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Author Topic: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)  (Read 420777 times)

Debido

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 15) (TC Mod)
« Reply #540 on: February 22, 2014, 09:55:41 PM »

ok, on top of that the hull is not repairing in space and for that matter I cannot repair it at a base. Super wierd. Would you like a copy of this save game?
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xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 15) (TC Mod)
« Reply #541 on: February 22, 2014, 09:57:10 PM »

I see that, too.

It has a hull integrity of zero; repair it and see if it stays that way.  If yes, it's probably an issue with the boarding code; IIRC I was limiting CR after they were "re-activated".  Anyhow, I'll go look at that but I'm mystified atm.
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Debido

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 15) (TC Mod)
« Reply #542 on: February 22, 2014, 10:02:45 PM »

The melter cannons might be a bit OP in the hands of a player...but yeah, I'm not able to repair that ship. I wouldn't be surprised if it's something to do with boarding. I've only seen it with the dram class so far. No others.
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xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 15) (TC Mod)
« Reply #543 on: February 22, 2014, 10:04:10 PM »

In Excel:  Data-->Filter-->Autofilter

Then drag down top bar so that that row is always kept on top.

If you still feel that way when you're fighting Attack Fleets, I'll nerf it; this is still the training-wheels stage :)

Oh, and always repair.  Watch the math on that, when you sell a bunch of captures.
« Last Edit: February 22, 2014, 10:07:00 PM by xenoargh »
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Debido

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 15) (TC Mod)
« Reply #544 on: February 22, 2014, 10:09:25 PM »

In the hands of an AI, it just flies around in circles and is never in range to fire it's weapons. So, a bit of give and take. I'll have to find some attack fleets when I've got a base and and bigger fleet :D
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xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 15) (TC Mod)
« Reply #545 on: February 22, 2014, 10:12:17 PM »

Yeah, well... priority #1 for the next "real" build will probably be re-writing the AI's use of the Burn Drive, so that it's not quite so, erm, "gifted"  ;)  It's one of those things that sucked with Vanilla's AI and sucks with this one, because it's really special. 

I'm still divided on whether I just let the AI use it to chase things or whether I try to make the AI do the weird loopy stuff players can do.  Probably the first goal first, since that's easier.
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Debido

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 15) (TC Mod)
« Reply #546 on: February 22, 2014, 10:14:24 PM »

I think the frame rate drop might be associated with launching drones, I'll have to try that next time I deploy.
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xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 15) (TC Mod)
« Reply #547 on: February 22, 2014, 10:17:19 PM »

That may be; Drones are pretty CPU-heavy, especially when they're in non-Roam, since they don't really act like fighters.  I've thought about writing an AI for them, but IDK.

BTW, why do you keep selling the Phaetons?  Long-distance missiles and a flight deck.
« Last Edit: February 22, 2014, 10:20:57 PM by xenoargh »
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Debido

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 15) (TC Mod)
« Reply #548 on: February 22, 2014, 10:21:23 PM »

I can see the frame rate drop each time I hear the 'drone deploy' sound, meanwhilst there is next to nothing extraordinairy happening on screen.
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xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 15) (TC Mod)
« Reply #549 on: February 22, 2014, 10:30:07 PM »

Hmm.  I doubt very much it's what's happening graphically there; it's almost certainly related to the AI initialization.  Anyhow, not much can be done with that, other than replacing the Drone AI with something inherently faster, which is easier said than done.
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Debido

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 15) (TC Mod)
« Reply #550 on: February 22, 2014, 10:33:28 PM »

Just noticing the enemy is retreating after being defeated and there is an enemy drone near 12,000 SU's north of the map. Also a bunch of my ships are flying way beyond the border to get them...
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xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 15) (TC Mod)
« Reply #551 on: February 22, 2014, 10:37:07 PM »

Yeah, the AI doesn't really care much about borders any more.  Honestly, I wish the battlefields didn't have borders (or at least weren't limited to 60,000^2  SU).

Anyhow... build 16 is now available:  fixes the absurd CR levels of captured things.
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Debido

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #552 on: February 22, 2014, 10:42:06 PM »

I wonder if Alex will relax the border limit, it's really needed when you have ships that go much faster.
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Nanao-kun

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 15) (TC Mod)
« Reply #553 on: February 22, 2014, 10:44:46 PM »

Yeah, the AI doesn't really care much about borders any more.  Honestly, I wish the battlefields didn't have borders (or at least weren't limited to 60,000^2  SU).

Anyhow... build 16 is now available:  fixes the absurd CR levels of captured things.
So many builds in just a couple of days.
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Debido

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #554 on: February 22, 2014, 10:47:10 PM »

There is a big difficulty limit between the hedgmon tech miners to the assault fleet...I might as well play it. Maybe some more intermediary fleet sizes?

How are fleet sizes determined? I'd really like to learn the mechanics behind your implementation, are they randomised?
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