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Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20)

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Messages - Tartiflette

Pages: [1] 2 3 ... 189
1
Suggestions / Re: mesospheric combat
« on: February 22, 2020, 09:35:25 AM »
Btw if you want to try some low altitude combat, install the Scy Nation mod and play the main menu missions. A few of them have planetary backgrounds, but indeed it comes at a cost for readability.

2
Suggestions / Re: mesospheric combat
« on: February 21, 2020, 05:10:33 AM »
The amount of work required to make high resolution backgrounds for every use case (every planet type, with or without a star lighting it, with or without citylights etc) would be prohibitive though.

3
Bug Reports & Support (modded) / Re: Battle Not Ending
« on: February 20, 2020, 11:27:57 AM »
Scy has a script to deal with that bug. It should work even when adding them to an existing save.

4
Mods / Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
« on: February 20, 2020, 09:40:35 AM »
No problem, enjoy the mod!

5
General Discussion / Re: Pharmakos
« on: February 20, 2020, 09:23:18 AM »
They are a giant buffs-stack so there isn't much more to it than "get more capitals ships, expect losses, bring in reinforcements".

6
Mods / Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
« on: February 20, 2020, 01:59:42 AM »
And you have the latest TADA too? And it work without issue when you keep the same mod list except TADA? Because it works with everyone else.

7
Modding / Re: Arknights Portrait Pack
« on: February 19, 2020, 01:29:21 AM »
I would be okay with with this mod adding portraits to my mods as long as they are provided as optional files. That way users can decide for themselves if they want to keep the original portraits or not.

8
Mods / Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
« on: February 16, 2020, 11:30:45 PM »
Do you have the latest Nexerelin installed?

9
Modding Resources / Re: Kitbash Database
« on: February 14, 2020, 01:47:13 AM »
Sure, just remind me about it in a month when I'm back home.

10
General Discussion / Re: Mod Request
« on: February 13, 2020, 08:19:59 AM »
Actually I think that it would be easy to make a mod doing that. There is a "sell everything" mod already, so I don't see any technical hurdle to overcome.

11
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: February 10, 2020, 06:05:55 AM »
Every modder thinks about adding a station, but it can easily represent a couple hundreds hours of work to make them. Time that could be spend on adding several ships instead. So when I got time, maybe I'll get around adding one.

12
Mod list? Because some mods (specificaly, mods that make the sector larger) can affect the performances regardless of RAM allocation. Also, if you have the console command mod enabled, you can open the console and check if the RAM is properly allocated to the top of the screen.

13
Are we looking at something different? None of those stats matter for autoresolve. They used to way back, but now it's all based on FP. Unless I'm way, way mistaken about this somehow?

Edit: some of these *do* matter in terms of how much damage the ships suffer from autoreslove (good shields = less damage taken), but they don't affect the *strength* of the ships, or who wins a given engagement.

I have been looking at
Code
protected FleetAutoresolveData computeDataForFleet(CampaignFleetAPI fleet)
and
Code
protected FleetMemberAutoresolveData computeDataForMember(FleetMemberAPI member)
and at least that part of the autoresolve has a "shield ratio" that looks at hull and shield, that result in a ratio around 0.5 for ships that have fragile hulls due to their reliance on boosted venting instead of passive dissipation.

I also have been looking at
Code
public static float getMemberStrength(FleetMemberAPI member, boolean withHull, boolean withQuality, boolean withCaptain)
output, and it is also very weak for those ships.

Here are some example.
My faction's best capital ship (that in part relies on modules though):


My faction's mainline cruiser:


My faction's typical 200FP fleet:


Compared to an Onslaught:


A Dominator:


or a Mora:


Makes a typical 200FP Hegemony fleet come at:


And even cheating in the fleet doctrine as such
Code
    "factionDoctrine":{
        "warships":4,
        "carriers":3,
        "phaseShips":0,

        "officerQuality":5,
        "shipQuality":5,
        "numShips":5,

        "shipSize":4,
        "aggression":2,

Still produces weaker fleets, albeit less so: between 500 to 750 fleet strength versus 1000-1300 for the enemy, both 200FP fleets.

[edit] Boosting the fleetpoints a bit and setting the fleet doctrine to 10/10/10 does seems to put them in a right spot for the auto-resolve, but I don't like how it will affect the player battles with so many high level officers.

[edit2] It occurred to me that fleets that have a low "quality" multiplier get de-buffed twice because their ships usually have Dmods that also reduce the fleet strength. Maybe that's something worth checking out if it is working as intended.

14
But did you figure out *why*?
Those ships have very crappy dissipation (like, REALLY small) 2.0 efficiency shields, weak armor, weak hull, but very deep flux capacity and high top speed. All in all, bad for all the stats that matter to the autoresolve hull strength except for one. They end up around one third of a vanilla ship "hull strength" multiplier for the autoresolve plugin.

15
The strength is based on the ship's fleet point value, with a component of that being assigned based on the fraction of spent ordnance points. ... and since that's not capped, if you were to set the OP used to, say, double the maximum (by perhaps assigning an ungodly number of vents or capacitors), that should increase the autoresolve strength substantially.

So I checked the autoresolve plugin results for those ships, and my super fast, super fragile, no-dissipation-all-vent ships come around one third of the ship strength of vanilla hulls for the getMemberStrength() calculation... Pretty bad.

I tested to add triple the max vents via script, and that technically works, but given the amount of possible ways such boosted ships could make it into the player's hands I'm a bit worried about using such blunt approach (not mentioning the myriad of UI weirdness). And as long as fleets use fleetpoints to get generated, I can't really play on that front either since it only leads to undersized fleets... Unless I also massively boost fleet sizes too but that comes with its own horde of issues and inconsistencies.

Would it be possible to add a ship_strength_multiplier mutable stat somewhere?

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