanks for what you do.
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #219 on: September 20, 2024, 10:21:09 PM »

Hi,

I absolutely love your mod. It adds a lot to the game & opens up a lot of ways to play I wouldn't have tried otherwise. I'd like to ask though, is it possible to increase the number of executive offices you can assign? Whether through the game or by changing the mod settings/config. It feels like technical or automation officers are almost always a must-have due to the automated ship skill being locked to them & a lot of content expansion mods play heavily on automated ships, leaving you to micro-manage the other two slots & I just don't find that enjoyable.

Wish you all the best with your future work! (:

Made an account just to agree with this. I want to run a single automated ship in my fleet, commanded by an officer with the Cybernetic implant skill I got from a modded station. Unfortunately, that mod recognizes that I don't have the Automated Ships skill "equipped", so if I want to use that one ship, I have to dedicate an entire 1/3rd of my specialization to just the automation executive officer and the specific Automated Ships skill, and not even use the rest of that skill tree because it's exclusively buffs for automated ships.

My point is, I really hope you can find some way to "save" just the Automated Ships skill from that officer's tree, or even move it up to the global combat skills, cause it's proven to be really limiting for myself and evidently a couple others. I just want to use my awesome Guardian ship. I'm not trying to run an entire fleet full of AI ships, like that skill tree seems to solely be based around with it's fleet-wide AI ship bonuses. There should be some middle-ground.

Otherwise, great mod. Thanks for what you do.

As already mentioned, The Technical Aptitude already got a seperate skill that is specificly made to be able to run 1-3 automated ships without having to use an entire tree for it. Same for Synthesis from Emergent Threats. Technical is pretty easy to run with any kind of fleet, though it favors high-tech adjacent fleets.
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Daemonflayer

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #220 on: September 21, 2024, 12:04:23 AM »

Are there any plans on integrating Industrial Planning in SiC somewhere - possibly Management?
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #221 on: September 21, 2024, 12:16:16 AM »

Are there any plans on integrating Industrial Planning in SiC somewhere - possibly Management?

Nah, dont think colony related skills would really work in SiC.
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Shoey

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #222 on: September 22, 2024, 11:25:37 AM »

It's not something I'd ever give much thought to, but I really appreciate all the new icons added my SiC. No clue if you did them yourself, but they look really good and suit the style of the rest of the game.
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #223 on: September 22, 2024, 12:36:27 PM »

It's not something I'd ever give much thought to, but I really appreciate all the new icons added my SiC. No clue if you did them yourself, but they look really good and suit the style of the rest of the game.

I pretty much made no new icons, they are mostly all just hueshifted icons with some other minor editing, which is why you can see a lot of repeat icons. A few icons are modified from mission/quest icons, which is why you may not recognize them. Dont think i would have had it in me to make those hundreds of icons myself or ask someone else for it haha.
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Shoey

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #224 on: September 22, 2024, 12:41:30 PM »

It's not something I'd ever give much thought to, but I really appreciate all the new icons added my SiC. No clue if you did them yourself, but they look really good and suit the style of the rest of the game.

I pretty much made no new icons, they are mostly all just hueshifted icons with some other minor editing, which is why you can see a lot of repeat icons. A few icons are modified from mission/quest icons, which is why you may not recognize them. Dont think i would have had it in me to make those hundreds of icons myself or ask someone else for it haha.

Hah. Guess I just didn't notice that. You've got a good eye for color selection? Maybe I'm just easy to please.
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