Avorion

Avorion

Captain modifications to make their perks more sensible
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?
gijoeryan2000 4 Aug, 2023 @ 4:20pm 
How does this affect the "Lucky" perk? Just ran 5 lost friends missions and none of the captains had the lucky perk.
✞ Star∞ 20 Jun, 2023 @ 10:56am 
Beautiful mod
compliments to the chef
rickcarson  [author] 17 Jun, 2023 @ 1:56am 
With this mod (or in vanilla if you get lucky) you may find that scout commands run too quickly when your captains level up, or your trade commands end too quickly. It's because they have a higher chance of having perks relating to those commands which have a dramatic effect (at higher experience levels).

If you find yourself getting frequently spammed by either type of map missions ending too quickly, you might also want to check out the mods "Trade it again Sam" or "Verbose scout command", both of which aim to reduce the amount of mission renewal spam (in different ways -> Verbose scouting increases the mission area by approx 2.25x whereas while increasing the area for trading missions does make them a lot slower, it has very little effect on their profitability (so it's pretty much a straight-up nerf to increase trade areas, so Trade it again just repeats legs of the same trade route).