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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Topics - NightKev

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1
Mods / [0.8.1a] Autonomous Ships 0.6.1
« on: January 06, 2018, 04:18:01 AM »
Autonomous Ships
Downloads

Description

This mod adds new hullmods that allow the player to set predefined battle commands for AI-piloted ships in their fleet.
e.g. The Auto retreat command hullmod will force the ship to retreat when below a certain hull integrity level.

The command hullmods cost 0 ordnance points.

Current features

  • Automatically retreat
    • when the ship is below a certain hull integrity level. (3 different thresholds that can be customized via config file)
    • when the ship has no missile left. (The ship will only retreat if it has at least one missile weapon slot)
    • when the ship has exceeded its peak performance time.
    • when the ship is below a certain CR level. (60% or 40%)
    • when the ship doesn't have any order to follow. (Only takes effect after the enemy has been first encountered)

  • Change the personality of ships without an officer to be more or less aggressive.

Installation

Just download the mod and unpack the ZIP file into your mods folder.

Extra information

  • To customize the retreat command hull integrity thresholds, edit data/config/autonomous-ships.json.
  • The retreat commands won't work in the simulator nor on the flagship (the ship you're piloting) even if it's on autopilot.
  • The source code is packaged with each release. There is also a repository on Github (the repo from the previous author is here).
  • The mod supports Version Checker.

Future plans

  • Escort?
  • Capture all navigation points?
  • Suggestions welcome!

Credits

  • HELMUT (icons)
  • hqz (original author)

Version history

Spoiler

0.6.1
  • Added the "Direct Retreat" hullmod which changes the automatic retreat type (for ships with one of the retreat hullmods) from a standard defensive retreat to the "get the hell out of here" direct retreat.

0.6.0
  • Added hullmods to change the personality of a ship (ships default to Steady in vanilla). Doesn't work on ships with officers or the flagship.

0.5.1
  • Updated Version Checker support
  • Fixed the bug where removing non-AS hullmods would cause the hull- and cr-related AS hullmods to also be removed.

0.5.0
  • Updated for Starsector 0.8.1a
  • "Attack Fighters" command removed due to vanilla fighter changes.
  • Removed LazyLib requirement for now (it was required by the now-removed fighter command).

0.4.1
  • Fixed a crash with the "attack fighter" command.

0.4.0
  • New command: retreat when the ship has no order to follow.
  • New command: attack the nearest fighter wing when the ship has no other order to follow.
  • Changed the icons for the hullmods, using a new set of icons from HELMUT.

0.3.1
  • Added support for Version Checker.

0.3.0
  • New command: retreat when exceeded peak performance time.
  • New commands: retreat when below 40% or 60% CR.
  • Changed the icons for the hullmods again, this time using the ones made by HELMUT.

0.2.0
  • New command: retreat when no missiles left.
  • Changed the icons for the hullmods.

0.1.0
  • Initial release.
  • New commands: auto retreat below hull integrity level. (3 levels)

[close]

License

Note that the mod is licensed under the Apache License v2.0.

2
Whatever it is, it seems to be broken, because they will absolutely never deploy capitals, only deploy a couple of cruisers, never deploy more than half combat width, and never reinforce after the initial deployment, even when they've got multiple entire fleets worth of ships in reserve. Also, they never retreat even when at 0%CR and their ship is busy self-destructing from malfunctions. The enemy AI has none of these problems.

3
Bug Reports & Support (modded) / Random CTD while flying in hyperspace
« on: October 23, 2017, 09:07:46 AM »
Code
3716985 [Thread-4] INFO  data.scripts.campaign.DS_Profiler  - JVM Heap Average: 2017.12 / 3944.82 MiB
3720887 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NumberFormatException: For input string: "4G"
java.lang.NumberFormatException: For input string: "4G"
at java.lang.NumberFormatException.forInputString(Unknown Source)
at java.lang.Long.parseLong(Unknown Source)
at java.lang.Long.parseLong(Unknown Source)
at data.scripts.campaign.DS_Profiler.advance(DS_Profiler.java:168)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
The error message makes me think it doesn't like me specifying how much ram to allocate with "4G" instead of "4096m" in vmparams, but I never had this issue in 0.7.2a with the same settings so maybe it's just a coincidence (even though I just changed it and didn't get the crash before the change...).

Mod list:
Spoiler
[0.8.1a]Tyrador Safeguard Coalition (1.4.0).zip
Arsenal Expansion.zip
Blackrock Drive Yards 0.9.0 RC1.zip
Combat Alarm Sounds 1.31.rar
CombatChatter_1.7.2.zip
Common Radar 2.4c.zip
Console Commands 3.0 WIP 5.zip
Dassault-Mikoyan Engineering 0.9.6.zip
DIABLEAVIONICS_V1.87RC2.7z
DisassembleReassemble_v0.8.zip
DynaSector 1.4.0.7z
GraphicsLib 1.2.1.7z
GrytpypeMoriarty_0_6d.rar
Interstellar Imperium 1.18.1.7z
LazyLib 2.2.zip
Leading Pip 1.8.1.7z
Lightshow_1.32.7z
Metelson.zip
mods.txt
Neutrino corp 1.84-RC3.zip
New Galactic Order 1.06b.rar
Nexerelin_0.8.2d.zip
Omnifactory%252.2.7.zip
ORA_V0.74RC1.7z
Portrait pack v1.2.3.zip
SCY_1.34RC1.7z
Shadowyards_0.6.2c.zip
Ship and Weapon Pack 1.4.1.7z
Simulator Overhaul 1.4.zip
ss-nom-1.4.11-rc2.zip
SteinerFoundation_1.2.zip
Templars 0.9.8e.7z
Tore Up Plenty v0.8.2a.zip
Underworld 1.1.3.7z
UnknownSkies_v0.21.7z
Version Checker 1.7c.zip
[close]

4
Suggestions / AI's method of retreat is not the most intelligent
« on: January 30, 2017, 04:34:34 AM »
It would be nice if the AI was smarter about retreating; currently it just turns towards the edge of the map and tries to run for it, even if it has front shields... leading to retreat often being a worse idea than telling it to "defend" a point at the far end of the map.

5
Pretty much "see title". It seems inconsistent to me, but that's probably because I have no idea what the rules are governing this.

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