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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - TheWetFish

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1
Do you need any help with the (soon to be) new wiki? My editor experience on the old wiki was only in removing / changing outdated ship infos but if there is something i can help with, please let me know.
There is always work to be done and contributions are always very welcome :)

Best to meet up with everyone on the unofficial discord, sing out for wiki editor access on the discord if you don't have it already and find out what's happening with everything

2
And if it becomes similar to the Terraria wiki on wiki.gg the UI and organization of info would be much clearer too.
Any specific features that are clearer for you or more of a general feel of the whole UI they are using? 

If Alex endorses it then we can call the new wiki the official one.
In an ideal world the wiki would be hosted independently or merged directly into the starsector site itself.
The anticipation is that this wiki will be unofficial, same as the previous and for the same reasons.  Having an official wiki means that Alex would be responsible for it and need to direct attention away from Starsector development for it. 
Alex has been excellent about granting sensibly limited permission for assets to be used for wiki purposes and for answering questions to ensure accurate information.  So we have a lot of the benefits of being an official wiki but without distracting Alex very much. 
Independent hosting has been discussed, a few times and the short answer we currently have neither a patron nor are not prepared to set up to take donations for it at this time.  It is a moving target so we'll see what the future holds.

Maybe you should worry more about the content of a wiki before you worry about how it looks like.
Not an unreasonable point but also ouch.  I guess the short answer is that the content is very important, remains very important and will still consistently get worked on, on a volunteer basis.
There is a whole team of volunteers performing excellent and various wiki editor tasks over on the unofficial Starsector discord.  If there are specific things that attention needs to be called to then discord is usually the best way to let us know, or if you are are interested in editing the wiki yourself.  Starsector can be a particularly complex game with a wide breadth of information and community contributions help us out a lot. 

3
"Low-g space farms", "Organised Crime" and "Trade Center" are old conditions from before economy rework. Wiki is outdated.
I think that's all fixed up now, thanks to Caymon Joestar

4
General Discussion / Re: Blueprint Packages - Contents and Review
« on: February 09, 2021, 09:36:16 PM »
I put together a spreadsheet that lists all the contents currently in the ship blueprint packages.  I didn't see anything when google searching for this or checking the wiki, so I did it myself.
Would you be willing to edit this into the wiki?
90% of the work is already done, it just needs the extra 10% to get it in the wiki.

You could try and do it yourself, or hop on over to the unofficial discord and we could help you with it.

5
General Discussion / Re: When is the AI going to get a FIX.
« on: December 21, 2020, 11:08:14 PM »
Starsector AI is generally best in class for this sort of game.  The downside to this sort of AI is that it takes a very long time to fine tune it - which is just fine for Starsector's very long development time :)

Check out the AI Behaviour wiki page if you want to know more about the dynamic weapon range behaviour, in particular how officer personality interacts with it

6
General Discussion / Re: When is the AI going to get a FIX.
« on: December 21, 2020, 04:43:30 PM »
Great point on status vs plans

If we want to narrow it down then major friction points sound like they occur when the player issues a specific order and the AI appears to not follow it (such as the OP of this thread).  If we can get some soft detection on when that is happening and any status feedback then I think that'd go a long way

For example not moving towards an eliminate target somewhat quickly or not being able to fire on designated target for some amount of time then trigger status information of some form

7
General Discussion / Re: When is the AI going to get a FIX.
« on: December 21, 2020, 04:06:18 PM »
I think some of the Combat Chatter dialog is keyed off of the AI ships having certain AI flags happen? I'm not entirely sure. If not, thats something that could be done rather easily I think to give better player feedback.
Correct, there are some exposed AI flags which I believe are indeed used in Combat Chatter or in other mods such as Blothorn's AI Flag Tool which does get a decent amount of use in testing

More flags would potentially enable the community to experiment with various ways of presenting the data, which may potentially eventually inform vanilla solutions

8
General Discussion / Re: When is the AI going to get a FIX.
« on: December 21, 2020, 03:34:20 PM »
Ah-ha!  Thank you very much for clarifying that :)

I understand effective feedback of this nature can be quite difficult, particularly if it's not already built for it.  From community experience this is one of the largest friction points about learning the game; learning how to predict how the AI will react in the absence of effective feedback.  Please do let us know if there is any way the community can assist with this

9
General Discussion / Re: When is the AI going to get a FIX.
« on: December 21, 2020, 02:27:55 PM »
I think the AI could do with more feedback to the player.

A lot of confusion arises due to insufficient feedback as to why the AI is doing something.  For example if the AI ship provided some form of feedback to the effect of "I want to attack my target but I am low on flux and scared of being flanked".  This would both improve player expectations and improve player experiences with the AI.

(Hey, very cool wiki page, and lists a lot of factors that are indeed considered! "The players current flagship" shouldn't be on the list, though. I'm sure the enemy AI doesn't know what ship the player is in. Allied AI, I'm 99% sure. ... actually, just checked, and the only case is basically so minor as to be negligible, involving collision avoidance when both ships are frigates and a couple of other conditions are met. But generally when I see "the AI reacts to the ship the player is in" it's in the context of "it's reacting more strongly to the player by attacking or avoiding them" which absolutely isn't the case. ... anyway!)

Glad you enjoyed the page! A lot of work went into it from a lot of different people, particularly from the AI tournament participants.

We were under the impression that one of the stronger factors regarding the player's current flagship is that allied AI will strongly prioritise targeting the enemy ship the player is actively shooting. 

Is this actually a factor?

I thought it was both one of the stronger factors in the allied AI and also one of the aspects more extensively tested by the community.

10
Can we interact with the process of splitting a hulk into pieces?
Either overriding how it splits up or adding arbitrary shaped additional splits in it?

11
General Discussion / Re: Starsector Wiki : Now in French !
« on: April 26, 2020, 09:49:53 PM »
Welcome aboard!

Most of us are on the unofficial discord http://fractalsoftworks.com/forum/index.php?topic=11488.0

I look forward to seeing what the French speaking community can do with access to the wiki information, particularly with modding.

12
General Discussion / Figher Replacement Rate mechanics questions
« on: October 23, 2019, 08:47:10 PM »
I am seeking information on the specifics of the Fighter Replacement Rate (FRR) mechaincs, in particular how it relates to multiple wings on one carrier.

Is the current information on the wiki accurate?
Quote from: unofficial wiki https://starsector.fandom.com/wiki/Fighter#Fighter_Replacement_rate
Fighter Replacement is the rate at which the carrier can continue to fabricate or rearm fighters. It slowly lowers while the carrier's wings are at or below two-thirds of their normal compliment until hitting a floor of 30% and slowly regenerates back to 100% otherwise. If Combat readiness reaches zero then the replacement rate will immediately drop to 0. Replacement rate loss is lower if fighters are set to Regroup.

How does this interact with carriers with multiple decks, multiple wings of fighters?

Will FRR go down faster the more wings are under 2/3 compliment strength?

13
General Discussion / Re: effect of alpha core on tech-mining?
« on: September 20, 2019, 06:40:18 PM »
It's worth noting that the first two cycles of tech-mining loot have very different chances of loot, followed by the more intuitive degradation over time.

Those first two cycles are still low chances of getting loot in absolute terms but the loot is potentially exceptional. It is possible to occasionally score 90% of the blueprints & special items you'll want for an entire run off of those first two loot cycles. It is also possible to tap multiple vast ruins and end up with not much.

14
I really like the thoughts around the Affenpinscher. At present it is just really a 'free heavy burst pd' with some tweaks. Increasing range sounds like a really nice way to increase differentiation whilst working nicely with the intent / flavour of the faction. Will probably need some other changes to make sure it doesn't become some kind of superweapon, but I'll mull that over and see if I think I can make it work.

Setting the collisionClass to RAY_FIGHTER might be an option too, not too many things use it beyond the Paladin PD System and the ability to fire PD over allies fits with a fleet PD role.  As noted would almost definitely need some balance adjustments alongside that

15
I think I bumped into similar issues with the Bulldog in testing and resolved them differently

Quite a number of its energy mounts do not converge forward.  This enables careful mount selection to produce a ship that reserves it's flux for ballistic forward primary armament against single targets and only use PD flux when flanked or dealing with multiple targets.  This does mean forgoing forward facing PD but makes it considerably easier to win flux battles against larger targets.  Particularly true with double kinetic or a high ratio of flux into kinetic damage instead of other damage, such as Storm Needler + Hellbore

I combined this with Auxiliary Thrusters purely for the deceleration boost.  The base stats are 50 max speed with 15 deceleration, so it can take a long time to go from forward to fully backing out.  With Auxiliary Thrusters that's closer to 22 deceleration.  Staying power becomes quite acceptable once it's enabled to back off & cool down

What I might like to see would be custom variation of the Entropy Amplifier ship system, for example setting weighted priority based on enemy ship size & proximity to friendly ships.  Try to have it trigger in more situations where the pack will converge on a target instead of just the Bulldog's current target, which can sometimes be less holistically useful to the fleet position or a relatively small target

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