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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 232910 times)

Onyx

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #480 on: March 21, 2025, 02:09:43 PM »

Great mod, and I really enjoy it even if it goes against my completionist mindset. I'm used to having every skill in the game and I collect them like Pokemon. That being said, would you be interested in adding settings that would allow us more options? Maybe up to 1 of each officer type, eventually unlocking all the skills, but at the cost of story points, more credits, etc.. requiring you to progress in the game and get stronger to really earn those upgrades? All customizable of course so each player can decide what kind of run they want.
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EpicSOB

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #481 on: March 23, 2025, 02:44:42 AM »

I think I found an issue with the mod. The Place to copy the Domain ID is missing form the skill screen with this mod.

Vanilla


With Mod
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Shinr

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #482 on: March 23, 2025, 06:48:23 AM »

I think I found an issue with the mod. The Place to copy the Domain ID is missing form the skill screen with this mod.

Its placed somewhere in the Intel.
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Cryovolcanic

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #483 on: March 23, 2025, 07:05:25 AM »

A 2+ cycle save has stopped working. Looks like SIC or Ship Mastery are the culprit but not sure:

Quote
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : Cannot invoke "com.fs.starfarer.campaign.fleet.FleetData.getCommander()" because "this.fleetData" is null
method              : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class               : com.fs.starfarer.campaign.fleet.FleetMember
required-type       : com.fs.starfarer.campaign.fleet.FleetMember
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 1769774
class[1]            : java.util.LinkedHashMap
required-type[1]    : java.util.LinkedHashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[2]            : com.fs.starfarer.campaign.util.CollectionView
required-type[2]    : com.fs.starfarer.campaign.util.CollectionView
class[3]            : com.fs.starfarer.campaign.fleet.CampaignFleetView
required-type[3]    : com.fs.starfarer.campaign.fleet.CampaignFleetView
class[4]            : com.fs.starfarer.campaign.fleet.CampaignFleet
required-type[4]    : com.fs.starfarer.campaign.fleet.CampaignFleet
class[5]            : second_in_command.SCData
required-type[5]    : second_in_command.SCData
class[6]            : com.fs.starfarer.campaign.rules.Memory
required-type[6]    : com.fs.starfarer.campaign.rules.Memory
class[7]            : java.util.ArrayList
required-type[7]    : java.util.ArrayList
converter-type[2]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[8]            : shipmastery.campaign.recentbattles.RecentBattlesIntel
required-type[8]    : shipmastery.campaign.recentbattles.RecentBattlesIntel
class[9]            : com.fs.util.container.repo.ObjectRepository
required-type[9]    : com.fs.util.container.repo.ObjectRepository
class[10]           : com.fs.starfarer.campaign.comms.v2.IntelManager
required-type[10]   : com.fs.starfarer.campaign.comms.v2.IntelManager
class[11]           : com.fs.starfarer.campaign.CampaignEngine
required-type[11]   : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : Cannot invoke "com.fs.starfarer.campaign.fleet.FleetData.getCommander()" because "this.fleetData" is null
method              : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class               : com.fs.starfarer.campaign.fleet.FleetMember
required-type       : com.fs.starfarer.campaign.fleet.FleetMember
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 1769774
class[1]            : java.util.LinkedHashMap
required-type[1]    : java.util.LinkedHashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[2]            : com.fs.starfarer.campaign.util.CollectionView
required-type[2]    : com.fs.starfarer.campaign.util.CollectionView
class[3]            : com.fs.starfarer.campaign.fleet.CampaignFleetView
required-type[3]    : com.fs.starfarer.campaign.fleet.CampaignFleetView
class[4]            : com.fs.starfarer.campaign.fleet.CampaignFleet
required-type[4]    : com.fs.starfarer.campaign.fleet.CampaignFleet
class[5]            : second_in_command.SCData
required-type[5]    : second_in_command.SCData
class[6]            : com.fs.starfarer.campaign.rules.Memory
required-type[6]    : com.fs.starfarer.campaign.rules.Memory
class[7]            : java.util.ArrayList
required-type[7]    : java.util.ArrayList
converter-type[2]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[8]            : shipmastery.campaign.recentbattles.RecentBattlesIntel
required-type[8]    : shipmastery.campaign.recentbattles.RecentBattlesIntel
class[9]            : com.fs.util.container.repo.ObjectRepository
required-type[9]    : com.fs.util.container.repo.ObjectRepository
class[10]           : com.fs.starfarer.campaign.comms.v2.IntelManager
required-type[10]   : com.fs.starfarer.campaign.comms.v2.IntelManager
class[11]           : com.fs.starfarer.campaign.CampaignEngine
required-type[11]   : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available
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Cryovolcanic

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #484 on: March 23, 2025, 09:29:01 AM »

@Lukas - after digging it looks like you fixed this problem already, and it's related to Exotica technologies, not SIC or Ship Mastery. h/t to Shinr for referencing your fix in the Exotica thread:

Lukas04 posted a fork of this on the unofficial discord.

Quote
**Exotica Technologies 1.8.6**
A simple port of Exotica 1.8.5 for Starsector 0.97a.
This fork has been made to fix a save corrupting issue within Kaysaars Fork that hasnt been fixed despite being known for over half a year.

If your error message looks something like
``Cannot invoke "com.fs.starfarer.campaign.fleet.FleetData.getCommander()" because "this.fleetData" is null``
Then there is a good chance that swapping to this fork will fix it. Should work for existing saves.

I do not plan to maintain Exotica, as i dont really use it myself. But if you come across any issues, please notify me about them. This has been posted with permission by Matt.
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Heniker

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #485 on: March 25, 2025, 06:21:33 AM »

It feels like tactical and Warfare officers should be mutually exclusive, just like pirate and logi are. Tey largely provide similar bonuses (weapon range and DMG, missiles, armor/hull), and stacking those bonuses with each other AND with officer skills... My legion with Hellbores proceded to snipe lashers and outrange Paragon which feels a tiny bit overtuned.
I absolutely love this mod and pray to Ludd daily that Alex would include it into vanilla, but damn, some of those interactions are out of this world!

This. Tactical and Warfare should be mutually exclusive. This seems too broken rn.
Thanks for making another great mod btw.
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Phenir

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #486 on: March 25, 2025, 07:00:19 AM »

It feels like tactical and Warfare officers should be mutually exclusive, just like pirate and logi are. Tey largely provide similar bonuses (weapon range and DMG, missiles, armor/hull), and stacking those bonuses with each other AND with officer skills... My legion with Hellbores proceded to snipe lashers and outrange Paragon which feels a tiny bit overtuned.
I absolutely love this mod and pray to Ludd daily that Alex would include it into vanilla, but damn, some of those interactions are out of this world!

This. Tactical and Warfare should be mutually exclusive. This seems too broken rn.
Thanks for making another great mod btw.
Meanwhile management over here giving more range bonus than both of those combined  ::).
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Lukas04

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #487 on: March 27, 2025, 02:51:22 PM »

Updated to 0.98a
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Jonlissla

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #488 on: March 27, 2025, 02:58:30 PM »

What a fantastic mod! I didn't quite know what to expect but the design and implementation is great and immersive, feels like it's part of the vanilla experience. I've always avoided Combat skills like the plague but this system fixes that issue and offers a ton of flexibility to the player. Can't recommend this mod enough.
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Dadada

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Lukas04

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #490 on: March 28, 2025, 05:50:51 PM »

Thank you!
Just finished the wiki page for her Aptitude
https://secondincommand.wiki.gg/wiki/Witchcraft
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Fwiffo

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #491 on: March 29, 2025, 07:43:58 AM »

Can you add it into an ongoing save in terms of content? Specifically, will you still be able to get all of the officers and skills if you do so?

For instance, some mods can be added into a campaign, but have things that only work if they have been there from the start (like systems on world generation).
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Phenir

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #492 on: March 29, 2025, 10:44:16 AM »

Can you add it into an ongoing save in terms of content? Specifically, will you still be able to get all of the officers and skills if you do so?

For instance, some mods can be added into a campaign, but have things that only work if they have been there from the start (like systems on world generation).
There is an FAQ in the OP
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BrokenMirror

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #493 on: March 29, 2025, 04:35:25 PM »

The new Sierra Aptitude is quite flavorful, Space Witchcraft is very fun.
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Making the Sector better through excessive amounts of farms.

Fwiffo

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Re: [0.98a] Second-in-Command | A full-scale skill system rework
« Reply #494 on: March 29, 2025, 05:44:10 PM »

Can you add it into an ongoing save in terms of content? Specifically, will you still be able to get all of the officers and skills if you do so?

For instance, some mods can be added into a campaign, but have things that only work if they have been there from the start (like systems on world generation).
There is an FAQ in the OP
There is, and I've read it, but it doesn't explain enough imo.
"Few things in progression differ" - does this mean I will irreversibly lose out on things, or that that I would just effectively restart from level 1, for instance? If it's just about resetting character progression then I'm fine with it, but if it messes up other parts of the mod (for instance, making me unable to find new officers because they weren't there during world gen), then it's a whole different story.
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