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Author Topic: [0.7.2a] Autonomous Ships 0.4.1  (Read 40058 times)

hqz

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[0.7.2a] Autonomous Ships 0.4.1
« on: March 15, 2016, 12:47:37 PM »

Autonomous Ships
Download link

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

  • Retreat when the ship is below a certain hull integrity level. (3 different thresholds that can be customized)
  • Retreat when the ship has no missile left. (the ship will only retreat if it has at least one missile weapon slot)
  • Retreat when the ship has exceeded its peak performance time.
  • Retreat when the ship is below a certain CR level. (60% or 40%)
  • Retreat when the ship doesn't have any order to follow.
  • Attack the nearest fighter wing when the ship doesn't have any order to follow.

Installation

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

Extra information

Spoiler

  • To customize the retreat command hull integrity thresholds, edit data/config/autonomous-ships.json.
  • The commands won't work in the simulator nor if the flagship is on autopilot.
  • The source code is packaged with each release. There is also a repository on Github.
  • The mod supports Version Checker.

[close]

Possible next features

Spoiler

  • Escort?
  • Capture all navigation points?

[close]

Credits

Spoiler

  • HELMUT (icons)

[close]

Version history

Spoiler

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]

« Last Edit: March 31, 2016, 09:37:52 PM by hqz »
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hqz

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Re: [0.7.2a] Autonomous Ships 0.1.0
« Reply #1 on: March 15, 2016, 12:50:12 PM »

This is my first mod so please let me know if there are better ways to do what I'm trying to achieve here.

The source code is embedded in the downloadable archive but I'll probably also start a repository on Github shortly in case anyone is interested in contributing.

I don't have any definite ideas for the next commands to add to the list so suggestions are welcome. :)
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HELMUT

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Re: [0.7.2a] Autonomous Ships 0.1.0
« Reply #2 on: March 15, 2016, 01:24:51 PM »

That's a pretty cool feature. I tried it a bit, it doesn't works in the simulator or if the flagship is on autopilot, not really big deal though. A "retreat when CR is low or start degrading" command could be a good addition. Less importantly, retreat when no missiles left, or no fighters replacement available could possibly be interesting. It might clutter the hullmod screen a bit though.

Also it would need a new hullmod icon.

I'll definitely try to use that in my future campaigns.
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hqz

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Re: [0.7.2a] Autonomous Ships 0.1.0
« Reply #3 on: March 15, 2016, 02:57:56 PM »

it doesn't works in the simulator or if the flagship is on autopilot, not really big deal though.

Thanks. I've updated the post with this information.

A "retreat when CR is low or start degrading" command could be a good addition. Less importantly, retreat when no missiles left, or no fighters replacement available could possibly be interesting. It might clutter the hullmod screen a bit though.

Good ideas. I've added these to the future feature list. It's actually easier to implement than the escort commands, so I'll probably give it a try first.

Also it would need a new hullmod icon.

Ah yes, forgot about that. I'm not very good at graphic stuff myself. But I'll try to find something that represents the command better.
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HELMUT

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Re: [0.7.2a] Autonomous Ships 0.1.0
« Reply #4 on: March 15, 2016, 04:07:46 PM »

Here i kitbashed a bunch of hullmods (harder than i expected). Those are supposed to represent some kind of AI core, differently coloured for different type of command. Feel free to use those until you can get something more fitting.

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hqz

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Re: [0.7.2a] Autonomous Ships 0.2.0
« Reply #5 on: March 15, 2016, 04:12:22 PM »

Quick update before I head to bed:

0.2.0
  • Retreat when no missiles left.
  • Changed the icons for the hullmods.

From the testing I did it seems to be okay so far. e.g. the ship does not retreat when using salamanders (I initially thought they would give me a hard time to implement).
Let me know if that works for you.
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hqz

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Re: [0.7.2a] Autonomous Ships 0.1.0
« Reply #6 on: March 15, 2016, 04:15:55 PM »

Here i kitbashed a bunch of hullmods (harder than i expected). Those are supposed to represent some kind of AI core, differently coloured for different type of command. Feel free to use those until you can get something more fitting.

Very nice. Thanks for doing this.

While you were making them I was already updating the mod so I went with reusing an icon from the skills. But I really prefer your icons. And you're right, the different colors will help to differentiate between the various commands. I'll include them in the next version, most probably tomorrow evening.
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Cyan Leader

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Re: [0.7.2a] Autonomous Ships 0.2.0
« Reply #7 on: March 15, 2016, 04:41:27 PM »

I'd love a hullmod that would restrict my ships from blowing their missile loads into fighters and frigates.
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19_30s

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Re: [0.7.2a] Autonomous Ships 0.2.0
« Reply #8 on: March 15, 2016, 06:28:33 PM »

Nice work :D
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Weltall

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Re: [0.7.2a] Autonomous Ships 0.2.0
« Reply #9 on: March 15, 2016, 06:30:19 PM »

I tried it just to see my half bashed ships FINALLY run for their life. It was so sweet to see in the chatter that my *** got hull damage and then when I checked the battle map, it was fleeing. This is so nice!  ;D
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NightKev

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Re: [0.7.2a] Autonomous Ships 0.2.0
« Reply #10 on: March 15, 2016, 09:14:30 PM »

Awesome! This is the type of thing that the base game needs (I was going to get around to posting in the suggestions forum eventually...); Alex said he didn't want the player to [have to] micro his AI-controlled ships and that's why it's the way it is now, but there aren't any sort of general fleet commands like "stick together" or "retreat when heavily damaged" etc so I still end up needing to micro my dumb AI companions anyway.

As for mod feature suggestions, I'd say work on things the command UI doesn't do very well right now (so make "cap points" a low priority for example). A "try to flank" command might be useful, the AI kind of just mashes together in the middle with a few random ships flying off into the distance right now, and doesn't do any flanking except incidentally. Also, maybe a hullmod to stop PD weapons from firing on ships larger than frigate class, it's kind of annoying when my PD weapons waste their charges on a destroyer and then I get pelted with missiles that they can no longer effectively shoot down.
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Dudley Dickerson

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Re: [0.7.2a] Autonomous Ships 0.2.0
« Reply #11 on: March 16, 2016, 07:57:47 AM »

Retreat on CR threshold would be awesome.
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Surge

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Re: [0.7.2a] Autonomous Ships 0.2.0
« Reply #12 on: March 16, 2016, 08:42:59 AM »

Agreed, you have no idea how many OP I would spend to have ships like the Mantis and Venom run away as soon as they hit malfunctions territory because they are gonna get there FAST.
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Alphascrub

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Re: [0.7.2a] Autonomous Ships 0.2.0
« Reply #13 on: March 16, 2016, 03:55:15 PM »

I'd love a hullmod that would restrict my ships from blowing their missile loads into fighters and frigates.

I would second this tired of seeing my ships waste harpoons and larger missiles on fighters and such.
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hqz

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Re: [0.7.2a] Autonomous Ships 0.3.0
« Reply #14 on: March 16, 2016, 05:13:38 PM »

Here is a new version, with the requested CR-related commands. :)

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.

Note: if you deploy a ship with the "retreat below 60% CR" hullmod and the ship is already below 60% CR, it will only retreat after it has exceeded its peak performance time. This is explicitly called out in the hullmod description though.

Thank you HELMUT for the icons. I plan to use the various colors to differentiate the type of command as we discussed. So right now we only use the blue one since all the implemented hullmods are about retreating.
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