Avorion

Avorion

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Captain modifications to make their perks more sensible
   
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Mods: Mod
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327.891 KB
17 Jun, 2023 @ 12:52am
6 Sep, 2023 @ 3:34am
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Captain modifications to make their perks more sensible

Description
This mod changes the captains by making sure that (among other things) perks which are only relevant to a particular activity are found on the captain type which can actually perform that activity. It also makes some of the inherent bonuses (e.g. turrets granted) slightly better based on level, and grants a small bonus to arbitrary turrets and automated turrets based on tier.

With the release of 2.2 it now also checks to see (when generating a captain with more than one class) if the primary class is either of Xsotan Hunter or Rift Scientist then the secondary class will be the other one of those two. You can still pair up those Rifts classes with other classes if the other class is the primary class. E.g. Hunter/Daredevil won't spawn, but Daredevil/Hunter will.

The new Rifts classes don't have minimum set perks because I couldn't determine which (if any) would be useful in a rift (perks are mainly useful on (galaxy map) missions).
13 Comments
Firnaka 18 Mar @ 7:51pm 
2.5 this mod crashes my server every single time i send out a captain on a mission does not matter if its mining or traveling etc mining definitely is 100% of the time
KarpJoe 22 Apr, 2024 @ 11:51am 
Answered my own question. This works perfectly on 2.4 when added mid game and even mid server. The bump isn't insane but it feels great to go from two extra turrets to four and some auto turret slots.
KarpJoe 17 Apr, 2024 @ 1:54pm 
Sorry for the necro. Can this be applied mid game?
Sineme 4 Nov, 2023 @ 6:23am 
Hello, there is an incompatibility with your mod and mine due to your changes to CaptainGenerator:getImpossiblePerksOfClass

in data\scripts\lib\captaingenerator.lua line 203 please change

if tier > 0 then

into

if tier and tier > 0 then
gijoeryan2000 6 Sep, 2023 @ 8:44pm 
They still spawn from the Lost Friends mission, just very rare. Captains you hire from stations can still have the perk. Current play through has one i hired because they had that perk that i speced into an Explored once they reached level 5
rickcarson  [author] 6 Sep, 2023 @ 3:32am 
NB: specifically with respect to 'Lucky' - mechanically I don't like it, but it also doesn't make sense (narratively) for the Tier 3 Captains to have that perk. If they were lucky they wouldn't have been captured by pirates in the first place! (Other captains can spawn with it I think, if you're really into it you could try searching for a 'unicorn' tier 0 captain with exactly the right mods and then raise them up to level 6?)
rickcarson  [author] 6 Sep, 2023 @ 3:28am 
I found what I think was causing the problem with the Rifts captains. There were some new lines added to captainshipbonuses.lua which I hadn't taken into account (original version pre-dates Rifts). Sorry about that. Will update (as soon as I can figure out how to update it)
rickcarson  [author] 6 Sep, 2023 @ 3:23am 
It removes the lucky perk because it's so sub-par.

The Hunter/Scientist problem is curious, I don't touch either of them (except to make sure that they spawn together). So all it's doing is rolling you the captain and the perks. I'll compare to the vanilla files to see if I can gain any insight.
REV4666 10 Aug, 2023 @ 7:49pm 
There is a bug whit the Xsotan Hunter / Rift Scientist captains

When entering the rifts their main purpose do not work : the Rift scientist do not produce the Rift research data and the hunter do not attract the rare special Xsotan

I tried removing the mod after I got one with the dual job and those purpose worked again
(if the captain has both job then he is supposed to do both when in the rift)
PleaseBeGentle 7 Aug, 2023 @ 4:17am 
can you make a captain builder?