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Topics - Wyvern

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136
Suggestions / More Interesting AI Core Bonuses
« on: December 16, 2018, 06:48:09 PM »
...It's tempting to just make this as a mod, but here are my ideas.

Gamma Cores: Reduces demand by 1 unit.  Reduces upkeep cost by 15%.  Simple.  Effective.  Boring.

Beta Cores: Reduces demand by 1 unit.  Reduces upkeep cost by 30%.  Has a small industry-specific bonus.
  • Population & Infrastructure: Monitoring and data collation gives a small chance each month of identifying and (temporarily) removing active Pather terrorist cells.
  • Spaceport / Megaport: +5% Accessibility.
  • Waystation: Every month, the AI diverts a small amount of supplies/crew/fuel to your personal storage, similar to how tech-mining works.
  • Commerce: Every month, the AI diverts a small amount of trade goods, weapons, or ship hulls to your personal storage.
  • Heavy Industry / Orbital Works: 5% increase in ship quality.
  • Fuel Production: Faction fast patrol fleets will venture into hyperspace - If you have multiple fuel production facilities, this bonus does not stack.
  • Orbital Station / Battlestation / Star Fortress: The star base gains a low level AI officer.
  • Ground Defenses / Heavy Batteries: Military-trained rapid response teams reduce the severity of Pather terrorist activities by roughly 1/3.
  • Patrol HQ / Military Base / High Command: Patrol fleets gain one or two extra low-level AI officers, and have a small chance of identifying and destroying Pather support fleets.
...I don't have any good ideas for a not-just-more-credits bonus for farming/mining/refining/light industry.  Suggestions welcome.

Alpha Cores would get the full 50% upkeep reduction, and the +1 production for things that produce stuff, and an upgraded version of the Beta Core's special bonus.  (Or, in some cases, you can see I gave the Beta core a downgraded version of the Alpha's current special bonus.  ...I'd probably move the +1 stability bonus from Commerce to Population & Infrastructure, or even to Ground Defenses...)

The general idea here is to make all of the AI cores - especially the super-rare alpha cores - more useful, and make core installations less of a "Okay, where can I put this for the most credits" and "Okay, I get enough more credits to afford to bribe the Hegemony's inspectors, so I should use cores now."

137
Suggestions / Item Slider tic-marks
« on: December 16, 2018, 05:04:35 PM »
The new system where picking up, say, supplies, snaps to even units is, overall, very nice.  However, it's really annoying to try to get 6-9 of an item.  Say you need 20 heavy machinery, and you have 11.  Picking up nine isn't possible using the slider.  It would be nice if it didn't start snapping to specific numbers until after 10.  I think I might also want snap to units of 5, at least up to 25?  Not sure on that one, though.

138
Suggestions / Merchant Fleets Shouldn't Be Hunter-Killers?
« on: December 16, 2018, 11:55:04 AM »
So, I'm waiting in orbit for an expedition to show up... and I see several of the merchant fleets that came to deliver cargo fighting amongst each other.  This seems... incorrect, even for factions that are hostile.  Plus I'm not really looking forward to the possibility of shortages or accessibility penalties just because two at-war factions decided to send cargo haulers over at the same time.

139
Bug Reports & Support / Fighters as Dowsing Rods
« on: December 09, 2018, 10:11:41 AM »
So, I've got a cruiser with a wing of bombers.
And I've got a battle where some of the enemy ships just... wandered off somewhere.
Bombers on regroup try to hide behind the carrier.

So all I had to do to track them down was fly away from where my fighters had decided to gather.
(I think the fighters also pointed themselves at the nearest target, too.)

On the other hand, if I -hadn't- been able to do that, it would have been -really- annoying to try and track down, say, the one enemy destroyer that had gone wandering up against the left side of the map.  (This was a fight against survey drones, so 'letting the enemy retreat' wasn't an option.  Unlike previous reports of drones wandering off, this wasn't an out-of-ammo issue; I think there had just been enough drones that a few of them lost track of me, got out of sensor range, and then couldn't find me again.)

140
Suggestions / Problematic Collisions with Stations
« on: December 07, 2018, 10:53:53 PM »
In particular, if a moving pylon (or, heaven forfend, the shield arc of a high-tech station) happens to move into you, you don't bounce off like you would with a normal ship - you end up taking several ticks of collision damage, with often excessive results.

Why, you ask, was I close enough to notice this?  Well, I had (past tense), an Omen class frigate, and was happily EMP-ing an adjacent section of station, when a slightly incautious maneuver ran me into the station... and the omen just vanished.  I had shields up, I was at essentially zero flux... and the Omen just died instantly, not even leaving behind any wreckage.

I suspect that this is a bug with the station's immobility - with normal ship to ship collisions, both ships move, and even a sudden shield overlap gets resolved very quickly.  The station, however, doesn't move, and I'd guess that a ship that collides with it is still using calculations that assume the thing it's bouncing off of is also being repelled by the collision.  Posting this in suggestions instead of bug reports, though, because I'm not actually -sure- if it's a bug, and there's probably some room to discuss whether anyone else has seen similar results.

141
Suggestions / Ships in storage should show their combat readiness level.
« on: December 07, 2018, 02:58:23 PM »
Was thinking about this topic after having reported this bug, and... yeah.  As per subject.  Right now there's no way to tell if I put a ship in at 0% CR because it was mothballed, or at 100% CR because it had been officered.  And this does matter when picking which ships to pull back out of storage.

(Aside: tracking that bug down was -obnoxious-.  I'd seen it happen off and on pretty much since 0.9 released, but only this morning managed to figure out what was causing it.)

142
Bug Reports & Support / Ships in storage sometimes revert to 50% CR
« on: December 07, 2018, 11:27:51 AM »
Put a ship into storage.  Mouse over its info, then take it back out of storage.  Poof, it's at 50% CR, no matter whether it went in mothballed or at 100%.

143
Suggestions / Improved Tech-Mining / Production Report
« on: December 04, 2018, 11:38:39 AM »
There are two things I'd like to see with this:
1: A break-down, for tech-mining, of what came from where; this is important information for picking the point at which to shut down the tech mines in favor of other industries.
2: For the production report messages to not vanish from intel until I've looked at them.  Ideally this would be via a summary, rather than individual messages, something like "You haven't checked your production report in 5 months, here are the accumulated totals over that time period."  This is important because, if you're out doing things, it's easy to skip over the production report as "Well this isn't important right now", and then it's months and months later when you happen to scroll down to the very bottom of your storage tab and find that your tech-mine gave you a pristine nanoforge while you weren't looking.

144
General Discussion / Bribing Expeditions for Fun and Profit
« on: November 30, 2018, 08:53:25 AM »
I've seen a lot of comments going by of people not wanting to turn on freeport, or use AI cores in industries, because it will attract more expeditions.

This doesn't match my experience.  There seems to be a maximum rate of expeditions, and, once you've hit that maximum rate, it's better to have more sources of expeditions rather than less.

This is because the bribes scale per source.  If you have, say, just the Sindrian Diktat and the Persean League coming after you, well, that's 200k to bribe off both of their first expeditions, then 400k, then... it ramps up pretty fast.  Your first five expeditions, combined, will cost you a minimum of a million credits to bribe them all off.

If, by contrast, you have hegemony and luddic expeditions mixed in (because you've got free port turned on), and hegemony AI inspection fleets (whose bribes scale separately from hegemony crush-your-starport expeditions), then you could get one expedition from each of five different sources, for a total cost of 500k credits to bribe those first five expeditions.

In other words, at least until you hit the one-million-credit bribe cap, it's better to annoy more factions rather than fewer (unless you can push that 'fewer' down to 'zero', but good luck with that) - and after you've hit cap, it just doesn't matter.

The only exception to this I can see is that, if you'd rather just let your defenses deal with things and never pay the bribes, then it might be better to avoid the hegemony AI inspectors.  ...As I've taken the approach of just bribing everyone in my game, this doesn't bother me in the slightest.

145
General Discussion / 0.9 Impressions, Commentary, & Rambling
« on: November 27, 2018, 02:48:18 PM »
So, I'll start with the big point.
I've discussed before how I don't like the way skills are split between personal combat ability & fleet-wide buffs and logistics bonuses.  It feels bad to take skills that only affect your flagship, because you're missing out on all those fleet-wide bonuses that only you can take; and it simultaneously feels bad to focus on the fleet-wide skills and end up with officers that have stronger combat bonuses than you are.  (Yes, I know: both paths are viable.  But so is a no-skills run through the game.  Yes, I know, player combat skills have the multiplying effect of the player being able to play more aggressively than the AI can.  None of that changes the fact that it feels bad.)

This has gotten worse in 0.9.  (Side-note: In my opinion.  This whole thing is an opinion piece; when I say "X is true", please assume I mean "X is true for me" - I'm not going to add that disclaimer to every single statement in here, but it's an important disclaimer.  Other people will have other experiences.)

Why do I feel that way?
Spoiler
[REDACTED] Battleships.

When I first found a red-warning system, the fleets in it were about how I remembered them - with the addition of an occasional fleet with one of the new battleships at its head.  After a few experiments, I learned to just avoid those fleets; I could take them out, but it always ended up costing me more than I gained; I was lucky if I got out of that fight with both of my odysseys intact, and the odds of getting AI cores (of any sort, let alone the actually-useful beta or alpha cores) was low.  ...And then the fleets scaled up.  Now when I go into that system, it's a rare fleet that doesn't have -two- battleships in it.  For a while, I just avoided red-warning systems entirely.

Much later, I got the blueprints for the Paragon.  I had, by that point, a few million credits I could safely burn, so I decided to try an experiment.  I requisitioned four paragons (...For some reason the game wouldn't let me put more than two paragons in the queue at a time?), cranked battle size to the max, backed them with a pile of assorted carriers, and headed out.
The carriers, it turned out, were useless in battle - fighters sent into the massed firepower of a [REDACTED] fleet just... melted.  But their presence meant I got enough of the deployment point share to field all four paragons at once.  And -that- got the job done.

But here's the problem: The AI is actually better than I am at flying a paragon in this sort of battle.  It's better at using an omni shield to absorb specific attacks.  It's better at flipping fortress shield on just long enough to absorb a spike in the incoming damage.  It's -much- better at knowing when to turn shields -off- to avoid overloading.  In short: The AI is very good at playing it safe, and that's exactly what this sort of fight needs.  Any player ship I bring in inevitably ends up overextended - and with the amount of firepower the [REDACTED] fleets can bring to bear, it's pretty much make one small mistake and you're dead.
Now, the battles aren't completely non-interactive;  sometimes I have to set escort orders to make sure none of the paragons end up completely unsupported by their fellows.  Sometimes I have to take manual control of a paragon when a heavily wounded [REDACTED] battleship gets itself backed into a corner and my officers won't pursue them.  But by and large, for this sort of battle, I'd be better off if I'd skipped combat skills entirely and focused everything on leadership and support skills.  This... doesn't feel good.  And it's not -just- fights against [REDACTED] that work out like this; they're just the worst offender.  Taking on a Luddic Path station isn't quite as bad - I -can- be useful here - but it's a very similar feel of having to play very defensively, which, yes, the AI is generally -still- better at than I am.

Addendum: I think I'd actually prefer to make expeditions to an orange warning level system than a red one.  But in my current game, I haven't found -any- of the tier two [REDACTED] systems, and there are a pair of tier three ones right near my main colony.  So far, my quad-paragon expeditions have netted me one alpha and one beta core, so they -do- still drop.  Just not very often.
[close]

* * * Other Points * * *

1: Expedition fleets start out too large.  In my case, I had a pirate raid incoming at my fresh size 3 colony; yes, in retrospect, I could probably have stood up the defenses a bit faster... but I -did- start building a starbase before I got warning of the raid, and it -still- wasn't going to be online in time to help defend.  The patrol base got online in time... and promptly generated a patrol fleet with a destroyer and a frigate.  Not much help when the -first- pirate fleet had about eight cruisers; just pirate colossi, but compared to my one apogee and assorted destroyers... I was hopelessly outmatched.  After much save scumming and more than a bit of luck, I managed to separate off and eliminate the smaller -second- pirate fleet - and for some reason that triggered a notice that the pirate raid had failed, and that first completely-overwhelming fleet promptly turned around and went away.

2: By contrast, I found the price ramp on bribing off expeditions to be reasonable; after my bad experiences with the pirate raid (incidentally, once I had the starbase up and running, the pirates never launched a raid again), I just paid off every expedition the major factions tried to send.  Nowadays I get notice that my defenses should overwhelm the expeditions... but I still buy them off; why should I put my people's lives at risk when I do, in fact, have the credits available to go for bribes instead?

3: Speaking of expeditions, I'm very glad I read on the forum about how the Hegemony's AI inspections worked.  Given the rarity of useful AI cores, bribing them becomes the obvious solution.  After the first one of these launched, I stopped using alpha-grade AIs, figuring that they wouldn't inspect if I used beta-grade or lower.  It's possible that that decision reduced the odds of an inspection... but it turned out not to completely stop them, so I've gone back to slotting alphas into my industries.  (Honestly, I'd -like- to have some cleverer options; for example, pulling off alpha/beta cores and putting up a bunch of sacrificial gamma cores that I don't mind if they take.  But from how I read the warning text, that probably won't work... and I see no reason to take the risk when I can just bribe them and be done with it.)

4: Gamma-grade AI cores don't seem to be useful, except in one instance: assigning one to the base population of a newly-started colony to reduce the amount of resources you need to have stockpiled to avoid shortages while the initial starport builds.  There are probably some other corner cases - particularly if you take a commission or otherwise end up at war with some of the factions - but for my colonies, in my current game, I need beta-grade or higher to get any benefit once the initial starport is up.

5: Speaking of starports: is there any reason to -not- build one?  I'd be tempted to increase the resource cost of starting a colony (say, 300 supplies and 200 food), give it a 15-day delay before you can do anything with it, and then just skip directly to "You've got a functioning starport that allows basic imports", with a side-order of "To increase accessibility, build a waystation & then upgrade that to a megaport."  (Or maybe build a megaport and then upgrade that to a waystation?)

6: Luddic Path cells tend to be annoyingly far away, especially when they 're-establish support' after you blew up the closest base.  Thanks to the intel screen I can actually -find- them... but if that's going away for 9.1, there needs to be some option to take its place.  Also, I was expecting that my patrol fleets would have a chance of intercepting pather supply convoys, but that doesn't seem to be the case?  ...Maybe because I can't set a 'transponder required' tag for my systems?  Not that I ever see, say, hegemony patrols going after a transponder-off smuggler fleet...

7: Pirates, by contrast, tend to pretty predictably spawn their stations in nearby systems.  In fact, for me, it's been the -same- nearby system every time.  Well - same two nearby systems; I have colonies in two different places, now.  Amusingly, the favored pirate spawn point for one of those is in a neutron star system.  For some reason that pirate base never has supporting fleets when I come by to blow it up...

8: Station fights are interesting.  However, the AI doesn't always seem to understand that the station core is there; it won't try to shoot through the central core, but it will try to shoot through, say, the three indestructible spoke-y bits of a low-tech station, and it will (sometimes) try to -fly- through that central core.  Odysseys in particular have collision issues with stations (largely as a result of their mobility system), but I've seen a doom bounce off the central core as well.

9: The new plasma cannons are great!  I am very pleased to be able to put a plasma cannon on a sunder again, and not have it be a terrible useless fail of an idea.

10: The new needlers are... not so great.  They need their flux efficiency back; without that they're not worth the premium ordnance point cost.  Needlers - both light and heavy, but not storm - were one of my mainstay weapons in previous versions.  Now, every time I've considered using them, I've had to conclude that I'd be better off with something else.

11: We could really use a range 800 medium ballistic HE weapon, to pair up with heavy autocannons or heavy needlers.  Right now I tend to end up with arbalests on my hammerheads, just because that makes the range bands match up better.  (Well, that, and arbalests are flux-efficient, now.  But the range thing is generally the deciding point.)

12: I have yet to find a case where I actually want to install the new Converted Hangar on a ship.  Anyone have any examples of variants that make good use of this?

146
Suggestions / Terminator drones shouldn't glow bright red anymore.
« on: November 25, 2018, 09:01:26 AM »
I don't think this is likely to be a particularly controversial suggestion; as I recall, the bright red glow was added when they had ion pulsers and were super-dangerous things that you really had to be able to notice.

This is no longer the case, and it's a bit jarring to have my Tempests all look like they've got little torpedo-drones following them around.

147
Bug Reports & Support / Scarab AI backs off at random
« on: November 23, 2018, 09:47:14 AM »
So, I've got a Scarab design that I like: front conversion shields (so I don't have to worry about PD), hardened shields, hardened subsystems, flux distributor, 12 vents, 11 capacitors, one IR pulse laser, two ion cannons, two atropos torpedo racks.

Now, let's test it against a hound or a Buffalo Mk II*.  This should be an absolute gimme fight - close in, disable it with ion cannons, keep firing until it's dead.  And the AI just... can't do that**.  Especially when it's just activated Temporal Shell, it has a bad habit of backing off.  Sometimes even if it's got all of the target's weapons and engines disabled.  I see this behavior even if I crank my faction doctrine all the way up to reckless - it doesn't seem to depend on which AI type is at the helm.  Even setting an eliminate order only sometimes works to get the ship to actually press an attack.

* There are issues with this test; the hound is too fast and can break range on its own sometimes, which is hard to distinguish from the scarab backing off.  I'd really rather test against one of the pirate hounds with a makeshift shield generator, but none of those are in the normal simulator list.  And the buffalo, as a destroyer, will (sometimes) trigger the scarab's "Hey I should fire all my torpedos!" code, at which point it's probably toast.
** As with most AI tests, this isn't 100% reliable; every now and then it actually closes in and stays there.  But not very often; I'd guess maybe one time in three or four.

Initially I'd assumed this was another bug with the "ship with too many empty weapon mounts gets tagged as civilian" code - but that doesn't seem to be the case; I can strip off the hardened shields, hardened subsystems, and about half the capacitors in order to fill the rear four mounts with PD lasers... and I still see the same behavior.

148
I've got a save that reproduces this: there are three pirate fleets immediately to my north - as I approach, all three hit emergency burn and start trying to run away from me.  However, if I move over the one that first appears on my sensors, it suddenly realizes it has buddies and will attack, even if I haven't clicked on it.

My fleet: Hammerhead (2xDmod), Apogee, Condor (1D), Wolf (3D)
Pirate fleet 1: Hammerhead (3D), Buffalo Mk II, Cerberus (2D), 2x Kite
Pirate fleet 2: Hammerhead (3D), Hound (1D)
Pirate fleet 3: 2x Sunder (P,1D), 2x Hound (1D)

Possibly relevant: all three pirate fleets are "Rogue Miner Force" - this is just after the tutorial conclusion.

If it'd be useful to have the actual save, let me know.

149
Suggestions / Allow rebinding the 'F1 for more info' tooltip command
« on: November 17, 2018, 08:29:32 PM »
So, I'm on a mac, with a non-apple keyboard.  Apple has, apparently, done something unusually stupid*: they, at the OS level, rebind all your function keys to various 'utility' effects - for example, F1 mutes sound.  And, if you don't have an apple keyboard attached, there is no way (that I can find) to tell it "Hey!  Let me use these keys!"

Most of the other functions in Starsector that use F-keys I can rebind; the tooltip expansion one, however, I can't.

* They've been doing a lot of those, lately.  I suspect my next machine will be generic linux of some sort.  But that's not the machine I have right now.

(( Edit: Okay, after some further experimenting, it turns out this wasn't apple's fault - it was the keyboard doing stupid things rather than the OS.  Got it fixed.  Suggestion still stands, though - being able to rebind that command could be useful for someone. ))

150
Suggestions / SO range implementation
« on: July 08, 2017, 10:28:16 AM »
MutableShipStatsAPI.getWeaponRangeThreshold() and .getWeaponRangeMultPastThreshold() are not very modding-friendly; you effectively can't use them unless you're certain that your modifications will never apply to a ship that's using SO.

In other words, if I had, say, a special cruiser hull that wanted to cut off weapon ranges greater than 600*, and someone comes along and installs SO on it, suddenly instead of the original range limit of 600, or SO's soft limit of 450, I have a range limit of 1050.

The only solution I've been able to come up with would be changing MutableStat to take functional modifiers in addition to the current flat/percent/multiplicative modifiers.  There are issues with that, like order of operations (perhaps sort functional modifiers by their source string?), of course.  So if anyone else has any ideas for how to have an SO-like effect that doesn't clash with SO itself, I'd be happy to hear them.

_____
* Such as, for example, an experimental Aurora hull that uses hybrid slots instead of energy slots while still being more or less vanilla balanced.

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