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Author Topic: Blacklisting ships in doctrine  (Read 1890 times)

Anduin1357

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Blacklisting ships in doctrine
« on: September 24, 2020, 09:42:00 AM »

It's so easy to collect the blueprints of all kinds of ships, and in a modded game of any kind, or even just roleplaying a certain type of faction, we cannot force the game to *not* use a certain (few) ship hulls in the faction fleets.

Simple request. Blacklist ship hulls with right-click.
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Megas

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Re: Blacklisting ships in doctrine
« Reply #1 on: September 24, 2020, 10:35:07 AM »

It is possible to exclude some ships now, but it is so non-intuitive and involves trial-and-error that blacklist would be really useful.

Also, separate priorities for patrols and battlestations.  So far, I set weapon priorities for battlestation use (e.g., lots of tachyon lances), which is not optimal for patrols.
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Anduin1357

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Re: Blacklisting ships in doctrine
« Reply #2 on: September 24, 2020, 11:42:55 AM »

But you can't affect the loadout of the specific variants, which would mean that you cannot affect the loadout of battlestation modules at all, and only affect the loadout sets of your patrols.

Or at least that is my current understanding...

I have never seen the AI do a custom loadout no matter what I do.
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Megas

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Re: Blacklisting ships in doctrine
« Reply #3 on: September 24, 2020, 12:46:04 PM »

Battlestations will honor priorities if they can use them.  If I prioritize tachyon lances and nothing else, my high-tech stations will fire lances all over the place and kill everything.  If I do not use priorities, they tend to default to autopulse lasers (if I have them).  Battlestations cannot use weapons you do not own blueprints for.
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Serenitis

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Re: Blacklisting ships in doctrine
« Reply #4 on: September 25, 2020, 05:09:37 AM »

Look. I've been to every corner of the sector and got you guys a copy of almost every blueprint there is. Could you stop using Buffaloes please?

No can do chief. It's tradition. Buffaloes gonna buffle, y'know.

...
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SaberCherry

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Re: Blacklisting ships in doctrine
« Reply #5 on: September 25, 2020, 11:32:05 AM »

Seriously!  I like Tarsuses and Mules.  Especially Tarsus with converted fighter bays.  But I'm reluctant to make them preferred as part of my fleet doctrine for fear that would spawn even more freighters.  Why does a fleet need so much cargo space just to orbit its homeworld, anyway?
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Megas

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Re: Blacklisting ships in doctrine
« Reply #6 on: September 25, 2020, 06:08:04 PM »

Seriously!  I like Tarsuses and Mules.  Especially Tarsus with converted fighter bays.  But I'm reluctant to make them preferred as part of my fleet doctrine for fear that would spawn even more freighters.  Why does a fleet need so much cargo space just to orbit its homeworld, anyway?
This is why I wish there was a cruiser-sized tanker.  Atlas and Prometheus is too slow to go into my fleets, and I prioritize Colossus and Phaeton to block out everything else.  Colossus is okay, but Phaeton is less than ideal (but at least it will not drag the fleet down like Prometheus would).
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Anduin1357

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Re: Blacklisting ships in doctrine
« Reply #7 on: September 26, 2020, 05:49:55 PM »

If only fleet doctrine could be developed further to the point where we can design and specify player-made +0% bonus OP ship variants for the AI fleets to use, micro the ship (and variant!) composition based on spawned fleet purpose (invasion / patrol / raid / picket ...), and the non-combat (reserved from engagements) component (which could include retreat escorts).

Maybe call it advanced mode? microtized fleet doctrine?

@Megas
Hullmods [Augmented Drive Field] & [Militarized Subsystems] together can boost burn levels of civilian craft by +3, which should make the Prometheus-class, Atlas-class, and Starliner-class go burn level 9.
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Megas

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Re: Blacklisting ships in doctrine
« Reply #8 on: September 26, 2020, 06:51:49 PM »

@Megas
Hullmods [Augmented Drive Field] & [Militarized Subsystems] together can boost burn levels of civilian craft by +3, which should make the Prometheus-class, Atlas-class, and Starliner-class go burn level 9.
Can you guarantee that your faction patrols would use variants with those mods installed?  Preferably without editing variants?

I use Atlas and Prometheus in my personal fleet (because I stick Augmented Engines on them), but I do not let my patrols (whose loadouts I cannot fully control) use them because I do not want their burn speeds to slow down.  Atlas and Prometheus are too slow.  Instead, my patrols are only allowed Colossus and Phaeton for transports.  Burn 7 transports are okay when those fleets have battleships in them, but burn 6 is not.

Burn 8 is good enough for my fleet because I do not use engine mods on Conquest and the various burn 8 cruisers I use.  I wish there was a cheaper +1 burn mod for the likes of Onslaught and Paragon.
« Last Edit: September 26, 2020, 06:55:02 PM by Megas »
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