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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 168289 times)

SeizureSalad

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #465 on: March 08, 2025, 04:54:14 AM »

Glad to have the option the have a fourth XO. Thanks for the update.
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mudskipper

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #466 on: March 09, 2025, 11:31:55 AM »

I think "Buffing Logistical bonuses outside the Logistic Aptitudes" is unnecessary. I've followed one of them loading/saving tips and tried a run without logistical executive officers and never looked back. You can always buy more fuel, supplies, crew, burn speed, cargo space. Combat is the hard important thing I'm focusing on. I think logistical officers need some serious buffs for players like me to ever consider hiring them.
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #467 on: March 09, 2025, 12:12:06 PM »

I think "Buffing Logistical bonuses outside the Logistic Aptitudes" is unnecessary. I've followed one of them loading/saving tips and tried a run without logistical executive officers and never looked back. You can always buy more fuel, supplies, crew, burn speed, cargo space. Combat is the hard important thing I'm focusing on. I think logistical officers need some serious buffs for players like me to ever consider hiring them.

You are very much the exception here, i do think both ways are valid, but the majority of players feel obligated to use a logistical XO. Buffing Logistical XOs would also be very silly, their quite strong.
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Madman666

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #468 on: March 09, 2025, 02:49:50 PM »

About to start a run with this mod, went through all the skill descriptions very carefully. Overall, seems darn amazing, ability to just swap out whole skillsets on the fly for some CR s great. Its a bit of a shame i can't build an ultimate smuggler by combining starfarer and pirate XOs, but oh well. Giving up bulk transport will hurt, but piracy s an absolute no brainer for stealth.

Question, I know colony stuff s out of the window, since i went through the thread (which is kind of sad, but that can be at least made up by some other mods boosting colonies), but are there any aptitudes planned for campaign layer stuff? Specifically for managing ground battles\raids\surveying\trading? Unless i missed something, right now all you can do is buff ground ops by 30% and reduce marine losses by 25% by picking Hunting Grounds, which seems kind of subpar. Piracy doesn't have any crew capacity booster ability itself and excludes starfaring, which does.

It would be cool to have an aptitude that enhances raid related stuff, such as:
- making tactical bombardment cheaper\easier\more effective
- making raids more effective\nerfing enemy ground defenses
- increasing loot payouts on successful raids
- further reducing marine losses
- increasing marine xp gain
- buffing Ground Support skill like adding say 30% bonus to that hullmod
- reducing marine paychecks by some percent

And so on... That would go amazing in combination with piracy, to enhance the whole sneak up -> raid -> escape -> sell for huge profit cycle.

Regardless of the answer, very much looking forward to trying it out. Will give more relevant feedback once i have, cheers!

Upd: One more question, do XOs only get xp from fights? While it does make sense for most aptitudes, since they re combat related, i feel like they should get xp from other things player does, like trading, quests and exploration.
« Last Edit: March 09, 2025, 04:10:10 PM by Madman666 »
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #469 on: March 09, 2025, 04:35:39 PM »

About to start a run with this mod, went through all the skill descriptions very carefully. Overall, seems darn amazing, ability to just swap out whole skillsets on the fly for some CR s great. Its a bit of a shame i can't build an ultimate smuggler by combining starfarer and pirate XOs, but oh well. Giving up bulk transport will hurt, but piracy s an absolute no brainer for stealth.

Question, I know colony stuff s out of the window, since i went through the thread (which is kind of sad, but that can be at least made up by some other mods boosting colonies), but are there any aptitudes planned for campaign layer stuff? Specifically for managing ground battles\raids\surveying\trading? Unless i missed something, right now all you can do is buff ground ops by 30% and reduce marine losses by 25% by picking Hunting Grounds, which seems kind of subpar. Piracy doesn't have any crew capacity booster ability itself and excludes starfaring, which does.

It would be cool to have an aptitude that enhances raid related stuff, such as:
- making tactical bombardment cheaper\easier\more effective
- making raids more effective\nerfing enemy ground defenses
- increasing loot payouts on successful raids
- further reducing marine losses
- increasing marine xp gain
- buffing Ground Support skill like adding say 30% bonus to that hullmod
- reducing marine paychecks by some percent

And so on... That would go amazing in combination with piracy, to enhance the whole sneak up -> raid -> escape -> sell for huge profit cycle.

Regardless of the answer, very much looking forward to trying it out. Will give more relevant feedback once i have, cheers!

Upd: One more question, do XOs only get xp from fights? While it does make sense for most aptitudes, since they re combat related, i feel like they should get xp from other things player does, like trading, quests and exploration.

Recent update added an additional raid boost to one of the smallcraft skills.
That said there probably wont be many more raid related buffs, since they kind of run in to an issue with where that kind of buff really encourages just swapping in 2-3 aptitudes with that effect right before raiding, then immediately swapping off back to your normal loadout. As such i dont really want to put to much empthesis on those kinds of effects. Could maybe look in to the one about reducing marine paychecks though

On your second question, XP is combat only as of now. Its a thing i want to fix but i keep forgeting to. There wasnt a good listener to do it, but honestly i can probably just check every few frames if the players XP has changed, and if it has increased, apply that difference to the XOs somehow. Overall though, the mod is rather combat oriented, so if you want to have a larger focus on logistics and colonies, using another mod may be more enjoyable, like Quality Captains or just Vanilla. 
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Madman666

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #470 on: March 10, 2025, 05:48:59 AM »

snip
As such i dont really want to put to much empthesis on those kinds of effects. Could maybe look in to the one about reducing marine paychecks though

Thanks for replying! Too bad about raids, after they were nerfed, further loss of skills that makes it less... 'lossy' would ve been much appreciated, as they are now kind of meh at best. I guess, i will have to find another mod that helps with that. Good to know bout smallcraft aptitude, i ll take a closer look at that one. That said, i am not sure about the swapping argument there. The ability to swap whole sets of skills on the fly in general, already encourages you to swap the heck out of it every time you switch your activity type. CR penalty is there, but i, for one, am not traveling through half map to make my XO switch seats for a fight, when my expedition hits an enemy fleet. I ll happily sacrifice some CR, draw some 8s around the enemy to restore it and engage.

snip
On your second question, XP is combat only as of now.

Overall though, the mod is rather combat oriented, so if you want to have a larger focus on logistics and colonies, using another mod may be more enjoyable, like Quality Captains or just Vanilla.

Cant argue, it is indeed combat oriented, but hey some love for campaign layer can't hurt ;) I dont really mind that, i do play starsector for both combat and economy building\exploration though. The thing is, early game i prefer to stockpile cash by trading and smuggling. And only when get some half decent fleet, i engage in some bounty hunting and derelict drone cleansing. In vanilla it lets me pile up some xp through quests and trade deals to have easier time sneaking\trading via Bulk Transport and Navigation and also couple combat skills. With SiC on board, it lets me have several powerful combat skills pretty much at start (hiring lvl 1s s cheap), but getting some more logistical skills without having to vulture some ez fights with starting junk fleet would ve been very nice.

I ve played through with both Vanilla and Quality Captains. Both have their own flavor, but this is by far most interesting skill mod i saw, even if its combat centrism right from the start is for me quite unusual. It was just a suggestion, i understand, if it does not fit your vision of mod direction. I ll try to compliment the lacking logistical\raid related parts with other mods.

Either way, thanks for this, this looks really promising.
« Last Edit: March 10, 2025, 05:55:08 AM by Madman666 »
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zunwar

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #471 on: March 11, 2025, 01:41:51 PM »

Bug Report!
Game crash when using 4 executive officers with the Associates origin.

Spoiler
1413159 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException: null
   at second_in_command.ui.SCSkillMenuPanel$recreateAptitudeRow$1.invoke(SCSkillMenuPanel.kt:230) ~[?:?]
   at second_in_command.ui.SCSkillMenuPanel$recreateAptitudeRow$1.invoke(SCSkillMenuPanel.kt:218) ~[?:?]
   at lunalib.lunaUI.elements.LunaElement.processInput(LunaElement.kt:326) ~[?:?]
   at com.fs.starfarer.ui.newui.oooO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.oooO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.oooO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O00o$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O00o.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.oooO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.oooO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O00o$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O00o.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.oooO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.for.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.R.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) [port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source) [port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) [port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1447) [?:?]
[close]
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