Avorion

Avorion

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Extended Captains
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Mods: Mod
File Size
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257.424 KB
25 Jul, 2024 @ 10:35am
26 Nov, 2024 @ 7:28am
10 Change Notes ( view )

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Extended Captains

Description
Workshop ID: 3296627306
Leaving a like/fav goes a long way in letting me know you want more like this!

This is a mod that tries to elegantly add in more captain classes and perks without breaking other mods.
I've taken care to make sure they're compatible with basically any standard mod, but no special circumstances were made for specific ones, so hopefully it's compatible with even overhaul mods.

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Update:
I wanted to add that one single function had to be completely overwritten because of how the game devs originally wrote it. What this means is if some mod out there goes absolutely crazy with a relatively niche function, then there might be a little bit of instability. I highly doubt it'll ever be a problem, but just in case, it needs to be mentioned. See change log for details.
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The mod adds 6 classes:
Squad Leader - additional squad bay and production capacity bonus
Shield Master/Mistress - Increased shield stats and additional plasma damage
Loot Goblin - Increased cargo hold and increased loot pick up range
AI Captain - 300 AI mechanics and engineers plus 20 automated turret slots, at the cost of a GW of generated energy
Star Surfer - Increased velocity and acceleration, decreased hyperspace cooldown
Limit Breaker - 2 additional processing power steps (available for 15 slot ships only) and additional arbitrary turret slots

12 positive and negative perks:
Hodophile/Hodophobic - Increases/Decreases map command operation zone. (1x1 per captain level)
Friendly/Unfriendly - Increases/Decreases local faction relationship from doing map commands. (+100 per hour per captain level)
Ship Stat Perks either increase by 1 per 2 captain levels, or 1% per captain level (balancing to 0 at level 6 for negative perks)
Unarmed Turrets
Armed Turrets
Point Defense Turrets
Automatic Turrets
Outgoing Energy Damage
Electric Damage
Plasma Damage
AntiMatter Damage
Fragments Damage
Physical Damage
88 Comments
Joenyan 30 Sep @ 4:07am 
Compatibility patch for Real captains 2 and Extended Captains
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3577562250
Possible reason of the issue: wrong mod order, if Extended Captains loads after RC2 -> everything works fine. If Extended Captains loads before RC2 -> missing description
Joe Staff  [author] 29 Sep @ 9:19am 
@Joenyan - Thanks for looking into this!

@Sinnergistic - as Joenyan said, probably just unintended compatibility issues. It can be quite difficult to make certain assumptions when mods come into play.
Joenyan 28 Sep @ 2:19am 
The Real Captains 2 and this mod overwrite the same function. "Race" line is non-existent in vanilla. I will fix this later, after a brake
Sinnergistic 27 Sep @ 6:53pm 
I have a weird issue where the primary perks do not show in the mouseover for the new types.

For example: If I mouseover my Tier 3 Star Surfer, by line it says: Secondary Class: Miner, Race, Tier, Then lists the mining class perks. No Star Surfer perks. (secondary perks from this mod show though)

For a Tier 2 Loot Goblin, The first three lines are Race, Tier and Level then minor perks (this includes the minor perks from this mod also).

I've checked and the primary perks still work despite not showing. So not a huge issue.. I can refer here for the primary perks. ;)

Have you ever seen this before? Or does anyone know any easy fix?
The only mods I run that I think may relate are Real Captains 2 (w/ Star Wars + Black Sun) and the AIM Mod pack in general.
Its mostly just QoL for now, but if anyone knows how to fix it, let me know.

Great mod by the way! :steamthumbsup:
MustDy 27 Sep @ 3:05pm 
One q tho
Captains have traits for all damg types, except Energy (general laser dmg)
Is this intended, or is it an oversight?
Joenyan 15 Sep @ 5:38am 
Fully compatible with Real Captains 2. No errors, all captains have proper tooltips
Joe Staff  [author] 5 Sep @ 9:02pm 
Keep me posted, it might be something that could be fixed on my side.
KarpJoe 5 Sep @ 8:56pm 
No worries. I'll have to remove mods until I find the culprit. Thanks for your time though. I greatly appreciate it.
Joe Staff  [author] 5 Sep @ 7:47pm 
@KarpJoe - Ok, I made a script that pulls up the credentials window on command and it seems to work just fine with the modded classes on either primary or secondary. So some other mod must be adding something somewhere.
Joe Staff  [author] 4 Sep @ 6:25pm 
After that, then I'll look into other mods.