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Author Topic: Starsector 0.9.1a (Released) Patch Notes  (Read 351520 times)

Serenitis

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #780 on: June 17, 2019, 01:15:56 PM »

Anyone else noticed that carriers are now super cowardly, and you have to order them into range to get them to contribute at all?
Without being told to close in directly, they seem to want to stick to the edges of the battlespace well outside the range of most fighters.

Even with a reckless officer, carriers seem to behave like a timid.
I like that carriers don't try to hug things now, but maybe this did a bit too much of whatever it's doing:
Quote
Combat carriers outfitted with only PD or missile weapons will no longer try to fight at close range



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intrinsic_parity

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #781 on: June 17, 2019, 01:28:35 PM »

My carriers don't have that problem. They will move up behind other ships with or without without officers. I tend to use cautious officers for carriers and haven't had any problems. I've even had some problems with over aggression vs stations and stuff.
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RedHellion

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #782 on: June 17, 2019, 01:50:00 PM »

I've noticed carriers are a lot better, but I've still had one Heron that decided the best place to be was putting itself between my Conquest and a few enemy cruisers when there were already other friendly destroyers/cruisers covering my flanks. And occasionally a single carrier will wander way off to one side of the battlefield by itself and get pounced by an enemy destroyer and/or a few frigates - but even combat ships will do that occasionally, maybe as failed flanking attempts which woefully under-account for the overall tonnage of the enemy fleet when I go into combat outgunned.
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Dostya

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #783 on: June 24, 2019, 11:17:45 AM »

Something I noticed about the radar is that the contacts seem to be predefined by fleet type rather than fleet size. It's resulted in some hilarity as I moved to avoid what I thought was a giant pirate armada that turned out to be a few frigates, the sad remnant of some other fight. It's not a matter that comes up terribly often, but I did find it amusing.

On another note, I just now noticed the different illustrations for the makeshift sensor array and the Domain sensor array. It's a nice touch. I sought out the others and then was somewhat sad that there aren't similarly sleek and vaguely menacing looking versions of the domain comm relay and nav buoy. I get why though; it's been years and I only just noticed the one. Still and all, the attention to detail was appreciated.
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #784 on: June 24, 2019, 11:30:30 AM »

Something I noticed about the radar is that the contacts seem to be predefined by fleet type rather than fleet size. It's resulted in some hilarity as I moved to avoid what I thought was a giant pirate armada that turned out to be a few frigates, the sad remnant of some other fight. It's not a matter that comes up terribly often, but I did find it amusing.

Hmm - it's actually based on the current fleet size! So that's a bit odd, my best guess is maybe the fight happened right before you saw the remnant from it?

On another note, I just now noticed the different illustrations for the makeshift sensor array and the Domain sensor array. It's a nice touch. I sought out the others and then was somewhat sad that there aren't similarly sleek and vaguely menacing looking versions of the domain comm relay and nav buoy. I get why though; it's been years and I only just noticed the one. Still and all, the attention to detail was appreciated.

(Oh, hey, cool! I love having more illustrations in there, but also want to focus those efforts on things that get seen a bit more *or* are more impactful when they do happen.)
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Dostya

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #785 on: June 24, 2019, 01:53:54 PM »

Hmm - it's actually based on the current fleet size! So that's a bit odd, my best guess is maybe the fight happened right before you saw the remnant from it?
I'll keep an eye out for it and see about the circumstances for replication when I've got something concrete.
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #786 on: June 24, 2019, 02:15:25 PM »

Thank you, I'd appreciate it!
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RedHellion

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #787 on: June 24, 2019, 03:46:29 PM »

I can't remember if I saw something about this earlier in the Bugs section of the forum or in here, but I've noticed a few times when doing station defense (assisting an allied fleet to defend a friendly station) that a clump of frigates deployed by my allies (usually somewhere around half the deployed allied ships) will just huddle about halfway down the map between the station and the friendly spawn zone and not move. Haven't seen any destroyers or heavier do it yet, but the allies in question are also usually just fast picket fleets from my own colonies protecting a station again pirate raiders or a faction raid.

Is this because the weak fleet(s) think they're so hopelessly outmatched that they refuse to even engage the enemy and just permanently rally behind the station to avid engaging? Or is this a bug? I took a screenshot but I appear to have lost it... it's happened every time I try to defend a station along with a smaller allied fleet though.
« Last Edit: June 24, 2019, 03:48:48 PM by RedHellion »
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #788 on: June 24, 2019, 03:52:08 PM »

There's a defend rally point behind the station; ships will peel off from there to escort the station as the station loses defenders. If everyone goes to escort the station, it gets too crowded - and if they all attack, they're liable to get picked off without the station's close support.
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RedHellion

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #789 on: June 24, 2019, 04:47:18 PM »

There's a defend rally point behind the station; ships will peel off from there to escort the station as the station loses defenders. If everyone goes to escort the station, it gets too crowded - and if they all attack, they're liable to get picked off without the station's close support.

Ah, good to know. It was probably just confusing at the time because the defending fleet(s) (other than my own) were almost entirely composed of frigates, so it looked like the station was hardly being defended at all except by my own ships valiantly pushing ahead to crush the enemy.
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #790 on: June 24, 2019, 04:59:53 PM »

It's been brought up before, yeah, so at the very least it's a bit confusing.
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SCC

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #791 on: June 26, 2019, 10:33:21 AM »

I recall reading that AI purposefully regards the player as a bigger threat than a normal ship of that class would be. If it is true, then perhaps there could be a switch in the menu, or as a part of the easy difficulty, that makes the AI not do this? It would make it easier for some of players who are only beginning or just aren't very good at personally piloting ships.

Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #792 on: June 26, 2019, 11:55:16 AM »

That's not a thing.
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Ravenholme

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #793 on: June 26, 2019, 12:15:41 PM »

That's not a thing.

Do you mind if I ask how the AI actually chooses which target to focus on in a moment-to-moment basis? Would be interesting because a lot of people (myself included) have thought that it would preferentially pick the player based on observed behaviour, but there must be something at play under the hood in the threat assessment that the AI performs that has been giving that impression.
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #794 on: June 26, 2019, 12:23:54 PM »

Probably because the player, generally being more aggressive than the AI on their side, puts themselves in a more exposed/flanking position, which is going to make the AI target their ship.

Most of the time, the AI's choice of target is based on relative ship locations. Say there's a clump of ships and a single ship facing them. The single ship will pick a target such that strafing around it will put all the other ships in the clump behind that target. So if the ships are in a line, for example, the ships on the ends meet this criteria. If the ships are in a triangle, any of the ships does (and there's some logic to figure out which one is preferable when there are multiple options). If the ship is being flanked, it'll try to pivot around one of the flankers.

Another way to think about it is the ship trying to maneuver in a way that puts enemy ships in each other's way, by picking the "best" enemy ship to pivot around to achieve this. This is good defensively (for obvious reasons), and is also good offensively since it leads to flanking.

("Best" iirc has to do with how far around it needs to pivot, plus some other considerations...)
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