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Messages - Nesano

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1
General Discussion / Re: How do you make the game's AI work?
« on: February 07, 2023, 04:35:14 AM »
In terms of ordering an engage on an enemy capital and not having your frigates go to attack it, you have a couple of options:

4) Set them on Search & Destroy, which will exempt them from global orders.


That does stop them from following engage/eliminate orders, but Search & Destroy tends to get frigates killed in and of itself.

2
General Discussion / Re: How do you make the game's AI work?
« on: February 06, 2023, 05:07:20 PM »
Just thought of another AI question. Is there a way to put an engage marker on an enemy capital so one of your capitals will focus on it without your frigates seeing that marker and thinking "SIR, YES SIR! PROCEEDING TO JUMP OUT IN FRONT OF IT AND KILL MYSELF FOR NO TACTICAL REASON, SIR!"?

If you click on an enemy and give the engage order, you have no control over who gets assigned. That's why you should instead left click on your capital ship and then right click on the enemy you want to target.

That doesn't work because it puts an eliminate order on the enemy, which recreates the suicidal AI problem. Unless you meant put an Engage order on the enemy first, then order the capital to attack.

Also, seeing all those wolves in your fleet made me die a little on the inside. Of all the amazing high-tech frigates you could've chosen, you picked what is hands-down the worst one. Don't get me wrong, wolves are fine in the early game and can even pull off some fairly impressive feats in player hands, but by the late game anything else would be better. Even lashers are better at this stage, and they're cheaper!

They're leftovers from the early-mid game - I've been letting them go via attrition and replacing them with mostly Tempests. They're definitely not the worst high-tech frigate in the game and there are few things more destructive than a fleet of Wolf frigates with Reapers and Ion Pulsers. I wouldn't use them as general-purpose, late-game frigates, but as a wolf pack they make fireworks.

3
General Discussion / Re: How do you make the game's AI work?
« on: February 05, 2023, 01:09:18 PM »
Just thought of another AI question. Is there a way to put an engage marker on an enemy capital so one of your capitals will focus on it without your frigates seeing that marker and thinking "SIR, YES SIR! PROCEEDING TO JUMP OUT IN FRONT OF IT AND KILL MYSELF FOR NO TACTICAL REASON, SIR!"?

4
General Discussion / Re: How do you make the game's AI work?
« on: February 04, 2023, 09:58:41 AM »
For brevity's sake, instead of replying to specific people with acknowledgements of build flaws, I'll put bullet points below.

That's not how forums work.

Yes it is, this is so people aren't repeating what others have already pointed out.

I've been putting what everyone has said into practice and it seems the biggest problem was overfluxing, mostly as a result of getting recommended mjolnir cannons and not realizing they were sucking tons of flux up. One change I made was replacing the Onslaught XIV's mjolnirs with hellbores and it turned into a murder machine.

If I recall, I believe I actually used to pair every frigate with another ship, like Nick9 said. Not doing that anymore might be why my frigates are sometimes AI core officer levels of suicidal, that of which is why I've gotten rid of my Radiant. I've replaced it with a Brilliant in hopes that it's not as suicidal, but so far I'm not entirely convinced.

Another key thing is I replaced basically all of the destroyer-and-up ion pulsers that I didn't realize didn't have enough range. I used Hatters "a couple Gravitons and an Ion Beam" idea on the Eagles and I'm using 2 gravitons and 2 tactical lasers on the Falcons and that increased the effectiveness of those two classes by a good margin.

5
General Discussion / How do you make the game's AI work?
« on: February 03, 2023, 06:22:36 PM »
I don't really know how else to word it, I built a traditional fleet composition and the bigger ships trip over each other, the smaller ones let themselves get caught out, and they basically only press advantages when I hit Full Assault and I'm just mopping up a battle. They don't even remotely follow their orders unless it's a defend/escort order or an order that involves an objective.

I usually run a fleet of Wolf-class frigates or phase frigates and mow down any fleet I go up against unless they're significantly more-powerful because that seems to be the only thing the AI can do right.

I'm not even a new player. I've got hundreds of hours into this game, but it seems like you just punch the Full Assault button when you have the advantage or just watch your fleet get picked apart when you don't. I actually started an entirely new save without any ship/weapon mods to troubleshoot whether or not the AI just doesn't know how to handle modded-in ships and weapons, but they're just as clueless. I remember a time where I could designate a fleet anchor with a Defend order, drop an Engage order on their fleet anchor, and that was good enough for my fleet to know what to do - I don't know what happened to that.

The game version I'm running is 0.95.1a-RC6. Most of the mods I'm running are QoL mods and the only mod I have that changes mechanics is Nexerelin, the latter of which puts fleets in the game that disregard the 30-ship soft cap, so that may not be helping.

I'll post a screenshot of my fleet since I'm sure people will be wondering: https://files.catbox.moe/zzljl9.png
The ones with officers are Aggressive and the rest are default Steady.
Normally I'd have more frigates, but they're the ones that get destroyed the most and I'm waiting for an order to come in.
Hullmods focus mainly on armor, hull integrity, and weapon range.

The battles I've been having lately have been this fleet largely composed of Hegemony ships up against Hegemony fleets. So basically low-tech vs. low-tech.

Is there some kind of sweet-spot fleet composition that the AI actually knows how to use?

---

For brevity's sake, instead of replying to specific people with acknowledgements of build flaws, I'll put bullet points below.
  • The Onslaughts are the way they are because somebody told me Mjolnrs are the best large ballistic weapon. I didn't realize how much more flux that 1.25/damage was running me up.
  • In the early game I ran a wolf pack of, well, Wolves and they all had reapers, pulsers, ion cannons, and PD lasers. Any overuse of those weapons elsewhere (especially the pulsers on the Eagles and Falcons) can be pointed at that. I didn't realize how short their ranges were until Hatter and Safari came along, which is something I didn't really notice while they were mounted on the front of the Wolves. I'll give the beam combo Hatter mentioned a try.
  • I play on normal battle size. The fleet is capital heavy because the fleets I go up against tend to be, too. I'm also in the middle of switching some of the bigger ships for smaller ones, I'm just not as familiar with the smaller ships that work well in line combat.
  • I'm kind of surprised to hear the AI has a hard time landing torpedoes, but maybe that's just because Wolves have an easier time placing them so I just got tunnel visioned on them from the wolf pack stage of my playthrough. Maybe I'll try the Harpoon/Breaches Safari mentioned.
  • The weapons on the civ ships are mostly just for show. If they ever see combat I'm probably loading a save anyway.
  • I have Integrated Targeting Unit on almost all of my ships and consider it one of if not the most useful hullmod in the game.
  • Here's a screenshot of my current Onslaught XIV build after making adjustments based on what I've heard in this thread (A significant improvement): https://files.catbox.moe/qv53d7.png

6
Mods / Re: [0.95.1a] Nexerelin v0.10.6c "Lords of War" (fixes 2023-01-27)
« on: February 01, 2023, 05:38:56 PM »
Is there yet a way to hard cap AI fleet generation at 30 ships? One of the big problems with this mod is that the fleets spawned by the mod sometimes have upwards of 48 ships in them and it's totally unfair to have AI fleets that high over the soft cap.

7
Mods / Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« on: September 09, 2022, 06:48:21 PM »
Does the player have any sway in which alliance their commissioned faction joins/leaves?

8
When I try to store the Voidwitch it says I can't store my last ship. Was this done so that the infinite sierra bug wouldn't happen?

9
Mods / Re: [0.95.1a] Dynamic Tariffs 1.3
« on: March 24, 2022, 09:35:45 AM »
Is there a way to get this to apply to all markets added by mods without having to do tons of work? Like, using an asterisk, for example?

10
Mods / Re: [0.95.1a] LowTech Armada
« on: March 19, 2022, 08:54:46 AM »
I'm getting the issue mentioned above

It's included in the list of mods that failed their update checks and has a message that reads:
(v0.6.5b, invalid master version file URL "Unavailable")

11
Mods / Re: [0.95.1a] Iron Shell 1.141
« on: March 15, 2022, 06:53:35 AM »
Yeah, that'd be worth a look.

12
Well, I've noticed marine experience loss but I've located the reason and it's not ah... explicitly Nexerelin but rather it's interaction with Stellar Networks. If you contact the Remnant special contact with the direct calling capability from Stellar Networks mod and choose offered 'blessings of omega'. After choosing which blessings to purchase your marine experience is deleted. Storing the marines before purchasing or contacting the contact directly at Prism Free Port allows you to keep the experience.

If that's true then I've at least got a workaround. Thanks.

13
Mods / Re: [0.95.1a] Iron Shell 1.141
« on: March 14, 2022, 04:39:39 PM »
Not really.

Would it be hard to make a standalone mod with just the ships? I'm a bit of a XIV Battlegroup fanboy, but having those extra XIV Battlegroup designs as rare ships to find would be awesome even if I wasn't.

14
Mods / Re: [0.95.1a] Iron Shell 1.141
« on: March 14, 2022, 02:39:37 PM »
Read it again. I haven't even downloaded your mod.

15
I got a tip from someone that this mod has a bug that sets marine XP to 0% for some reason and it just happened again on Nexerelin v0.10.4c.

I never notice it when it happens, so I haven't been able to figure out a cause.

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