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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)  (Read 418442 times)

Aklyon

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #675 on: April 12, 2014, 07:46:04 PM »

After trying this mode for some hours, this is what the most time happened:

Start the game -> listen to the guide -> mine asteroids -> ambush -> dead in under 5 seconds
Start the game  -> mine asteroid -> ambush -> dead in under 5 seconds
Start the game  -> mine asteriod -> ambush -> dead in under 5 seconds
Start the game  -> mine asteriod -> ambush -> dead in under 5 seconds
Start the game  -> mine asteriod -> ambush -> dead in under 30 seconds (run!)

Okay different way -> don't mine that !(§$&! asteroid -> kill pirates -> profit

Maybe the guide is a little bit wrong about how good asteroids are for starting money?
Mining asteroids is perfectly fine for the Glaug, assuming you aren't entirely outnumbered.

Then again, xeno did mention that the current version has too much armor regen for them, so I might be wrong next release.
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dmaiski

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #676 on: April 13, 2014, 04:22:54 AM »

you do know you can retreat from battles if you are heavily outmached?

i have never lost a a ship in an asteroid mining expidition in vacum (mainly due to retreating/not launching weak/damaged ships, and only fighting if i am certain i can win(retreating if i cant))

i vould actualy apreciate if there was an option for a "hard mode" where battles would be... well harder. but i guess once commanders are implemented enemy ships wont be nearly as soft
« Last Edit: April 13, 2014, 04:24:34 AM by dmaiski »
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BISO
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Ranakastrasz

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #677 on: April 13, 2014, 07:29:50 AM »

Well, retreating sometimes works. As long as you have 2 or more ships you can even refuse to engage, just losing 1/5th of your credits.

Retreating generally results in losses, sometimes total, depending on how badly you are outmatched.

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dmaiski

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #678 on: April 13, 2014, 07:36:41 AM »

you can just deploy your fastest frigate, give the enemy the run round, and then retreat with it, then you avoid all loses

or if you are a combat specialised character even at lvl1 with a well equipped frigate you can kill a whole mining ambush alone (mining ambushes usualy only have 1-2 fighter wings and some (poorly armed)firgates)

a ship with heavy armor and neutroneum plating should at the verry least be able to survive till it can retreat, even freighters with those 2 modules can make it out of a fight like that without dieing
« Last Edit: April 13, 2014, 07:59:21 AM by dmaiski »
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!

xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #679 on: April 15, 2014, 05:35:40 PM »

Don't worry, the easy start is coming.  Soon as I can get this sucker released.  RL was not helpful this weekend but I'll try my best to get it knocked out tonight :)
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dmaiski

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #680 on: April 16, 2014, 01:00:08 PM »

O.o so are you going to give us extra stat points to spend or some such?
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!

xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #681 on: April 18, 2014, 08:34:41 PM »

Station battles are implemented, and are fairly awesome. 

I still need to finish up the Transporter Ray and do a few other minor cleanups, but I am pretty excited; station battles just got a heck of a lot harder and more interesting.

Kind of tempted to write an Admiral AI to make it even more fun.
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dmaiski

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #682 on: April 19, 2014, 03:32:34 AM »

transporter ray : you arent going to go for a SPAZ style mook cannon instead?

i want to pound my enemy into submission using my green mook army as ammo!
my green mooks already wear spiffy red shirts, they are ready and wating to win the war (or die splattered against the enemy shields for my amusment)

« Last Edit: April 19, 2014, 03:44:06 AM by dmaiski »
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!

Nanao-kun

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #683 on: April 19, 2014, 10:14:51 AM »

I never got used to using the troop missiles.
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dmaiski

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #684 on: April 19, 2014, 10:25:03 AM »

you have to imagine the screams of your red shirts as they splatter against the enemy shields (or in SPAZ just turn up the volume)
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!

xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #685 on: April 22, 2014, 11:07:13 PM »

Wrote a very basic Admiral AI this evening. 

Looks like the really tricky bit is going to be writing it to be "smart"; getting it to deploy stuff is straightforward, but getting it to deploy stuff that makes any sense is going to be a little harder :)
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Nanao-kun

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #686 on: April 22, 2014, 11:14:21 PM »

Wrote a very basic Admiral AI this evening. 

Looks like the really tricky bit is going to be writing it to be "smart"; getting it to deploy stuff is straightforward, but getting it to deploy stuff that makes any sense is going to be a little harder :)
Obviously, it should deploy the carriers by themselves first so I can slaughter them. :P
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xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #687 on: April 22, 2014, 11:26:37 PM »

Yeah, stuff like that is precisely what I want to address; I'm still mapping out the problems but I think I can get it done :)
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xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #688 on: April 24, 2014, 12:01:28 AM »

OK... basic Admiral AI is done. 

Still cleaning up various things and it's not doing everything I want it to (in particular, I'm having some issues giving specific orders to specific ships and I need to write a smarter deployment system), but I think it's going to be OK in the end. 

Need to do a couple more things to clean up the battles; amongst other things, I need to write a stronger physics push for ships that go outside the bounds, methinks, and I need to rewrite the way objectives are placed, to make things work a little better with what I'm doing with them(basically, battlefields can be quite a bit bigger than they were).  I have a really light day tomorrow, so maybe I can get this wrapped up :)
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Nanao-kun

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #689 on: April 24, 2014, 12:15:54 AM »

I need to write a stronger physics push for ships that go outside the bounds
I can see it now...

*Burn Drives cruiser into bound*

*Bounced back at 600 su/s*

*Right into the enemy ship*

Hahaha! ;D
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