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Author Topic: [0.8.1a] Autonomous Ships 0.6.1  (Read 27148 times)

NightKev

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[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.
« Last Edit: January 17, 2018, 01:24:05 PM by NightKev »
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Sy

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Re: [0.8.1a] Autonomous Ships 0.5.1
« Reply #1 on: January 06, 2018, 01:45:44 PM »

oooh, neat! thanks for taking the time to update this! :]
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zaimoni

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Re: [0.8.1a] Autonomous Ships 0.5.1
« Reply #2 on: January 07, 2018, 12:54:06 PM »

The commands won't work in the simulator nor if the flagship is on autopilot.
May I assume the commands won't work if the flagship isn't even deployed?  (Yes, this does work for newbies -- just need hordes of command points and a frame rate multiplier of 0.5 to compensate).
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NightKev

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Re: [0.8.1a] Autonomous Ships 0.5.1
« Reply #3 on: January 07, 2018, 03:01:42 PM »

Oh I should edit that, it means the hullmods won't affect the ship you're piloting even if it's on autopilot.
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NightKev

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Re: [0.8.1a] Autonomous Ships 0.6.0
« Reply #4 on: January 10, 2018, 04:42:09 AM »

Update to version 0.6.0 (download):
- 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.

The icons for the personality hullmods are temporary, I'll see about getting proper icons in a future release.
« Last Edit: January 10, 2018, 04:52:58 AM by NightKev »
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Arkar1234

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Re: [0.8.1a] Autonomous Ships 0.6.0
« Reply #5 on: January 13, 2018, 10:01:24 PM »

Loving the personality modules.  : D

Makes managing the fleep much easier... no more suicidal light carriers!
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Somewhere... somehow... some when.... there's a Kantai Collection mod for Starsector.....

NightKev

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Re: [0.8.1a] Autonomous Ships 0.6.1
« Reply #6 on: January 17, 2018, 01:22:26 PM »

Update to version 0.6.1 (download):
- 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.
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PHANTA5M

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Re: [0.8.1a] Autonomous Ships 0.6.1
« Reply #7 on: January 19, 2018, 09:48:06 PM »

Version Checker points to the old thread. Just FYI. Cool mod!
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NightKev

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Re: [0.8.1a] Autonomous Ships 0.6.1
« Reply #8 on: January 20, 2018, 05:39:45 PM »

Whoops, thanks for telling me; it'll be fixed in the next version.
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Takion Kasukedo

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Re: [0.8.1a] Autonomous Ships 0.6.1
« Reply #9 on: January 21, 2018, 11:40:05 AM »

Something consistent I have noticed with Autonomous Ship hullmods is often the mods highlighted in brackets don't work right away, often leaving it until way too late to do so.

[Retreat on severe hull damage] -
Spoiler
A pretty big example, eg; When a rare ship or ship you want to keep alive doesn't retreat until 2% hull remaining, while Harpoons or whatever missile is incoming, THEN they decide to retreat. By that time it's too late for them to retreat and they promptly suffer the consequences.
[close]
[Retreat on possible malfunction] -
Spoiler
Also another example, in a different instance, with ships that are prone to failures. EG; Afflictors, Shades, GMDA ships refuse to retreat until their engines die at 0% CR, in which then their defences are down or the abilities won't work
[close]

Just notifying for future notice. Although at the same time it may be on Alex's side as well. May be addressed in future patches.
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Is now able to cook a decent Creamy Salmon Pasta, amok other things.

Still loves purple. Still not skilled enough to make a mod that doesn't get that one damn error.

NightKev

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Re: [0.8.1a] Autonomous Ships 0.6.1
« Reply #10 on: January 21, 2018, 03:39:39 PM »

For the hull damage one, it's possible it got burst down that low all at once, but that wouldn't explain the other one (might be a strange interaction with phase cloak?); I'll do some testing and see what I can find out.
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Takion Kasukedo

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Re: [0.8.1a] Autonomous Ships 0.6.1
« Reply #11 on: January 24, 2018, 07:27:42 PM »

I believe your mod is crashing my game sometimes when I go to refit one of my ships, because the line before it is to do with Autonomous Ships.

Spoiler
266785 [Thread-4] INFO  org.tc.autonomous.AutonomousBasePlugin  - Applying personality [reckless] to ship [Adramelech]
613518 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Can't create nested lists using GLListManager
java.lang.RuntimeException: Can't create nested lists using GLListManager
   at com.fs.graphics.util.GLListManager.beginList(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.title.ooOO.OO0O.super(Unknown Source)
   at com.fs.starfarer.coreui.Oooo.super(Unknown Source)
   at com.fs.starfarer.ui.j.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.oOoO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.String.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.if.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.K.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.newsuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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)
[close]
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Is now able to cook a decent Creamy Salmon Pasta, amok other things.

Still loves purple. Still not skilled enough to make a mod that doesn't get that one damn error.

NightKev

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Re: [0.8.1a] Autonomous Ships 0.6.1
« Reply #12 on: January 24, 2018, 07:35:29 PM »

I don't think so, that looks like some sort of GL render error and there's no rendering from this mod; does it always happen on the same ship(s)?
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Takion Kasukedo

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Re: [0.8.1a] Autonomous Ships 0.6.1
« Reply #13 on: January 24, 2018, 08:10:31 PM »

Different ships at times, the most recent one was the Harbinger-Class (the Mod-Medusa)

Last time was the Crusader from KT
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Is now able to cook a decent Creamy Salmon Pasta, amok other things.

Still loves purple. Still not skilled enough to make a mod that doesn't get that one damn error.

NightKev

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Re: [0.8.1a] Autonomous Ships 0.6.1
« Reply #14 on: January 25, 2018, 06:19:52 PM »

Try posting in the Bugs/Support forum, there's not much I can do right now.
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