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Author Topic: [0.7.2a] Autonomous Ships 0.4.1  (Read 40226 times)

hqz

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Re: [0.7.2a] Autonomous Ships 0.3.0
« Reply #15 on: March 16, 2016, 05:39:41 PM »

I've also started to host the source code at Github in case anyone wants to contribute:
https://github.com/herve-quiroz/autonomous-ships

(nothing too fancy here, and I suspect the Makefile would only work on MacOS anyway)
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SierraTangoDelta

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Re: [0.7.2a] Autonomous Ships 0.3.0
« Reply #16 on: March 16, 2016, 11:15:53 PM »

Wew I have been waiting for something like this. Reminds me a bit of Dominions 4.
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hqz

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Re: [0.7.2a] Autonomous Ships 0.3.1
« Reply #17 on: March 17, 2016, 09:59:38 AM »

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.

Note: I've also added support for Version Checker in an earlier release that I didn't announce (0.3.1).

Also, the mod now requires LazyLib.
« Last Edit: March 17, 2016, 10:02:07 AM by hqz »
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Alphascrub

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Re: [0.7.2a] Autonomous Ships 0.3.1
« Reply #18 on: March 19, 2016, 03:27:35 PM »

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.

Note: I've also added support for Version Checker in an earlier release that I didn't announce (0.3.1).

Also, the mod now requires LazyLib.

Mmm ive got some gunships that can really use that "attack nearest fight wing" option.
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Blaze

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Re: [0.7.2a] Autonomous Ships 0.4.0
« Reply #19 on: March 27, 2016, 02:44:46 PM »

Just got an error mid-battle:
Spoiler
java.lang.NullPointerException
   at com.fs.starfarer.combat.tasks.CombatTaskManager.giveAssignment(Unknown Source)
   at org.tc.autonomous.AutonomousCommandsPlugin.advance(AutonomousCommandsPlugin.java:135)
   at com.fs.starfarer.title.C.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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)
[close]

Also, sometimes the Target Fighters command gets spammed dozens of times on the message bar; so many that they get stacked on top of each other and reaches the bottom of the screen. It seems to happen if the ship's targeted wing is destroyed; though I'm not exactly sure on the correct triggers, it only seems to happen once per battle.
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hqz

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Re: [0.7.2a] Autonomous Ships 0.4.0
« Reply #20 on: March 27, 2016, 05:53:02 PM »

Sorry about this. I'll have a look at this tomorrow evening.

I think the issue with the "attack fighters" command might be happening when the command is set on a ship bigger than a frigate (because I used "intercept" while destroyers and cruisers seem like they should use "engage" or something like that).
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hqz

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Re: [0.7.2a] Autonomous Ships 0.4.1
« Reply #21 on: March 31, 2016, 09:38:45 PM »

I've just released a fix for the attack fighter command.

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

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Re: [0.7.2a] Autonomous Ships 0.4.1
« Reply #22 on: July 21, 2016, 07:39:24 AM »

Hi,

Can you please also add to this mod support for combat role override hullmods? Possible variants:

Assault - "melee" ships with powerful short range weapons.
Vulture - Pack-hunt same size targets, harass larger when attacked by own large ship
Sniper - Try to stay away and use long range ballistic/energy weapons even if short range ones are installed.
Artillery - Long range missile bombardment.
Spotter - Keep eye on enemy, do not engage.
Support - For field repair/shield recharge/rearm/buff ships. Keep allies in range but avoid enemy.
Logistic - For poorly armed carriers, civilians, etc. Avoid enemies.
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hqz

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Re: [0.7.2a] Autonomous Ships 0.4.1
« Reply #23 on: July 21, 2016, 03:25:40 PM »

Thanks for the feedback.

Sorry but I haven't played Starsector for a while. I don't think I'll come back to it soon. But if I do, I'll have a look at these feature requests.
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majorfreak

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Re: [0.7.2a] Autonomous Ships 0.4.1
« Reply #24 on: March 26, 2017, 11:33:05 PM »

Quote
The commands won't work in the simulator nor if the flagship is on autopilot.
Ahh...i wondered why it works only in a few cases.  
I enjoy letting the AI handle battles when i can get a decent matchup in campaign. it helps me get a feel for the loadout/personality choices i've made (i know there's analytics mod out there, thx)

In what situations does this mod consider that the flagship is on autopilot?
  • watching action unfold while in map
  • not even having your flagship deployed
  • having flagship in the rear echelon while 'f'ocusing on another ship
« Last Edit: March 26, 2017, 11:36:59 PM by majorfreak »
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hqz

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Re: [0.7.2a] Autonomous Ships 0.4.1
« Reply #25 on: March 27, 2017, 01:40:55 PM »

To be honest I don't really remember. it's been a while since I touched this code last.

I just had a look and it seems to be based on the isSimulation() check: https://github.com/herve-quiroz/autonomous-ships/blob/master/src/org/tc/autonomous/AutonomousCommandsPlugin.java#L105

FWIW I'm waiting for the 0.8 version to be released before I return to the game and start modding again. I have a lot of ideas in mind in terms of modding, including improvements to this mod (more commands, and possibly some advanced scripting of ships), adding some quest and bounty system based on renown (improvements to another of my already published mods), as well as a single-player, story-driven campaign based on this system (some of the kitbashed ships I've found on this forum gave me a few ideas). I even have a plan for a multiplayer-ish mode and some tournament system, but as I said, I really want to wait for 0.8 to be released so that I don't have to refactor too much of my code once I start working on these.
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Sy

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Re: [0.7.2a] Autonomous Ships 0.4.1
« Reply #26 on: June 06, 2017, 06:44:33 AM »

*calls for hqz to return to the game and start modding again* :D
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SCC

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Re: [0.7.2a] Autonomous Ships 0.4.1
« Reply #27 on: June 06, 2017, 07:13:17 AM »

Yeah! Autonomous Ships was one of the best QoL mods I had, I can't wait for it to get updated. I'll be raging a little bit less!

Alphascrub

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Re: [0.7.2a] Autonomous Ships 0.4.1
« Reply #28 on: June 13, 2017, 06:33:26 PM »

I agree. I miss this mod. The auto retreat function was really great and while the changes to fighters makes have designated fighter hunters a bit pointless I still liked some of the options.
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hqz

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Re: [0.7.2a] Autonomous Ships 0.4.1
« Reply #29 on: June 14, 2017, 03:12:01 AM »

Good news, I'm back to playing Starsector. I tried 0.8 this weekend.

Less good news, I'm stuck in the tutorial (the first big battle after you get the derelict ships). I get wrecked by the AI all the time for some reason. I don't know if I forgot how to play, or if there's some new mechanics at play that I've overlooked.

Regardless, 0.8 looks pretty good so I'm going to update the mod to support it. Hopefully before the end the week.
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