public class MyCombatPlugin implements EveryFrameCombatPlugin {
@Override
public void advance(float amount, List<InputEventAPI> events) {
for(ShipAPI ship : Global.getCombatEngine().getShips()) {
ship.getShield().toggleOn();
ship.getShield().setActiveArc(ship.getShield().getArc());
}
}
}
Thanks for the alternative, though unfortunately that's not quite what I'm looking for.The code snippet I gave you wasn't meant to be a copy and paste alternative; it was meant to demonstrate how to access the ShieldAPI of each active combatant. The return value of ship.getShield() is a ShieldAPI instance.
[snip]
...if I can just find how to pull the ShieldAPI instances from active combatants.
1. To the best of my knowledge, the base AI doesn't actively "know" the state of the shield's arc.
The code snippet I gave you wasn't meant to be a copy and paste alternative; it was meant to demonstrate how to access the ShieldAPI of each active combatant. The return value of ship.getShield() is a ShieldAPI instance.
Sundog,No worries! I don't think you came off as rude in any way.
First off, apologies if my reply came off as rude or unappreciative. I was posting when I was far too tired, and I'm afraid it was more rant than constructive rely. Sorry for the tone and I'll try to be better.
It's a touch disappointing to hear more experienced folks indicating that the AI wouldn't support this kind of change well. It's such a point of frustration for me that I find it difficult to enjoy combat since I've noticed it. I'll try to brainstorm other solutions to the problem, it just seems like shield-breaking / overload is something that penalizes the player only and that rubs me the wrong way.
An AI phase ship will never overload - it's able to perfectly judge "do I have enough flux free to phase out?" or "Do I need to un-phase now to avoid fluxing out?", which makes the mechanics entirely player-facing, even more so than shields.
Hm. I don't remember seeing an AI phase ship overload, but it's possible that it does happen and I haven't noticed because it's only come up in situations where the ship was dead no matter what it did.An AI phase ship will never overload - it's able to perfectly judge "do I have enough flux free to phase out?" or "Do I need to un-phase now to avoid fluxing out?", which makes the mechanics entirely player-facing, even more so than shields.
I'm pretty positive I've seen phase ships overload when there's enough threat around. And, to be fair, much more so than shields, an overload in a phase ship is definitely a screwup...
From what you've described, I think you might find it more feasible to, instead of changing the AI, change the penalty for overloading? Maybe boost the benefit of level 3 Damage Control to -50% overload duration (or more)?
Hmm. I've got to be honest here - and I really don't want to come off as saying "git gud", so please don't take it that way - but I'm not sure I can agree with the premise here. The AI gets overloaded frequently, and in general I wouldn't say it's that much better - if at all better - than a player can be at this. If you're finding yourself overloading way more than the AI does, it's probably due to not paying enough attention.
By the way, welcome to the forum! I didn't notice your post count at first.
Sure, 'git gud' might be one aspect to it. I've only played 10-15 hours, and I'm still mostly rocking the hammerhead I started with. I recently switched over it's loadout to 2x Heavy Autocannons and 2x Anhillator Rocket Launchers to try to mix anti-shield and anti-armor. I figured I'd bust the shields and rough up the armor, then duck back out and let some of my frigates pound on them while I burned flux. With 8k flux capacity and 420 flex dissipation I figured it might work. But my perception is that the AI is smart enough to let the AC shells through and shield-tank the rockets. The last few times I've tried in sims and against relatively even battles I tend to get overloaded when I dive in, before I can drop back to bleed of flux. At this point in gameplay (still probably early game) it feels like the AI can stun-lock me fairly easily (via overload or by forcing me to vent flux) while it seems nearly impossible for me to the same. I don't expect to punch above my weight class, but an even destroyer-on-destroyer fight I'd think would be a bit more balanced then it feels like it has been.
I'm certainly willing to entertain that my biases are limiting my tactical vision, but when I saw the game had modding support I figured I'd jump in the deep end and see what I could do. I was frustrated enough that I considered shelving the game, but given how enthralling it is in general I thought a shot at tweaking this annoyance was worth it.
If you're finding yourself overloading way more than the AI does, it's probably due to not paying enough attention.While I agree with you on this entirely, I think you could've helped him pay more attention by providing better visual/audio feedback. I often catch myself pausing to check my flux level when I suspect that I might be close to overloading. The post I made a few months ago (http://fractalsoftworks.com/forum/index.php?topic=15305.msg247368#msg247368) was all about this sort of thing. Other people have suggested audio feedback as well. A tone that changes in pitch and/or volume between 75% and 95% flux might work well.
Yeah, I did see it back then!Oh, I know. I just couldn't pass up such a good opportunity to push my agenda ;D
I recently switched over it's loadout to 2x Heavy Autocannons and 2x Anhillator Rocket Launchers to try to mix anti-shield and anti-armor.Yeah, that feels like it'd probably be a bit clumsy to use as a primary vessel, though it'd be okayish as fire-support for other ships.