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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Second-in-Command | A full-scale skill system rework  (Read 215754 times)

Sparkymark87

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #240 on: September 28, 2024, 02:58:17 PM »

Since I returned to playing recently, and looked at the list of mods, yours was one of the first ones I picked to include. I really appreciate what you've done here.

Not a criticism, but a feature feasibility request: allow resetting an XO's skills for story points? Perhaps at a rate of 1 per 5 skill points the XO has? (So, 1 to 5 skills costs 1 SP, 6 to 10 is 2, and 11 to 15 is 3).
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Jimminy Crimbles

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #241 on: September 28, 2024, 03:03:06 PM »

Since I returned to playing recently, and looked at the list of mods, yours was one of the first ones I picked to include. I really appreciate what you've done here.

Not a criticism, but a feature feasibility request: allow resetting an XO's skills for story points? Perhaps at a rate of 1 per 5 skill points the XO has? (So, 1 to 5 skills costs 1 SP, 6 to 10 is 2, and 11 to 15 is 3).

XO respeccing is already a feature, update your SiC
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Sparkymark87

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #242 on: September 28, 2024, 03:08:01 PM »

Since I returned to playing recently, and looked at the list of mods, yours was one of the first ones I picked to include. I really appreciate what you've done here.

Not a criticism, but a feature feasibility request: allow resetting an XO's skills for story points? Perhaps at a rate of 1 per 5 skill points the XO has? (So, 1 to 5 skills costs 1 SP, 6 to 10 is 2, and 11 to 15 is 3).

XO respeccing is already a feature, update your SiC

Didn't realize it had updated; thank you.
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Loleo

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #243 on: October 02, 2024, 07:53:05 AM »

Anyone know how to modify the Automated ships skills to increase the point allotment? I looked around in the mod files but couldn't figure it out.
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #244 on: October 02, 2024, 09:13:47 AM »

Anyone know how to modify the Automated ships skills to increase the point allotment? I looked around in the mod files but couldn't figure it out.

You would need to recompile the mod to do so, and it wouldnt affect other mods with automated ship executives, which there are two of atm. Going to add a global slider for it at some point in the configs, probably.
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Snowyowl

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #245 on: October 05, 2024, 01:28:04 PM »

How do you respecc? I got 1.2.2 but can't find the button.
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #246 on: October 05, 2024, 08:10:46 PM »

How do you respecc? I got 1.2.2 but can't find the button.

Hovering over the officer will tell you the specifics, generaly just press R while hovering over their icon.
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Darloth

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #247 on: October 06, 2024, 11:03:50 AM »

This looks amazing, and will potentially make me start a new save to try it.

Having attempted (and failed!) such sweeping systemic changes before, wow, this must have been so much effort!

Thanks!
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #248 on: October 06, 2024, 07:54:09 PM »

This looks amazing, and will potentially make me start a new save to try it.

Having attempted (and failed!) such sweeping systemic changes before, wow, this must have been so much effort!

Thanks!

Hope you'l like it!
And depends, the part that took the longest is making all the skills & working on the UI. Replacing the functionality itself wasnt to bad, though that comes mostly from experience of doing similar stuff in other parts of the game.
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Tranquility

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #249 on: October 07, 2024, 12:02:11 PM »

I think I found a bug regarding XP gain for executive officers. They don't seem to gain any experience if you disengage from the battle while the enemy is winning (for example, taking out enough ships to make a clean disengage and then retreating). Your character will still gain XP from the battle, but the XOs will not. This is on the latest SiC version.

Steps to Replicate:
  • Get into a battle, preferably one against multiple fleets.
  • Take out just enough ships to make a clean disengage (alternatively, use the "nuke" command to reach that threshold)
  • Make a full retreat to end the battle (or use the "endcombat enemy" command).
  • Fully disengage from the enemy
  • Check the "Character" screen and view the XP of the XOs.

Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #250 on: October 07, 2024, 12:50:03 PM »

I think I found a bug regarding XP gain for executive officers. They don't seem to gain any experience if you disengage from the battle while the enemy is winning (for example, taking out enough ships to make a clean disengage and then retreating). Your character will still gain XP from the battle, but the XOs will not. This is on the latest SiC version.

Steps to Replicate:
  • Get into a battle, preferably one against multiple fleets.
  • Take out just enough ships to make a clean disengage (alternatively, use the "nuke" command to reach that threshold)
  • Make a full retreat to end the battle (or use the "endcombat enemy" command).
  • Fully disengage from the enemy
  • Check the "Character" screen and view the XP of the XOs.

This is because the XP is given once you enter the salvage screen, it was the best hook i could find that would provide me with the exact same combat data as what vanilla uses to calculate XP. Il need to see if i find anything better.
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Splorf

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #251 on: October 09, 2024, 06:21:29 AM »

I know it sounds crazy. But It would be amazing if other ship captains could also use executive officers. This way we could create truly specialized fleets. In terms of balancing. The skills for other captains could be "ship only". In terms of easier implementation they could be the same. But this could of course quite overpowered fleets. Which can be also fun. Especially when playing with higher enemy difficulty scale.
« Last Edit: October 09, 2024, 06:23:53 AM by Splorf »
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Lamiel

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #252 on: October 09, 2024, 08:17:11 AM »

Hi, been enjoying the XOs so far. I think there's a bug with changing the max level in regards to bonus xp.
Changed the max to 17 and didn't get the 8 million bonus xp once i reached max level.
Even spending SP with 100% bonus only gives a non boosted amount
https://imgur.com/a/7FoMS35
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CursedHand

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #253 on: October 09, 2024, 05:50:30 PM »

Is it possible to configure the max number of skills per XO and the number of XO's?

For example if I want 4 XO's and 4 skills from each XO.
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jojo67373

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #254 on: October 10, 2024, 06:43:45 AM »

Brainstorming for a Executive Officer for Colonization:

Tier I generic skills (all colonies):
Resilience to Extreme: 10% reduction of Hazard Rating if planet HR > 150%, 25% reduction if HR > 200%
Efficient Interstellar Infrastructure: accessibility + 5%
Efficient Budget: upkeep -5%


Tier I governor skills (managed colony)
Efficient Associates:  governed colony cap +1
Efficient Social Engineering: stability + 2
Efficient Security: spawned fleet size + 1, quality +1

Tier II (require four Tier I)
Pick one only:
Efficient  Economy (all colonies): income + 10%
Efficient Industry (governed colonies): industry demand -1, output + 1
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