Star Traders: Frontiers

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Merchant Marine: Smaller Crews
   
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2022 年 8 月 31 日 下午 2:38
2024 年 7 月 5 日 下午 6:55
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Merchant Marine: Smaller Crews

在 ptarth 的 1 个合集中
Merchant Marine: Collection
6 件物品
描述
Merchant Marine: Smaller Crews
ID: 2856946970
Using Base Id of: 26000

Description
Merchant Marine: Smaller Crews contains the FireFly Gamestyle Mod components for the Merchant Marine Mods for Star Traders Frontiers.
The mod increases ship officer capacities and increases component officer capacity.

Requirements
This mod doesn't require the main MM mod.
The Main MM Mod (https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2539177784) will make the experience better.

Priority
This mod modifies components and therefore needs to be run after other mods that modify components.

Mechanics
The mod increases the officer count for each ship by 1/3 * (crew size - 6). Its recommended that the player keep only 6 crew to play within the spirit of the idea. Ship components have their officer capacity multiplied by 2.5 and then rounded down. Weapon lockers and Medical compartments are given 1 officer capacity if they originally had 0. The new game crew creation logic is unable to understand these difference, so you'll need to add officers and rebalance crew sizes yourself.

FireFly Style Gameplay
To Play the FireFly Style Game, you should limit yourself to only using 6 crew. Merchant Marine increases officer capacity on ships, but doesn't reduce crew capacity. This allows the player to choose how much they want to limit themselves without additional mods. There are four Starter Ships prepared for the FireFly Style Gameplay, the Corvette (Mission Running - Rank C), Stilleto (Boarding Combat - Rank C), Quillion (Orbital Missions and SmallCraft - Rank C), and Isabel (Great potential, poor start - Rank C).

Quick Start Instructions

Create a new captain template
  • Skills A: 10 Command, 10 Negotiate, 3 Tactics
  • Attributes B: 30 CHA, 30 WIS, 20 RES, 14 STR, 14 QUI, 14 FOR
  • Contacts C: Politican, Prince, Smuggler, Spice Trader
  • Ship D: Corvette (Modded Longbolt)
  • Experience E: Commander
  • Faction: Your choice
  • Map: Default v2

You start the game drastically under-skilled and under-crewed. You have 10 officer bunks and 6 crew bunks. You'll need to fill those officer slots by recruiting and promoting crew. You can technically add a Crew Barracks and fill your ship with an additional 18 crew, but that defeats the spirit of the mod. The crew cap was not lowered in order to allow players to play with "original" crew/officer counts if that what they want. As your crew gains experience, you'll want to give your officers second and third jobs in order to keep your dice pools high (A single level of E-Tech gets you 4 Electronics Ranks). The largest problem isn't going to be dice pools, but Talent counts. You won't have as many talents available in STF, but you will get higher level talents faster. The Corvette is setup to be a mission runner, so start out by doing Earning your Charter missions and then look to start working for a contact of your choice. Your dice pools should all be over 100% by the time you finish these early mission.

Prebuilt Officer and Crew for the Corvette
This should fill your Corvette's dice pools by the time you get to level 7 (possibly sooner).
  • Captain: Commander/Diplomat/Smuggler
  • Doctor/Combat Medic 5/1
  • Quarter Master/ Commander 5/1
  • Engineer/Mechanic 5/1
  • Swordsman/Bodyguard 5/5
  • Shock Trooper 5
  • Soldier/Bounty Hunter/Xeno-Hunter 5/5/1
  • Navigator/Pilot/E-Tech 5/1/1
  • E-Tech/Pilot/Navigator 5/1/1
  • Pilot/E-Tech/Navigator 5/1/1
  • Crew Dog x3 (crew)
  • E-Tech x2 (crew)
  • Navigator x1 (crew)

You can replace your normal crew as your officers gain skill ranks. Remember to keep 2-3 skill saves for deep space events.

Additional Notes
  • The Longhaul engine is not the best engine if you are going into combat. It now produces only 6 RP, so you are limited in how much you can fire weapons and move.
  • Many of the Combat hybrid crew jobs are more viable in your combat teams.
  • Morale and Crew damage will be higher than base STF.
  • The Engineer provides a very potent escape from combat talent at Rank 8. It can bridge the gap until Skip off the Void.
  • For the Stilleto, you'll want to replace E-Techs and Navigators with Pilots and Pirates.
  • For the Quillion, you'll want to get Military Rank 1 and $40k to buy a SmallCraft. You'll also need someone to fly it.
  • For the Isabel, you'll want to be careful starting out and plan your upgrades.

Officer Combinations Suggestions
  • Doctor/Combat Medic/Spy
  • Engineer/Mechanic/Scavenger
  • Quarter Master/Military Officer/Zealot
  • Pilot/Pirate/E-Tech
  • E-Tech/Spy/Crew Dog
  • Navigator/Pilot/E-Tech x2
  • Merchant/Diplomat/Smuggler
  • Bounty Hunter/Xeno Hunter/Soldier
  • Explorer/Scientist/Scavenger
  • Gunner/E-Tech/Crew Dog

Author Notes
  • Feel free to use any code here for whatever you want without any restriction.
  • If you don't like a particular change, adding -- at the start of a line in the data.sql file will prevent it from working.
  • If you have something you'd think others would like to see added to this (and its possible), please reach out via Steam, Discord, or whatever.
9 条留言
ptarth  [作者] 2024 年 8 月 10 日 上午 8:38 
Glad you like it.
The first year is going to be a rough race to get your crew and officers to level 7. Run as many as the initial proving your charter missions (the fast ones in the starting quadrant) as you can. Make sure you have your full officer component ASAP (10 officers, 6 crew). Avoid any actual fighting. Prioritize getting 2 levels on 3 jobs on your officers. Each officer is worth 3 crew, but only once you get those levels. The first 2 levels of a job are worth 5 normal levels.

I have a baseline template for the corvette crew above. Until you get your crew up, you will be failing most (all) of the deep space rolls. It's okay. It looks bad, but you can actually fly your ship just fine with almost everything destroyed. It's generally only in combat that it matters. Once you get past that first hump, it will be a much smoother ride.
Consider prioritize getting your ship officers, not your combat crew to give yourself a little bit more room.
b_haefeli 2024 年 8 月 10 日 上午 2:34 
Conceptually, this mod is exactly what I was looking for.
However, my captain keeps dying of shipboard accidents in the early game because my crew doesn't have the skill to keep the ship even halfways flying (like, if I fly more than a couple AU, the thing pretty much starts falling apart around me). Do you have any suggestions to mitigate this, other than just hiring more crew (which kind of defeats the purpose)? I can see that it will get better at higher levels, but oftentimes I die in a fire before reaching those levels...
ptarth  [作者] 2024 年 7 月 10 日 下午 9:06 
The Main Mod is: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2539177784
I've made changes so that the Smaller Crews mod doesn't require any other mod and has minimal changes. I've updated the description. Hopefully it helps.
kmkenpo 2024 年 7 月 10 日 下午 4:42 
@Jivebot... I feel I am in a similar boat. This mod says it does this thing, but it needs this other mod, maybe, but it is listed as this mod, which is referenced as a mod by another name which may or may not be the mod that you are looking for, depending on whether it is labeled as this other mod. In all seriousness... there are a lot of mods in this "collection", none of which are named "the main one". It feels like it could be renamed or restructured, which would cut down on the confusion.
ptarth  [作者] 2024 年 1 月 10 日 下午 8:35 
The main mod is Merchant Marine: Fly Casual. There is also a collection with all of them included.

Descriptions
Merchant Marine: Fly Casual - The main mod. It contains general fixes and new Xeno ships.
Merchant Marine: Equipment - Contains new and rebalanced gear, armor, and weapons.
Merchant Marine: Professions - Contains new professions, job and talent rebalancing.
Merchant Marine: Assistant - Contains a contact with cheating and game testing abiltiies.
Merchant Marine: Smaller Crews - Contains the FireFly Style Gameplay changes.
Recolored MapMarks - Recolors planet icons on the sector and galaxy maps.
Jivebot 2024 年 1 月 10 日 下午 3:15 
There's a ton of Merchant Marine mods. None of them are labeled "The Main One". Which one do I need for this?
CaptainKampfkeks 2023 年 11 月 12 日 下午 6:09 
Thanks a lot! With this, even I should be able to make that change.
ptarth  [作者] 2023 年 11 月 12 日 下午 3:08 
You can edit the mod's files to do that. See the wiki for full modding details, but in general:

* Edit SteamLibrary\steamapps\workshop\content\335620\2856946970\data.sql.
* Find the place where I edit the maxOfficer stat. It's line 76 in my current version and looks like:
UPDATE shipType SET maxOfficer = CAST((maxLifeSupport - 6)/3 AS INT) - ((maxLifeSupport - 6)/3 > CAST((maxLifeSupport - 6)/3 AS INT)) + maxOfficer;
* To set it to double, you'd want to change it to: UPDATE shipType SET maxOFFICER = maxLifeSupport;
* Save.
* It will only impact ships that haven't already been generated. So you'll need to buy a new ship or just start a new game.
* Make a backup copy. If/when the mod is updated it will replace your changes.
* If you go to the wiki you can find instructions on how to make your own personal mod and avoid having to do any rollbacks due to changes. Likewise check out the mini-mods mod on Steam for STF. It shows how you can do a lot of things like this.
CaptainKampfkeks 2023 年 11 月 12 日 下午 12:55 
This is quite going into the direction I want to, but that's still not enough Officer places for me. Is there a way to double (or something like that) the officer capacity of ship hulls, either on your end, or on mine? I can bust open editor and make some changes with a pointer, but that's the extend of my "coding" abilities, lol.
And if not, still great work!