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Starsector 0.97a is out! (02/02/24)

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Messages - DesperatePeter

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1
Mods / Re: [0.97a] AdvancedGunneryControl 1.15.1 - Updated for 0.97a
« on: February 19, 2024, 06:52:43 AM »
That seems like a pointless and counterproductive "feature". The settings being unique to "advanced" was already fine, if it has to be like this I'd suggest adding another "complete" button next to advanced, instead of hiding it in the menus. Thanks anyways!
I 100% agree that implementing this change without explicitly mentioning it in the release notes was a mistake. I think it's arguable whether having it as an additional button in the GUI would be better, since this is probably more of a general preference.
Ideally, the LunaSettings would include a way to fully customize the tag list, however, that is currently unfortunately not supported by LunaSettings.

But I changed the default value of the tag list in the luna settings to "classic", I think that way what happened to you shouldn't happen again. In hindsight, using "novice" as the default value was probably a bad idea. Arguably, the whole idea of the "novice" list was probably a bit superfluous, because by using it as the default it obviously confuses users and by the point someone checks out the LunaSettings, they probably don't want to go to a smaller tag list.
Anyhow, I think this solution should work.
Thank you as well! AdvancedGunneryControl has opened up so many builds that were otherwise impractical in vanilla AI hands. Now I can be in the refit screen for 4 more hours than usual to optimize my loadouts even more lol

Btw! If I may suggest...
  • A mode that forces the AI to wait for X seconds before firing again. Especially relevant for burst missiles like Atropos which often drop all 4 missiles for a single frigate when 1 would have been enough
  • Exact opposite of PrioWounded. For example, I wouldn't want to use Breach against enemies whose armor is already stripped. Even with just regular HE missiles I may just prefer finishing off with regular weapons than fire yet another shot (especially important if I'm relying on the missiles for anti-armor)

Of course, this is just one man's wish. I understand if these suggestions are denied for any reason.

Done! I added those tags to the "complete" list. I slightly changed the Wait tag to instead be a Rate of Fire limiter and called it LowRoF(N%) (I was originally going for ReduceRoF, but that name was too long to neatly fit onto buttons...).
If you want a different value than 200%, you can add it in the Settings.editme.

Please do note, however, that tags only work for weapons set to autofire, so if you want the AI to obey the tags, you will have to set the weapon group to ForceAF (and probably add some additional tags, such as e.g. AvoidShields, ShipTarget, Range(<60%), Opportunist, ....). You can check the FAQ on the front page for details.

On that note, 1.16.0 is out:

- 1.16.0:
change: Changed default tag list to classic rather than novice in LunaSettings
feat: Improve target prioritization for the custom AI against stations
feat: add PrioHealthy tag (opposite of PrioWounded), available in tag list "complete" by default
feat: add LowRoF tag, which reduces the rate of fire of a weapon, available in tag list "complete" by default
fix: I heard you like fixes, so I fixed the fix that was supposed to fix phase ship recognition for phase tags

2
Mods / Re: [0.97a] AdvancedGunneryControl 1.15.1 - Updated for 0.97a
« on: February 18, 2024, 11:55:04 PM »
Pretty sure this introduced a bug that doesn't show "prioships" "noPD" etc, I can no longer scroll through the list to view them - pic related https://files.catbox.moe/epuzm4.jpg

Hi SpiralMatai,
this is actually a feature, not a bug, I believe :P
Try opening LunaSettings and select the TagList preset "classic" (or "complete") on the tab Tags.
(If you are not using LunaLib, it should default to classic mode. If for some reason it's not, you have to edit the settings.editme)
However, I do realize that I probably should have mentioned that somewhere....so thanks for pointing that out!

3
Mods / Re: [0.97a] AdvancedGunneryControl 1.15.1 - Updated for 0.97a
« on: February 15, 2024, 07:40:00 AM »
I just released 1.15.1, it's mainly some fixes.

Code
- 1.15.1:
fix: Issue with duplicate tags when customizing suggested tags, which would prevent removing tags once added
fix: Issue where target/avoid phase tags would consider ships with right-click defense systems other than phase cloak as phase ships
fix: issue where new tag storage modes didnt work during missions
change: Charge mode now ignores PD weapons*, i.e. ships will charge until all non-PD weapons are in range
*unless they have one of these tags: "NoPD", "NoMissiles", "PrioShips"

4
Mods / Re: [0.97a] AdvancedGunneryControl 1.15.0 - Updated for 0.97a
« on: February 14, 2024, 01:38:40 PM »
Would it be possible to split off the AGC GUI code into its own library mod? So other mods could be dependent on it without being dependent on a mod that has its own gameplay functionality? Or could i have permission to include it (with credit) in a mod im helping develop?
Yup, that definitely would be possible!
So possible in fact, it already happened :P
Assuming you mean the GUI used for combat/refit, I actually contributed that part to magiclib a while ago. It's available in the current release of MagicLib, cf.: https://magiclibstarsector.github.io/MagicLib/root/org.magiclib.combatgui/index.html
Just out of curiosity: What kind of mod are you working on and what's the use case?
In any case, I wish you the best of luck and happy modding!

Edit: For a usage example, cf.: https://github.com/DesperatePeter/MagicLib-combatgui-example/tree/master/src/com/dp/combatguiexample
It's slightly outdated, but the only real change is that in the current MagicLib Release all the class names start with Magic.

5
Mods / Re: [0.97a] AdvancedGunneryControl 1.15.0 - Updated for 0.97a
« on: February 13, 2024, 10:40:55 PM »
Can confirm that it's fixed now. And as expected, my weapon tags are no longer funky because of it. HELL YEAH! I CAN FINALLY USE THE SUGGESTED TAGS!
Awesome!

Quote
Oh, when I said that I found a use case I actually meant that I'm already using it and that it's working as intended. I guess the only unexpected behavior I noticed is that FarAway (and not StayAway) leads to the ship turning 180 just to get away. Although I wouldn't be surprised if this was actually intended since it would absolutely be the right play if the ship has a forward mobility system.

Long story short, you will be pleased to hear that both modes work well. I wouldn't say any of them is better. Just different use cases. Personally, I'll be using StayAway as a Cautious override and FarAway as a Timid override. I like them! More tools to add to my arsenal, heh
That's really nice to hear! The main reason I asked which one you thought worked better, was because my plan was to remove one of the two from the default list in a future update, since I think that the ship mode list currently has one entry too much to neatly fit on the screen on lower resolutions.
I actually wrote some code to determine whether it's safe to turn around before running away or not and the ship will only turn around before running if that is the case. The basic idea is that ships can accelerate/go faster when moving forward (especially if they have a forward-thrusting mobility-system, as you mentioned), but turning around makes you more vulnerable, especially if you have a less than 360° fron shield.
But that code might definitely need some refinement, as there are many influence factors (how much firepower worth of enemies are in range to shoot the ship while it's turning around? What kind of shield does it have? How far does it want to go? Ship system? What's the ship's maneuverability, e.g. frigates can go backwards just as quickly as forwards, capitals can't, I think, ...). So I essentially had to come up with a formula considering at least some of those factors, by....guessing, pretty much. I obviously did a bit of testing, but these kinds of formulas usually need some refining. Maybe the better approach would actually be to never have ships turn around to run away, since that's a lot easier to understand and implement well xD

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Imma be real with you... The only reason I didn't understand it at first is because I didn't take the time to sit down and grasp it. Was just already overwhelmed at the time by other things to think about (specifically my Afflictor refit lol). Looking at it now, the explanations in-game actually make sense. A good blend of both technical details and practical examples. I don't think you have to change anything. Players who have gotten this far (since AGC is targeting minmax players) should be able to understand it with just a bit of effort.

Again, thank you so much for the help! To be honest, I didn't even expect this to be fixed immediately since I thought you were currently on a break from Starsector. This was a pleasant surprise and a good way to start my day lol
Gotcha, thanks for the feedback! =)


Quote
One last thing... Would it be alright if I created my own YouTube video showcasing AGC? I have some ideas on how to present this mod in a way that even more casual players would be interested. And even after that, I plan to create guides for building various ships and all of those will have a section dedicated to players who have AGC. Would like your permission for that too.
That sounds awesome, of course you have my permission! As a general rule of thumb, since this is a hobby project, feel free to use anything I do in any way you want! I obviously appreciate asking for permission first, but you don't even need to. So, consider permission implicitly and explicitly granted! Looking forward to seeing the video at some point in the future, definitely let me know when it releases!

6
Mods / Re: [0.97a] AdvancedGunneryControl 1.15.0 - Updated for 0.97a
« on: February 13, 2024, 01:45:51 PM »
Yo. Just here to report a bug with customizing suggested tags. It seems that they get duplicated if you use the mouse scroll wheel or even just select next/previous page. It ends up looking like this in the backup file:

This leads to some funky stuff like weapon groups going back to whatever suggested tags were saved even after changing them manually as soon as you go into combat/simulator

I think I just fixed the issue, if you wouldn't mind I would much appreciate if you could test the fix before I release it: download

Thank you as well! AdvancedGunneryControl has opened up so many builds that were otherwise impractical in vanilla AI hands. Now I can be in the refit screen for 4 more hours than usual to optimize my loadouts even more lol

Btw! If I may suggest...
  • A mode that forces the AI to wait for X seconds before firing again. Especially relevant for burst missiles like Atropos which often drop all 4 missiles for a single frigate when 1 would have been enough
  • Exact opposite of PrioWounded. For example, I wouldn't want to use Breach against enemies whose armor is already stripped. Even with just regular HE missiles I may just prefer finishing off with regular weapons than fire yet another shot (especially important if I'm relying on the missiles for anti-armor)

Of course, this is just one man's wish. I understand if these suggestions are denied for any reason.
You are very welcome =) Haha, my favorite part of Starsector is also spending time in the refit screen, so I 100% understand that sentiment xD

Both of these sound easy enough to implement at first glance. I will probably have some time next week. For the Wait-tag, you would probably have to manually add it via settings, since the number of seconds is highly dependent on weapon type and I wouldn't want to fill the tag list with tons of variants of the same tag (e.g. Wait(1s) Wait(2s) ...). But PrioFullHealth should be good to go on the "complete" tag list.

Also, I just found a use case for KeepAway/FarAway! Initially, I thought it wasn't going to be useful for me since I can already set ship personalities through another mod. But then I realized that I can use this on battlecarriers that I've built like normal carriers. For example, I've set my Mora to RECKLESS but gave it FarAway so the ship itself was acting timid but the fighters were still acting reckless.

Great addition! As for the tag storage modes...  I uh still have to wrap my head around how those work lol
Awesome! Please let me know if these modes work well and which one works better.

About tag storage modes: One big difficulty about writing explanations is that I understand how it works, so when I write an explanation, it obviously makes sense to me xD
The basic idea is:
When using the mode Index, which is the default, internally, there is a map/dictionary, that looks like this:
ShipName* : {
    Weapon Group Number:  [Tag1, Tag2]
}

*technically, it's a fleet member ID, which is a unique name for a ship that is only used internally and never shown to the player

For instance, if we have a ship named abc and you set weapon group 1 to AvoidShields and Hold(Flx>90%) and weapon group 2 to TargetShields, it would look like this

"abc" : {
    0 : ["AvoidShields", "Hold(Flx>90%)" ],
    1:  ["TargetShields"]
}

In other words, it is saved like this "The ship abc has the tags AvoidShields and Hold(Flx>90%) in weapon group 1 and the tag TargetShields in weapon group 2".
Then, when you deploy the ship to combat, AGC looks up its name and which tags should be applied to which weapon group, based on the index of the weapon groups.

Let's assume that weapon group  1 has heavy maulers in it and weapon group 2 has railguns and light autocannons.
When you enable the mode WeaponComposition, it instead gets saved like this:

"abc" : {
    "heavy mauler" : ["AvoidShields", "Hold(Flx>90%)" ],
    "light autocannon, railgun" :  ["TargetShields"]
}

In other words, it is saved as "The ship abc has the tags AvoidShields and Hold(Flx>90%) for any weapon group that has any number of heavy maulers but no other weapon types in it. Any weapon group that has both railguns and light autocannons in it (but no other weapon types) has the tag TargetShields".

Then, when you deploy the ship in combat, AGC looks at all the weapon groups, looks at which weapons are in those groups and tries to find a list of weapons that matches it. If it finds one, it will apply the tags associated to that weapon composition.
This has the advantage that, if you refit your ship and switch some weapons around, and you now e.g. have PD Lasers in weapon group 2, AGC will understand that you probably don't want those to have the TargetShields tag.
If you also end up with your railgun and light autocannon weapon group being group 1 after refitting, group 1 will automatically get the TargetShields tag, since the tags were saved by weapon composition rather than index.

The disadvantage of this is of course that a) it's more complicated to understand and b) if you want to have 2 weapon groups with the same types of weapons but different tags, it's not possible.

Lastly, weaponCompositionGlobal works in exactly the same way, but rather than having an entry for every ship in your fleet, there is just one long list that's shared between all ships. So if you set a weapon group with heavy maulers to "AvoidShields", "Hold(Flx>90%)" for ANY ship in your fleet, it gets saved globally and all ships in your fleet that have heavy maulers (but no other weapons) in a weapon group will have "AvoidShields", "Hold(Flx>90%)" applied to that weapon group.

I hope it makes more sense after this explanation.

Now, I obviously can't put an explanation that's this detailed in the description in game, because people ain't got time to read all that :P
So if you could try to let me know which part you didn't understand before or which info was missing, I would still very much appreciate it, since it would hopefully allow me to improve the description provided in the settings menu. Any tips/suggestions for that would be appreciated!

7
Mods / Re: [0.97a] AdvancedGunneryControl 1.15.0 - Updated for 0.97a
« on: February 13, 2024, 11:09:19 AM »
Yo. Just here to report a bug with customizing suggested tags. It seems that they get duplicated if you use the mouse scroll wheel or even just select next/previous page. It ends up looking like this in the backup file:

This leads to some funky stuff like weapon groups going back to whatever suggested tags were saved even after changing them manually as soon as you go into combat/simulator

Hi, thanks for letting me know!
I'll look into it!

8
Mods / Re: [0.97a] AdvancedGunneryControl 1.15.0 - Updated for 0.97a
« on: February 11, 2024, 06:58:53 AM »
Version 1.15.0 is out!
It comes with LunaSettings integration (requires LunaLib) and the option to choose tag storage modes. The new modes allow you to configure tags by weapon types in groups rather than by index. There's also a new showcase video:
showcase

Also, I would like to ask for your support!
I need some feedback on the new features to know if they work as intended and are actually helpful.
Have you used the new ship modes KeepAway/FarAway? Which one do you prefer?
Have you already tried the new tag storage modes? Are they useful?

With your feedback, I can hopefully further improve the mod in the future, so thanks in advance for letting me know!

Until then, happy gaming!

9
Mods / Re: [0.96a] AdvancedGunneryControl 1.13.1 - RefitScreen-Integration
« on: February 08, 2024, 08:10:16 AM »
ps. The refit screen button labelled "Gunnery (J") is directly under "Cancel (Q)" while building in a hullmod (at least on 1080p), thus clicking on cancel opens gunnery settings as an unwanted side effect. I'm not sure if it can be moved by the user but you may want to place your button elsewhere, where it doesn't cause complications
Yeah, it's really hard to find a good position for that button, since most spaces in the refit screen are already taken either by vanilla features or by other mods.
But I will include an option to simply disable the button in the next update. The button is there mainly to let people know that the refit screen integration exists, so once you know about it the button isn't really required anymore, as you can simply use the keybinding instead.

This actually already exists. There's an option to force a weapon group to ignore missiles and another to ignore fighters. I use them semi-regularly to force certain PD groups to focus specific targets.

Which ones are they?
Exactly what OperaWolf said, they are called NoMissiles/NoFighters.
They should be directly behind PrioMissile/PrioFighter. Use the Mouse-Wheel to scroll the tag-list =)
There is actually also a tag called NoPD, but it's not included in the list by default, since it's kind of redundant to NoMissiles/NoFighters. If that is something you use often, you might want to consider editing the settings-file (Settings.editme) to add it to the list of available tags.

10
Mods / Re: [0.96a] AdvancedGunneryControl 1.13.1 - RefitScreen-Integration
« on: February 02, 2024, 01:01:36 PM »
New release for 0.97 is out, including all the previously discussed changes!

Yes, that's how both mods work together. I'm not sure what the exact implications are, but I haven't had any complaints about broken weapons yet, so it may be just fine.

Oh yes, we should definitely cooperate in the future!
That definitely sounds like the right way to do it =)
That's one of the reasons I decided to go for wrapping the original AI as the base AI. I mainly thought of other modders implementing custom AIs for the weapons from their mods, but I don't see any reason why it shouldn't work in this case.

Hopefully the new Starsector version will rekindle my interest in playing and modding xD

11
Would you consider adding an option to toggle the Refit Screen Integration? If you try to name a ship using J it will open up the menu.
Very good point. Actually, I already added this option in master and it will be in the next release. I'll also try to see if I can quickly do a check so that the refit screen integration doesn't open the GUI while typing ship names, even when turned on.

Update: I implemented the fix. It would be much appreciated if you could try it out by simply downloading the current master version.

Got a bug report for a (possibly) poor interaction between v1.13.1 of this mod and v1.2 of Genir's AI Tweaks

The issue was in my mod. It's already fixed in the latest release.

Thanks for fixing, that's good to know! =)
Also, I have to say, your AI Tweaks mod looks really interesting. Whenever I actually play Starsector again, I will definitely have to try it!
I am assuming that, when playing with both AI Tweaks and AGC, what ends up happening is that your AutofireAIPlugin replaces the base AI and therefore gets wrapped as the base AI in my plugin?
At some point, when I become more active in Starsector modding again, we should definitely have a little chat on Discord to see if we can somehow leverage synergies =)
Until then, best of luck!

12
What's the ship mode tag for ShieldsUp(100%)? Is it overriding ShieldsUp(90%)?

The new ShieldsUp-mode is called ShieldsUp+, it should be at the very end of the list. The list of ship modes is currently longer than what I would do for a release, so if you are using a low resolution monitor (or a UI scale above 100%), the list might get cut off. In that case, simply remove 1-2 ship modes from the list in settings.editme and it should show up!

Quote
Also for whatever reason, all weapons aim but don't seem to fire under the new AI.

Ohh, that is weird. Thanks for letting me know!
Unfortunately, I can't reproduce this issue, but I will do some more testing!
This is probably due to another change I implemented (but haven't really tested enough) regarding hit box computations.
You can try setting useExactBoundsForFiringDecision to false in settings.editme, that will revert it back to the old behavior.

Does this happen universally, or only when using the new ship modes? Does this happen for all tags? Or only with specific tags?
Any additional info would be much appreciated!


hey i appreciate the developer for creating this mod which helped me with my fleet but i have this annoying problem with super capital that has several modules.
i cant make them focus fire eventhough i set them to shiptargetonly,in combat i can set them to shiptargetonly but its still firing on different target and not focus firing.
i already read the FAQ so i wonder if there,s any way to set the modules AI at least to target only my target.Thanks for reading this and im using luddic sporeship.
Oh, good point, I hadn't considered that yet. I added a check for determining ship targets, so that modules will check their parent ship's target for determining their own target.

13
Add a system mode that is ShieldsUp but enforces it all the way to 100% flux overload? I have a hullmod for the AI to use.

Also, avoid enemy range might be good for strict carriers that don't do well or wants to avoid direct combat and artillery.
Hi Anduin,

Good idea, I added these ship modes on the current master branch (download). I only tested them a little bit, so please do provide feedback if they work as you imagined!

The ShieldsUp version that goes until 100% flux was basically a one-liner, the "Keep away" ship modes were a bit more challenging. I actually ended up implementing two versions (KeepAway and KeepFar):

KeepAway is a lot simpler (move away from the closest/targeted enemy if one is close by).

KeepFar is quite a bit more complicated (and therefore prone to problems) and tries to genuinely find safe spots with few enemies around to move to, thus acting more strategically.

I'll probably include these modes in the next release, but might only add the better of the two keep-away modes (based on feedback) to the default list of enabled ship modes.
Also, there's quite a few numbers to tweak (e.g. what distance should KeepFar scan when evaluating points to move to? When should the ship fly away by accelerating backwards rather than turning? How should an enemies distance to a point affect its danger rating for evaluating that point? ...).
So please also let me know if some of those things should be tweaked, right now I simply went for best guesses (which tend not to be perfect^^)

14
Modding / Re: [0.96a] Symbiotic Void Creatures 0.4.2-alpha
« on: December 16, 2023, 06:32:05 AM »
Do I understand correctly that there is no other way to get new ships besides hunting?

Hi Fallenslav!

As of now, you have to defeat hunter fleets to gain the ability to salvage voidlings. There is a way to gain a single blueprint for building your own voidlings, if you finish the magicbounty quest chain.

Quote
If that's the case, why not try to make a dialogue with a patrol that allows you to take their creatures to them.
Hmm, I'm afraid I don't understand what you mean by this. Do you mean there should be a way to "talk" to voidling fleets to "gift" them voidling ships in your fleet?
If so, I'm not really sure if that makes sense lore-wise. You are not really supposed to be able to peacefully interact with wild voidling fleets.

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And another question. What is that script that prevents you from taking more than one alpha creature in a fleet?
It's a hullmod. You can find the code here.

There might be a way to get voidling besides hunting them. I got a building blueprint relating to voidlings but haven't tried it yet.
There's actually two different kinds of blueprint you can get, one by finishing the hunter quest chain (which gives you the building blueprint) and another by finishing the magic bounty quest chain.
I will add, though, that, as this is still in alpha, both of those are still kind of unfinished and probably not all that useful. We will almost certainly improve them in a future update =)

Voidlings Hatch spams small voidling patrols and nothing more.
Yup! As of now, it only spawns fleets to protect the system it was built in. Which, to be honest, probably isn't super useful most of the time.
But we will probably add something to that building in the future (maybe producing a small quantity of void chitin per month. But given that void chitin is currently only useful if you also use the Exotica mod, we probably would also have to add another use for void chitin^^ If you have any interesting ideas, feel free to suggest them =)).

15
Modding / Re: [0.96a] Symbiotic Void Creatures 0.4.1-alpha
« on: October 24, 2023, 01:52:38 AM »
Hello! I just wanted to ask - is the exotica technologies tie-in item thingy working, or is it just not available in-game at the moment?

Hi!

It should be available and work, though I will admit that we haven't tested it extensively. You should be able to install VoidChitinPlating, which replaces the ship's shield/phase cloak with a Parry, once you have 1000 void chitin in your inventory.
If this doesn't work, would you care to elaborate? Does the option not show up in the exotica menu? Or does it not work when installed? If so, are you running JRE7 or JRE8? This is a wild guess, but I have encountered issues with JRE8 in cases where I wrote code similar to this kind of code, before.

Hope this helps, thanks in advance for any additional info!

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