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

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Author Topic: [0.97a] Second-in-Command | A full-scale skill system rework  (Read 110687 times)

Loyso

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #345 on: December 01, 2024, 11:21:24 AM »

First off, I love how this mod works. I can have 2 entirely different fleets, and only have to swap officers around to make each work wonderfully rather than having to respec. It also makes some of the AI fleets a bit more interesting(and difficult when their officers have all the right skills).
However, one of my fleets is an almost entirely automated fleet with mixed ships. Some I only use for small scale battles as to not waste resources, but I generally pilot a cruiser or larger. The problem is, I can't transfer command to an automated ship through the transfer command prompt even though I have the Neural Junction skill on my Automation officer. Not even sure if that's something that can be fixed or not, but just wanted to point that out.

Had similar problem! The best workaround I could find was taking the technology tree and using neural junction. The +60 ponts skill is useful too, since they are, surprisingly, not mutually exclusive. +1 lvl to cores is nice too!

P.S. I am little bit confused. For some reason I can deploy auto-ships even without cores. Is this vanilla or this mod? What's the point multiplier then? I used to play with this little mod but now it's obsolete?
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #346 on: December 01, 2024, 12:51:27 PM »

First off, I love how this mod works. I can have 2 entirely different fleets, and only have to swap officers around to make each work wonderfully rather than having to respec. It also makes some of the AI fleets a bit more interesting(and difficult when their officers have all the right skills).
However, one of my fleets is an almost entirely automated fleet with mixed ships. Some I only use for small scale battles as to not waste resources, but I generally pilot a cruiser or larger. The problem is, I can't transfer command to an automated ship through the transfer command prompt even though I have the Neural Junction skill on my Automation officer. Not even sure if that's something that can be fixed or not, but just wanted to point that out.

Had similar problem! The best workaround I could find was taking the technology tree and using neural junction. The +60 ponts skill is useful too, since they are, surprisingly, not mutually exclusive. +1 lvl to cores is nice too!

P.S. I am little bit confused. For some reason I can deploy auto-ships even without cores. Is this vanilla or this mod? What's the point multiplier then? I used to play with this little mod but now it's obsolete?

Automated ships havent needed AI cores to be deployed for atleast as long as i played the game. Ships without a core just dont have a mult, which just means 1x. The mod you linked is to entirely make the automated points system a non-factor, plus trigger wolfpack tactics (in vanilla) as that skill works with AI cores aswell.
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ultrashotpull

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #347 on: December 02, 2024, 12:59:42 AM »

Query: Is there a way to increase the maximum level of the Officers? My munchkin-ass brain refuses the idea of limits and I must accrue more power beyond the realm of decency and sanity.

Also, love the mod. 10/10
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There's nothing better in life than a giant heck-off laser cannon capable of deleting planets. Except maybe a giant heck-off railgun that can do the same thing.

wodzu_93

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #348 on: December 02, 2024, 10:34:56 AM »

Two bug reports:
1) When you take Navigation in Starfaring XO, you can no longer avoid hyperspace storms EVEN WHEN GOING SLOWLY (Go Dark or holding S). Don't know why. I have burn 8 then +1 from Navigation. When Going Dark, I slow down to 4 and still get hit by storms. When I unequip the XO I no longer get hit. Please fix, it makes storms such a pain in the ass to go through, and makes Navigation a detriment instead of a benefit.

2) When you take Starmapping and hover over the sensor strength number to get the breakdown, Starmapping +20% buff is unlocalized resoulting in just a number being displayed ("+20%" instead of "+20% Starmapping".
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Phoebe Core

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #349 on: December 02, 2024, 04:12:14 PM »

Will there ever be any plans to allow for a more specific adjustment of the max number of "equipped officers" (at the very least from 3 to 4 as an option? Or at the very least an option of autonomous ships to be a default player trait. I only ask because I love this mod and yearn to enjoy it more and yearn for MORE DAKKA.
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #350 on: December 02, 2024, 08:11:03 PM »

Two bug reports:
1) When you take Navigation in Starfaring XO, you can no longer avoid hyperspace storms EVEN WHEN GOING SLOWLY (Go Dark or holding S). Don't know why. I have burn 8 then +1 from Navigation. When Going Dark, I slow down to 4 and still get hit by storms. When I unequip the XO I no longer get hit. Please fix, it makes storms such a pain in the ass to go through, and makes Navigation a detriment instead of a benefit.

2) When you take Starmapping and hover over the sensor strength number to get the breakdown, Starmapping +20% buff is unlocalized resoulting in just a number being displayed ("+20%" instead of "+20% Starmapping".

Going to the fix the latter, no idea what could cause the former, its only increasing the fleet burn stats in the exact same way that vanilla Navigation does. I also can not replicate that issue, which reminds me of an Issue with the Nebula in RATs Abyss which increase speed but can deal storm damage, for some people move-slow doesnt work for them there either, and i could never replicate that aswell.

Will there ever be any plans to allow for a more specific adjustment of the max number of "equipped officers" (at the very least from 3 to 4 as an option? Or at the very least an option of autonomous ships to be a default player trait. I only ask because I love this mod and yearn to enjoy it more and yearn for MORE DAKKA.

Not planned, no.
« Last Edit: December 02, 2024, 08:18:02 PM by Lukas04 »
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wodzu_93

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #351 on: December 03, 2024, 05:03:50 AM »

Going to the fix the latter, no idea what could cause the former, its only increasing the fleet burn stats in the exact same way that vanilla Navigation does. I also can not replicate that issue, which reminds me of an Issue with the Nebula in RATs Abyss which increase speed but can deal storm damage, for some people move-slow doesnt work for them there either, and i could never replicate that aswell.
I'm shooting in the dark here but I think the culprit might be "-30% move speed penalty from terrain" part. All other +Burn work fine, but Navigation uniquely have that terrain movement buff. So what might be happening, is the game checks for actual movement speed, not burn level, when determining if you take storm damage, and that buff pushes you just enough over the speed threshold. Is it possible to decompile base game code and see how is this applied?
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #352 on: December 03, 2024, 06:45:32 AM »

Going to the fix the latter, no idea what could cause the former, its only increasing the fleet burn stats in the exact same way that vanilla Navigation does. I also can not replicate that issue, which reminds me of an Issue with the Nebula in RATs Abyss which increase speed but can deal storm damage, for some people move-slow doesnt work for them there either, and i could never replicate that aswell.
I'm shooting in the dark here but I think the culprit might be "-30% move speed penalty from terrain" part. All other +Burn work fine, but Navigation uniquely have that terrain movement buff. So what might be happening, is the game checks for actual movement speed, not burn level, when determining if you take storm damage, and that buff pushes you just enough over the speed threshold. Is it possible to decompile base game code and see how is this applied?

I might agree with you if i could also recreate the issue myself, the weird part is that i know where the check is done, and i cant really tell what could cause it on some peoples machines.
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Kaisi

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #353 on: December 03, 2024, 07:24:48 AM »

A little feedback. Tactical skill "Full Throttle" is completely imbalanced. With all speed bonuses stacked I have a fleet of Onslaughts and Dominators with combat speed of 120+ with shields up and weapons firing. Hard flux dissipation bonuses make them cruise with insane speed the battlefield, taking damage and weapons firing without loosing flux free bonus. At least flux free bonus should not activate when flux is generated.
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Phenir

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #354 on: December 03, 2024, 11:42:05 AM »

If you undergun your ships so much that they can't fill their flux bar when they want to, then sure it is pretty easy to keep under 10-20% flux. Until the enemy starts shooting at you.
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Kaisi

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #355 on: December 03, 2024, 01:31:57 PM »

Not undergun, but "flux balance". What's the point, if the ship is throttling it's dps? Waste of op to me. And at such speed they just outrun all hardflux, that can turn off the skill.

Most of the time they just outrun everything even enemy frigates but due to huge speed capitals start to behave like frigates and do some suicidal pointblank rushes at enemy fleet on steady ai..

Even if i set Cap to outflux itself, due to initial huge speed and weird ai behaviour it just propels it into enemy blob to die.

I'm not against overpowered Caps. but it should not be unlocked by some casual skill =)
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wodzu_93

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #356 on: December 03, 2024, 02:08:41 PM »

I might agree with you if i could also recreate the issue myself, the weird part is that i know where the check is done, and i cant really tell what could cause it on some peoples machines.
Here's some info, maybe it will help you with reproduction.
 Mod list:
Spoiler
{"enabledMods": [
  "SBTM",
  "aitweaks",
  "Adjusted Sector",
  "advanced_gunnery_control_dbeaa06e",
  "all_the_domain_drones+Vanilla",
  "Cryo_but_better",
  "aotd_vok",
  "ashlib",
  "BSC",
  "ORK",
  "CaptainsLog",
  "lw_console",
  "dynamictariffs",
  "fast_engine_rendering",
  "fleetsizebydp",
  "IndEvo",
  "lw_lazylib",
  "leadingPip",
  "lunalib",
  "MagicLib",
  "more_character_portraits",
  "more_character_portraits_mods",
  "more_character_portraits_vanilla",
  "more_hullmods",
  "advent_seven",
  "objects_analysis",
  "officerExtension",
  "particleengine",
  "sun_perilous_expanse",
  "TAR",
  "pt_qolpack",
  "assortment_of_things",
  "RetroLib",
  "roider",
  "scalartech",
  "Seafood",
  "second_in_command",
  "swp",
  "mayu_specialupgrades",
  "alcoholism",
  "Terraforming & Station Construction",
  "US",
  "unthemedweaponsutils",
  "UGH",
  "vic",
  "audio_plus",
  "shaderLib",
  "Rouge_Redstar"
]}
[close]
Java 23, 4GB Ram allocated. Running below 60 FPS in hyperspace.
Since I have the bug, I could test a SiC version that removes "-30% to terrain speed penalty" from Navigation and report back if this indeed is the cause of the issue or not.

EDIT:
Figured it out. It's very likely framerate-dependent. If I have below 60 FPS and Idle 0% I get hit by storms while going slow with Navigation skill. I tested pure vanilla, SiC + libraries only and my modpack. Only the last case I got hit by storms, and it was the only game where I was below 60 FPS. Try loading up big enough modpack to drop FPS and try reproducing this that way. Adjusted Sector + lots of factions + Nex should do the trick.
« Last Edit: December 03, 2024, 03:52:42 PM by wodzu_93 »
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Phenir

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #357 on: December 03, 2024, 02:52:16 PM »

Not undergun, but "flux balance". What's the point, if the ship is throttling it's dps? Waste of op to me. And at such speed they just outrun all hardflux, that can turn off the skill.

Most of the time they just outrun everything even enemy frigates but due to huge speed capitals start to behave like frigates and do some suicidal pointblank rushes at enemy fleet on steady ai..

Even if i set Cap to outflux itself, due to initial huge speed and weird ai behaviour it just propels it into enemy blob to die.

I'm not against overpowered Caps. but it should not be unlocked by some casual skill =)
It's not throttling. It's dumping your flux bar into the enemy's before they can do the same to you. A slightly overgunned ship can output at >100% and then throttle down to 100%. Your undergunned ships don't get to go above 100%.
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cghhj

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #358 on: December 06, 2024, 12:27:31 AM »

There has saome problem with CN localization on Chinese Starsector forum https://www.fossic.org.
The original translator has been caught plagiarize other’s translations. >:(
I want to do the localization after that, so I'm here to request an authoriation for that.
Many thanks.
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #359 on: December 06, 2024, 12:30:57 AM »

There has saome problem with CN localization on Chinese Starsector forum https://www.fossic.org.
The original translator has been caught plagiarize other’s translations. >:(
I want to do the localization after that, so I'm here to request an authoriation for that.
Many thanks.

Ask HzDev / Mycophobia (not sure if their usernames are the same over there) about it.
I know their already working on a Translation but idk what happened to that, so ask them if its fine if you do a Translation, and if they feel it is, you have my permission.
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