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Author Topic: Ban flag for weapons,hulls and fighters for fleet doctrine  (Read 6031 times)

RawCode

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Ban flag for weapons,hulls and fighters for fleet doctrine
« on: January 04, 2019, 01:13:58 PM »

Well, it will be very very useful to ban AI from using specific hulls (prometeus\atlas\other slow ships) and specific weapons\fighters.

Especially after you got blueprints for strictly superior hulls.
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Sendrien

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Re: Ban flag for weapons,hulls and fighters for fleet doctrine
« Reply #1 on: January 04, 2019, 02:42:31 PM »

Absolutely. I second this.
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Embolism

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Re: Ban flag for weapons,hulls and fighters for fleet doctrine
« Reply #2 on: January 04, 2019, 08:46:54 PM »

Yes. You shouldn't be penalised at any point for learning blueprints.
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Tartiflette

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Re: Ban flag for weapons,hulls and fighters for fleet doctrine
« Reply #3 on: January 05, 2019, 12:36:26 AM »

You can do that the other way around. Make the relevant ships a priority and the fleets won't use the blueprints you don't want.
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RawCode

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Re: Ban flag for weapons,hulls and fighters for fleet doctrine
« Reply #4 on: January 05, 2019, 03:55:44 AM »

too much hasssle to priority everything expect ones you do not want.
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Megas

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Re: Ban flag for weapons,hulls and fighters for fleet doctrine
« Reply #5 on: January 05, 2019, 05:59:43 AM »

You can do that the other way around. Make the relevant ships a priority and the fleets won't use the blueprints you don't want.
That does not work.  I can have Atlas and Prometheus not prioritized and my patrols insist on including them.  Also, I want my battlestaions to use Tachyon Lances, but even if Tachyon Lance is the only one that has priority, my stations still insist on Autopulse if I learned the high-tech pack, ignoring my priority settings.

Also, I agree with RawCode.  Too much hassle and too clunky to prioritize everything except what I do not want.

There needs to be a blocker or ban flag.
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Grievous69

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Re: Ban flag for weapons,hulls and fighters for fleet doctrine
« Reply #6 on: January 05, 2019, 06:18:50 AM »

I can't help but laugh when I see this, it's like the fourth time the same thing was suggested in a span of 2 months, even less. A bunch of people come and say they agree, then one guy or Alex says: ''Hey you can do this extremely counterintuitive thing to achieve the same result.'', which in reality is just plain wrong. And then the thread dies and another one is reborn from its ashes.
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Megas

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Re: Ban flag for weapons,hulls and fighters for fleet doctrine
« Reply #7 on: January 05, 2019, 06:25:07 AM »

If priority alone is such a good idea, remove the frequency modifier of zero away from Gremlin for Tri-Tachyon and see what happens.

If they can ban ships, I want to as well.
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Clockwork Owl

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Re: Ban flag for weapons,hulls and fighters for fleet doctrine
« Reply #8 on: January 05, 2019, 06:24:15 PM »

Then there's the edge case of banning every hulls belonging to a role and there's no fallback anymore...

Yes I do believe more... elegant solution is needed. No I don't think current one is counterintuitive.
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Baxter

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Re: Ban flag for weapons,hulls and fighters for fleet doctrine
« Reply #9 on: January 05, 2019, 07:54:24 PM »

You can just put in a rule that if every available hull/weapon for a role or slot is banned the game just defaults to its normal picking rules, as if you'd set no priorities.
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RawCode

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Re: Ban flag for weapons,hulls and fighters for fleet doctrine
« Reply #10 on: January 05, 2019, 10:26:16 PM »

just allow banning without any restrictions, if player ban everything expect hounds, he will have hound only patrols, simple as that.

probably i will make mod about this for 91a, sadly, such modification do require excess amount of work or altering core classes.
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Deshara

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Re: Ban flag for weapons,hulls and fighters for fleet doctrine
« Reply #11 on: January 06, 2019, 10:28:12 AM »

you actually can't inverse-ban blueprints if it's the only blueprints that fits a niche that the AI considers mandatory. Only capital ship you've got is a civilian capital ship? Say hello to your new civilian-only patrol fleets
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Morgan Rue

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Re: Ban flag for weapons,hulls and fighters for fleet doctrine
« Reply #12 on: January 06, 2019, 10:38:32 AM »

Do note that patrols want to use some freighters and tankers, so you do need to have at least one freighter and tanker prioritized.
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Megas

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Re: Ban flag for weapons,hulls and fighters for fleet doctrine
« Reply #13 on: January 06, 2019, 10:41:32 AM »

you actually can't inverse-ban blueprints if it's the only blueprints that fits a niche that the AI considers mandatory. Only capital ship you've got is a civilian capital ship? Say hello to your new civilian-only patrol fleets
This is why we need a ban feature that effectively forgets a blueprint.  As posted above, if player bans everything to try to break the game, then ignore it.  Otherwise, honor it and do not use that ship (because we pretend we do not have the blueprint for it) and use only those that are not banned.  Tri-Tachyon bans Gremlins from their fleets (with frequency modifier of zero).
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Ithiloneth

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Re: Ban flag for weapons,hulls and fighters for fleet doctrine
« Reply #14 on: December 04, 2020, 02:53:53 PM »

@Megas mentioned that Tri-Tach ban gremlins from their fleets.
Since I do not want Gremlins being fed after midnight by accident, i opened my save file and banned them from my faction use the script snippet from Tri-Tach's faction management.
This is the snippet you want:
Code
<e>
<st>gremlin</st>
<fp>0.0</fp>
</e>

Insert it inside the hullFrequency parameter like this:
Code
<hullFrequency cl="l-h-m" z="1788">
<e>
<st>gremlin</st>
<fp>0.0</fp>
</e>
</hullFrequency>

Hope this helps someone!
« Last Edit: December 04, 2020, 02:55:32 PM by Ithiloneth »
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