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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 168263 times)

Inertial Mage

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #255 on: October 10, 2024, 11:29:13 AM »

Brainstorming for a Executive Officer for Colonization:

pretty sure the mod author is avoiding making a colony type XO because of the fact you can swap out XOs, making it unreasonably powerful to have a colony XO from a balance standpoint and you'd assume players would swap in the colony XO at home for min maxxing which would be sort of busywork and boring imo
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Snowyowl

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #256 on: October 10, 2024, 02:42:15 PM »

While I agree a Colonization XO wouldn't be a good or fun. I want to note I really miss Industrial Planning when I start colonies. Is there anyway to get it within second in command?
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Kaisi

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #257 on: October 10, 2024, 09:09:23 PM »

Potential bug? Player fleet catches hyperspace storms when "moving slowly" through them. Not right away, but randomly. I remember base game had the same bug when .97 just rolled out. Bug appeared after adding your mod.

BTW the mod is brilliant, should be integrated into the game. Solves so much problems with current skills concept.
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Snowyowl

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #258 on: October 11, 2024, 12:55:37 AM »

BTW the mod is brilliant, should be integrated into the game. Solves so much problems with current skills concept.
I disagree. As great SiC is the mod means you need to build specific fleets to fully benefit from it. Which I love, it gives more replayability. But I wouldn't call it a good mod to integrated into the base game since it changes too much.
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #259 on: October 11, 2024, 09:12:48 AM »

Potential bug? Player fleet catches hyperspace storms when "moving slowly" through them. Not right away, but randomly. I remember base game had the same bug when .97 just rolled out. Bug appeared after adding your mod.

BTW the mod is brilliant, should be integrated into the game. Solves so much problems with current skills concept.

Odd, this has been an issue with the RAT abyss for a while, never heard of it happening in vanillas hyperspace before. Not quite sure what could cause it.

BTW the mod is brilliant, should be integrated into the game. Solves so much problems with current skills concept.
I disagree. As great SiC is the mod means you need to build specific fleets to fully benefit from it. Which I love, it gives more replayability. But I wouldn't call it a good mod to integrated into the base game since it changes too much.

Yeah SiC just has another focus, I think vanillas system works pretty well if you only make a save once or twice a year, SiC brings more fun if you play the game a bunch and need more encouragement to try different builds
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Skydrake

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #260 on: October 11, 2024, 12:41:19 PM »

Speaking of different builds, I'll have to force myself to have a playthrough where I take the Automation commander and get myself some AI ships. I've wanted to do that for a while now, and being able to field a couple of Radiants (when one is strong enough to beat them) certainly sounds appealing, but man, it's so hard to give up one of the more generalist pew-pew focused commanders and the universally useful bonuses they provide.

I typically don't leave home without either Piracy or Spacefaring (helps so much with logistical headaches of all kinds), slap a Tactical (just universally useful) in the second slot and have the 3rd slot as my flex commander, depending on what sort of fleet theme I'm going for. I guess the Automation one will have to go here ...
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #261 on: October 11, 2024, 01:31:56 PM »

Speaking of different builds, I'll have to force myself to have a playthrough where I take the Automation commander and get myself some AI ships. I've wanted to do that for a while now, and being able to field a couple of Radiants (when one is strong enough to beat them) certainly sounds appealing, but man, it's so hard to give up one of the more generalist pew-pew focused commanders and the universally useful bonuses they provide.

I typically don't leave home without either Piracy or Spacefaring (helps so much with logistical headaches of all kinds), slap a Tactical (just universally useful) in the second slot and have the 3rd slot as my flex commander, depending on what sort of fleet theme I'm going for. I guess the Automation one will have to go here ...

Logistical Aptitudes are definitly favourable early game, though you could technicly avoid them, they are very nice to have there. If you want a bit of assistance to get you started on an Automation build, the Management tree is pretty generalistic, and its skills synergise well with automated ships, once you get some, as AI cores count as officers for skill activation. Also what helps is that in the early game, you can use the automation tree to salvage derelict drones, which arent very good, but since they can have AI cores slotted in can help atleast somewhat, and are cheap to use. If you use Secrets of the Frontiers, you can also immediately head to Mias star and buy some upgraded derelict ships from the dustkeepers.
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Skydrake

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #262 on: October 11, 2024, 01:51:03 PM »

Hm, Ai Cores counting as officers for the Management skill line does make for some interesting synergies ... certainly something to think on! I was thinking of pairing it with Technical, which seems like a natural fit for the Remnant ships (and more AI points!), but maybe. Don't think I can force myself to give up a logistics commander though. I realize they aren't strictly necessary and they don't really help with combat any, but there's so much quality of life involved in having one (especially while you haven't reached effectively infinite money state).

Derilict drones though ... urgh. Don't think I would want to be caught dead piloting one of those ^^

Upgraded Derilicts do sound interesting though. Can't say I have ever used Secrets of the Frontier, but I guess this is as good time as any to look into it and add it to my modlist. It would certainly be welcome to get into the AI ship game earlier in the playthrough, if I'm going to be lugging the AI commander around as one of my active ones.
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #263 on: October 11, 2024, 03:21:39 PM »

Hm, Ai Cores counting as officers for the Management skill line does make for some interesting synergies ... certainly something to think on! I was thinking of pairing it with Technical, which seems like a natural fit for the Remnant ships (and more AI points!), but maybe. Don't think I can force myself to give up a logistics commander though. I realize they aren't strictly necessary and they don't really help with combat any, but there's so much quality of life involved in having one (especially while you haven't reached effectively infinite money state).

Derilict drones though ... urgh. Don't think I would want to be caught dead piloting one of those ^^

Upgraded Derilicts do sound interesting though. Can't say I have ever used Secrets of the Frontier, but I guess this is as good time as any to look into it and add it to my modlist. It would certainly be welcome to get into the AI ship game earlier in the playthrough, if I'm going to be lugging the AI commander around as one of my active ones.

Derelict Drones on their own are pretty bad, but combining them with the Improvisation Tree makes them dirt cheap to deploy on mass, and all of them having the Rugged Construction Hullmod negates the negative downsides of dmods. Its a pretty fun kind of build to go with, atleast once, probably not to fitting for your current playthrough. Also yeah, technical is a good fit, Management may be better if you have mods that add more automated ships than Remnants & Derelicts
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Kaisi

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #264 on: October 11, 2024, 08:56:10 PM »

Yeah SiC just has another focus, I think vanillas system works pretty well if you only make a save once or twice a year, SiC brings more fun if you play the game a bunch and need more encouragement to try different builds

Nah, the problem of vanilla is in two not so good concepts. 1st is you can be a pilot yourself or a have superior fleet, you can't have both. 2nd is the specialized skills lose their effectiveness the more you fit the fleet to them, which i find to be absurd, it should be opposite or at least flat. Being said with SiC i can fly my flagship to it's fullest potential and make overspecialized fleet at the same time.
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Skydrake

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #265 on: October 11, 2024, 11:47:02 PM »

Derelict Drones on their own are pretty bad, but combining them with the Improvisation Tree makes them dirt cheap to deploy on mass, and all of them having the Rugged Construction Hullmod negates the negative downsides of dmods. Its a pretty fun kind of build to go with, atleast once, probably not to fitting for your current playthrough. Also yeah, technical is a good fit, Management may be better if you have mods that add more automated ships than Remnants & Derelicts

I do have a lowtek junkheap Improvisation run planned (maybe finally doing a Pirate playthrough), but yeah, probably doesn't quite jive with what I have planned for this one.

Also, don't believe I have any mods that add other automated ships (beside a few new Remnant hulls maybe). Would you happen to know any? Could be pretty interesting for a non-remnant automation run.
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Snowyowl

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #266 on: October 12, 2024, 03:16:57 AM »

Got a request and a cross mod bug report. Can Industrial Planning be added as a base skill, as much it's a meme skill I do find myself missing it.

It seems the Take No Prisoners has a weird interaction with SiC. Causing every generated prisoner to have that skill only the player should have. It takes up a skill slot which is never nice to see.
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #267 on: October 12, 2024, 05:55:24 AM »

Derelict Drones on their own are pretty bad, but combining them with the Improvisation Tree makes them dirt cheap to deploy on mass, and all of them having the Rugged Construction Hullmod negates the negative downsides of dmods. Its a pretty fun kind of build to go with, atleast once, probably not to fitting for your current playthrough. Also yeah, technical is a good fit, Management may be better if you have mods that add more automated ships than Remnants & Derelicts

I do have a lowtek junkheap Improvisation run planned (maybe finally doing a Pirate playthrough), but yeah, probably doesn't quite jive with what I have planned for this one.

Also, don't believe I have any mods that add other automated ships (beside a few new Remnant hulls maybe). Would you happen to know any? Could be pretty interesting for a non-remnant automation run.

Random Assortment of Things, Knights of Ludd & LOST_SECTOR have a bunch.

Got a request and a cross mod bug report. Can Industrial Planning be added as a base skill, as much it's a meme skill I do find myself missing it.

It seems the Take No Prisoners has a weird interaction with SiC. Causing every generated prisoner to have that skill only the player should have. It takes up a skill slot which is never nice to see.

Im not readding it. Also not sure how SiC would make every prisonor spawn with the skill in Take No Prisoners, the skill isnt actually modified at all (as its just hidden by the new menu) so it shouldnt change any interaction there.
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Skydrake

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #268 on: October 12, 2024, 09:30:24 AM »

Random Assortment of Things, Knights of Ludd & LOST_SECTOR have a bunch.

Thanks! Grabbing all of those and embarking on my new playthrough.
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Zalpha

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #269 on: October 12, 2024, 01:17:58 PM »

I haven't played the game for a long time and just came back to it. So this mod is new and seems awesome. Is there away to make it say my level cap is 25 or higher (slow burn game play) and get all skill (I think there are 14?), even if it is still at 2 levels per point. It would be like the other mods I was using before were I never stopped leveling and the level cap was at 40. I like the feel of never reach a set limit, if I reach it I lose interest in the game as I feel like I have done all I can with the character - I love leveling up and being rewarded for it.
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