1.17.0 is out:
- 1.17.0: Devastator Edition
feat: improve friendly fire logic for burst weapons with recoil (such as e.g. the Devastator Cannon)
note: this feature will likely need further refining in the future, but should be mostly functional
feat: add PrioDense tag (by default only in complete tag list), which prioritizes target dense areas
fix: campaign GUI options reset/copyLoadout/copyVariant should now work for all tag storage mode
fix: NPE when using automatic suggested tags on freshly acquired ship without weapons
fix: setting tags/modes for ship modules in the refit screen should now work properly
feat: ported additional settings to LunaSettings. If you want specific settings ported, please let me know!
I noticed this would not save the setting on the ScalarTech Gown side section but it worked on the different segments of the HMI Locomotive.
Should be fixed! I think the issue was that modules wouldn't save settings in the refit screen, rather than depending on certain ship types.
For some reason, when asking the Starsector API if something is a module and what its parent ship is, it will return false/null when in the refit screen (but correctly returns true/parent when in combat).
I implemented a workaround for this.
I can confirm that the Gown Wing Modules dont save their Gunnery Controls for me either.
Some suggestions that I have run into and would like (or if there are already ways for me to do these, please tell me >.>'):
- 'Also Target Shields' and/or 'Treat Shields Neutrally'. Some weapons arent intended for targeting shields and indicated in the weapon_data as such, but would do just fine on certain set-ups, but just wont shoot at shields while on Autofire. However, Target Shields is too focused, I just want the weapon to fire if the target has shields up or not, not only hit shields.
- 'Continuously Fire with Target'. Anything guided could make use of that, especially on hardpoints. I've run into the issue with Autofire that some missiles just wont fire unless the target is in front of the hardpoint, even if the missile is capable to turn enough to hit, especially with hullmods that increase missle maneuverability. This tag would result in the group just spamming the weapons regardless of line of fire, as long as there is a target locked.
- 'Target Debris If Nothing Else In Range'. I often run into the problem of there being a ton of debris around my piloted ship, and while I doubt it will make much of a difference, having e.g. PD target Debris might help a bit.
Besides these things, I've made great use out of this mod, its really helpful to assign the gunnery behaviour of the AI like this.
Cheers!
Thank you!
About the requests:
Also Target Shields' and/or 'Treat Shields Neutrally'. Some weapons arent intended for targeting shields and indicated in the weapon_data as such, but would do just fine on certain set-ups, but just wont shoot at shields while on Autofire. However, Target Shields is too focused, I just want the weapon to fire if the target has shields up or not, not only hit shields.
You should already be able to do this via the CustomAI tag. It's only included in the complete tag list. It simply replaces the vanilla AI with my custom AI, which doesn't do stuff like avoiding shields, unless instructed to via tag.
'Continuously Fire with Target'. Anything guided could make use of that, especially on hardpoints. I've run into the issue with Autofire that some missiles just wont fire unless the target is in front of the hardpoint, even if the missile is capable to turn enough to hit, especially with hullmods that increase missle maneuverability. This tag would result in the group just spamming the weapons regardless of line of fire, as long as there is a target locked.
I think you should be able to accomplish this by adding the following tag to the tag list of your choice in Settings.editme: "Panic(H<101%)"
Edit: Nevermind, that would actually always fire if there is any target available within range. Combining it with the ShipTarget tag also wouldn't work, because Panic specifically overrides other tags.
'Target Debris If Nothing Else In Range'. I often run into the problem of there being a ton of debris around my piloted ship, and while I doubt it will make much of a difference, having e.g. PD target Debris might help a bit.
For that I would have to make a tag that modifies some fairly fundamental behaviors of the AI (such as not considering debris/asteroids as valid targets to shoot at).
It probably wouldn't be super difficult, but I wonder how useful this really is, since that would constantly mess up your 0-flux boost.