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Author Topic: Starfarer 0.54a (Released) Patch Notes  (Read 365020 times)

CrashToDesktop

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #330 on: October 24, 2012, 01:10:47 PM »

I don't think so.  Having one control group escort another would be a mind fart for the AI, which ships to escort which ships?
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Reshy

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #331 on: October 24, 2012, 01:28:10 PM »

Can engage be made to focus on a specific ship rather than trying to attack everything nearby?


Also can we get a command that tells a ship to back-off without retreating?  Or some of the commands from my topic about it?
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CrashToDesktop

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #332 on: October 24, 2012, 03:26:19 PM »

Umm...doesn't Engage already do that? ???
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Gothars

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #333 on: October 24, 2012, 04:28:04 PM »

By the way Alex, since you are working on the combat UI:
Did you consider showing the players destroyed ships in some way? I made a suggestion about that some time ago, would be useful.

Another piece of important UI information that I feel is still missing is a "disabled" status indicator for weapons. Could maybe go in the "in range" field.
« Last Edit: October 24, 2012, 05:07:10 PM by Gothars »
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Alex

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #334 on: October 25, 2012, 01:00:28 PM »

We can give escort commands to entire group or just to specific ship? So can i have group A and give it escort group B?

No - you have to specify a target.

Can engage be made to focus on a specific ship rather than trying to attack everything nearby?

That's how "intercept" works now. Still testing it out, will have more details later.

By the way Alex, since you are working on the combat UI:

Ah, but I'm not :) (command, not combat)

Let's not turn this thread into request-a-feature - that's what the suggestions forum is for.


Re: Avoid -
I gave it a try, but it's not going to happen. It's troublesome because of the repercussions it has on the rest of the AI - you can't just handle it in a general way. Even something as basic as "ok, now I'm strafing to get behind an enemy/avoid a missile/etc" would have to be aware of what the ship is ordered to avoid, and somehow intelligently resolve the conflicts that will present. I.E., "avoid" tells you to go in one  direction, tactical situation makes going in the opposite direction preferable, etc. Not exactly impossible, but a big effort, and a high likelihood of making the AI perform poorly in hard-to-reproduce situations.
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CrashToDesktop

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #335 on: October 25, 2012, 01:10:50 PM »

How you tried to say to the AI just stay out of the enemy's weapon ranges?  Excluding the TL and Philum missiles, anything that's a fire support weapon. That way it might be able to pay attention to combat while staying away, maybe?

(I know nothing of java or how to code it, aside from modding.  Just a friendly suggestion to fix that problem is all)
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Gothars

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #336 on: October 25, 2012, 01:20:29 PM »

Re: Avoid -
I gave it a try, but it's not going to happen.

Pity. But at least the improved chasing AI sprung from the discussion:)

Did you consider Thaagos idea that small ships should generally not attack capitals unless ordered? To just not actively engage would probably be easier to implement than active avoidance.

Ah, but I'm not :) (command, not combat)

Sure, I just thought I should mention it while you were tweaking on the deployment dialog timing (patch notes), In case it's nearby. It is probably not, though *shrug*
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Morrokain

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #337 on: October 25, 2012, 01:24:42 PM »

How you tried to say to the AI just stay out of the enemy's weapon ranges?  Excluding the TL and Philum missiles, anything that's a fire support weapon. That way it might be able to pay attention to combat while staying away, maybe?

(I know nothing of java or how to code it, aside from modding.  Just a friendly suggestion to fix that problem is all)

I think that was what he was trying to do, but the problem comes when the A.I is put between a rock and a hard place as it were. If the ship is avoiding the weapons of another ship but its trajectory of escape from those weapons puts it in the path of an oncoming heavy missile, the A.I has a conflict of interest and needs to be coded to somehow resolve the situation based on the least dangerous of the two. I have a feeling thats pretty hard to pull off in all situations. So the likely-hood is that said frigate will slam right into 3 pilums or a reaper just to avoid an Onslaught's MarkVIs.

That's what I'm getting anyway I could be wrong.
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CrashToDesktop

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #338 on: October 25, 2012, 01:28:45 PM »

Avoid the ship that has the order on it.  And order's an order. :) There's side effects to most of the other orders as well.  Anything sent to intercept another ship will generally avoid anything but it's target, same as engage.
« Last Edit: October 25, 2012, 01:51:12 PM by The Soldier »
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Psiyon

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #339 on: October 25, 2012, 08:57:58 PM »

Forgive me if this has been asked before, but in regards to modding, would there be a way to make a hullmod that, when active on a ship, affects a character's stats? i.e., putting a sensor array hullmod on a ship that increases your max fleet points by 10, or putting some fire-control module on a ship that increases your fleet's accuracy.

Or, better yet, would it be possible to do a similar thing with ship systems, in the sense of certain ships giving fleet-wide bonuses? Hmm, though, come to think of it, I don't think there's a way to do always-active ship systems, so that might not work all that well for what I want it to be used for.
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hadesian

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #340 on: October 26, 2012, 02:56:16 AM »

Forgive me if this has been asked before, but in regards to modding, would there be a way to make a hullmod that, when active on a ship, affects a character's stats? i.e., putting a sensor array hullmod on a ship that increases your max fleet points by 10, or putting some fire-control module on a ship that increases your fleet's accuracy.

Or, better yet, would it be possible to do a similar thing with ship systems, in the sense of certain ships giving fleet-wide bonuses? Hmm, though, come to think of it, I don't think there's a way to do always-active ship systems, so that might not work all that well for what I want it to be used for.

Do you mean like networking sensor packages in ships together or creating a bespoke encrypted channel on the ship? That'd be pretty cool, and it'd certainly buff up carriers from being respawn points for fighters...
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Gothars

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #341 on: October 26, 2012, 03:43:26 AM »

Ok, this is a bit presumptuous considering I was the one it was said to, but as Alex said:
Let's not turn this thread into request-a-feature - that's what the suggestions forum is for.
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Psiyon

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #342 on: October 26, 2012, 07:05:40 AM »

Ok, this is a bit presumptuous considering I was the one it was said to, but as Alex said:
Let's not turn this thread into request-a-feature - that's what the suggestions forum is for.
I'm not requesting a feature--I'm inquiring about the modding capabilities of this upcoming update.
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DelicateTask

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #343 on: October 26, 2012, 07:18:31 AM »

It really looks like your posts either belong in Modding (asking if and how) or Suggestions (asking for the possibility to be added). You didn't mention anything about the update, you just asked if something could be done. Gothars is right.
And so I don't come across as confrontational, have a smiley. ;)

Also, it occurred to me that I should attempt to stay on-topic, so here:
I'm going to miss the "performance metrics" which I assume are FPS and CPU measurements. Sure, I always use devmode nowadays, but even in normal mode I always liked being able to look at my frames per second to see how well my computer was handling everything.
« Last Edit: October 26, 2012, 07:21:37 AM by DelicateTask »
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Alex

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #344 on: October 26, 2012, 09:44:48 AM »

Forgive me if this has been asked before, but in regards to modding, would there be a way to make a hullmod that, when active on a ship, affects a character's stats? i.e., putting a sensor array hullmod on a ship that increases your max fleet points by 10, or putting some fire-control module on a ship that increases your fleet's accuracy.

Or, better yet, would it be possible to do a similar thing with ship systems, in the sense of certain ships giving fleet-wide bonuses? Hmm, though, come to think of it, I don't think there's a way to do always-active ship systems, so that might not work all that well for what I want it to be used for.

(On the balance, that probably does belong in the modding section, but hey).

Hmm. As far as modifying character skills, I was thinking of maybe having items be able to do that, down the line. I don't like the idea of having hullmods do this, because then you have incentive to toggle between a "combat" loadout and a "non-combat" one (assuming some of these modified non-combat skills). Yeah, there's a refit time - added specifically as a deterrent for this type of thing - so it might work but... I don't know. Bears some thought - I just don't want to end up with a situation where you're parked in orbit around a planet for a few days while hullmods optimizing trade get welded onto your hull, before you go and sell stuff.

As far as fleetwide bonuses, probably not - not  because of anything I inherently don't like about the idea, but because combat has to actually become finished at some point :)


Also, it occurred to me that I should attempt to stay on-topic, so here:
I'm going to miss the "performance metrics" which I assume are FPS and CPU measurements. Sure, I always use devmode nowadays, but even in normal mode I always liked being able to look at my frames per second to see how well my computer was handling everything.

That's still there, actually. That change is referring to the whole lot of performance data it dumps into the log file every time you exit the game.
« Last Edit: October 26, 2012, 09:48:58 AM by Alex »
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