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

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Messages - borgrel

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1
Mods / Re: [0.96a] Automated Commands
« on: December 17, 2023, 01:13:52 AM »
How difficult is it to implement a global CR and hull retreat order? I was looking at realistic combat file because they credited this mod for the auto retreat feature and the implementation seems trivial. I would like to add the global auto retreat to my game but I’m inexperienced with modding with this game and thus cant do it myself.

in one sense it is trivial (you implement it at the mod-level instead of the hullmod-level) and then each frame u get a list of ALL ships and have to test each ship firstly to determine if they are eligible for being tested (i.e. one of ur ships, currently deployed, not already issued an evac command, etc) and then apply the code that actually tests if it should evac.

what is not immediately obvious if you are not a programmer is that the game engine is ALREADY doing all of this to give ALL hullmods the ability to run their specific code on the relevant ships each frame ... and it only has to do it ONCE. Which is a LOT more efficient because it only needs to go through the list ONCE and it doesn't need to do any of the 'eligibility' testing that you needed to add above because the hullmod itself is proof of eligibility. Imagine if every hullmod tried to apply its effects globally instead of on a pre-marked basis (ships already marked by a hullmod) HUNDREDS of different mods will each run their own pieces of eligibility code (every single one of them testing if every single ship is a player owned ship, etc)


tl:dr
the correct way to implement this is instead of trying to globally apply the retreat property, apply the hullmod-is-automatically-outfitted property. There are currently (at least) 3 separate mods that use this but they are still a little bit hit and miss and also add some strange behaviors ... when this method of automatically applying is smoother and doesn't add additional strange behaviors i plan on asking the author for permission and using the method in my own mod.

Not only does this mean that you are not re-doing work the game engine already does but it also means that the 'global' code runs OUTSIDE of combat ... which is the most performance critical code of the game and the only code where slowdown is not only noticeable but game enjoyment braking.

2
Mods / Re: [0.96a] Automated Commands
« on: September 21, 2023, 07:57:22 AM »
Is there a way to do AI Personality Override while having a AIcore on board as officer?

No.
The purpose of this mod is to add ease of use and flexibility.
NOT to override design decisions that alex made.

3
Mods / Re: [0.96a] Automated Commands
« on: September 04, 2023, 02:13:50 PM »
i'd like a way to either mass add retreat orders to my fleet, or to set default behaviors with the mod, so that my preferred retreat at blank was automatically issued to ship. thank you in advance, and thank you for writing the mod

I was thinking the same.

In what way would a mass retreat order (which u wouldn't be able to 'activate' because the automated commands activate based on conditions being met and not from user input) be any different from the already existing order that u can issue (WITHOUT spending any command points) "Full Retreat" that you can find right under "Full Assault" on the tactical overview (on the right top of the screen)??

(the orders get added when using autofit like "reinforced bulkheads" can be)

Um, the automated command hullmods CAN be added using autofit, u just need to save a variant with it. (And it will NEVER fail to get added because of the 0OP cost) unlike other hullmods when autofit has to use non-exact weapons because of stock issues.

I forgot to add the retreat orders (most often because they were removed by autofit)  ;D .

After the first time you use the autofit option (and added the automated hullmods afterwards) open the autofit dialogue again and overwrite the variant with the one that INCLUDES the automated mods

It could either be an implicit default (there are no orders added to ship loadout), which is preferable because there is less clutter, or an explicit default

I have toyed with the idea of making a 'composite hullmod' where u can in the settings file chose several of the automated hullmods and placing the one will count as placing all of them but I decided that it muddies the waters, removes data that should be visible, makes reading the variant descriptions impossible and at the end of the day doesn't actually do much to reduce clutter because 2 less hullmods (out of 10+ for a capital ship) doesnt change anything. Heck, on frigates, when you include s-mods can have 8+ hullmods easily

4
This mod does not respect hullmods with the 'no_built_in' tag and allows u to build them in

5
Ok

Well, a negative credit value, vanishes, gets replaced with a 0 on (vanilla) quest reward

6
Bug Reports & Support (modded) / Re: Debt vanishes on quest reward
« on: June 17, 2023, 02:23:18 PM »
I seem to remember something about a blog post (long ago) that talked about adding salaries for crews and officers and how u can go into debt paying them (because u can be away from the core systems with com relays for many many years) and how interest is charged on a negative balance but u cant purchase anything in the store but if u get below some threshold (i thing -100k) then ur crews start leaving.

I cant find it atm.

BTW `NGCAddCredits` rules script accepts negative values

7
Bug Reports & Support (modded) / Debt vanishes on quest reward
« on: June 17, 2023, 01:14:01 PM »
Hi,

I created my own start where u start with 2 s-modded revenants (such beautiful cargo and fuel space without huge signal footprint from civ hulls that chases bounties away) but you also start with -$200 000 credits

Twice now on receiving a reward (once in a bar) and this time at the galacia outpost for handing in the sensor package u collect from the first planet u survey.
The first time I thought it I had received more rewards than i had realised and the credits were 0 as a funny coincidence.

However this time, i was still $158 000 in debt and recieved $18 000 reward for handing in the package and ended up with 0 credits.

8
Hi,

When opening starsector, u get a splash screen (where u can set your resolution and add/remove mods)

If i close the splash screen before starting the actual game, I lose sound in the game.

My sound plays out of an IEC958 device and multiple starting and closing the game has no impact on sound playing.
However, if I close the splash screen without starting the game, then sounds stops working. In the pulse sound control settings the sound device for the game has been forcibly changed to HDA Nvidia (i'm not using an HDMI cable for graphics.....) and is unable to be changed back to IEC958 until after a reboot.

9
General Discussion / Re: I still don't know how to loadout a ship
« on: June 12, 2023, 03:05:06 AM »
if ur fighting against 3-5 cruisers (and below)

try deploying:
1 dominator (ur anchor) (steady or aggressive)
1 heron (or mora) with bombers (2x longbows, 1x dagger or 1x broadsword 2x dagger) if the fleet enemy fleet is carrier light, or fighters (3x claw or 3x thunder) if the fleet is carrier heavy. (cautious or steady) if the opponent doesnt have good pd, u can also look as using the gryphon here.
1 fury (it will stop ur dominator from being flanked) (aggressive or reckless)
2x tempest or 2x scarab (to pick off the fast frigs in other fleet, make sure to have hardened subsystems, and retreat them when their PPT fails)

order defend on one command point (i chose navigation but sensor works too, especially if u will win the ECM war)
set the frigates to avoid the enemy cruisers
order a fighter strike on the first phase ship that breaks from the pack (or the hybrid carrier that is hugging the front lines)

ur fleet will now form a very stable anvil(anchor) and u can flank the opponent smash in their back line and they have nowhere to retreat to when u outflux them because retreating puts them in the dominators range.

u can take out up to 2x ur fleetsize with stable ships and correctly chosen officers

10
General Discussion / Re: I still don't know how to loadout a ship
« on: June 12, 2023, 01:37:17 AM »
1) Are you asking about AI-Loadouts, or personal loadouts? Because nobody can teach you personal loadouts, its based on your play style.

2) i am currently taking out fleets of 5-8 frigates with a single frigate (tempest or scarab) and fleets of 1 cruiser or 3 destroyers and up to 5 frigates with just 1 cruiser and a frigate (heron and tempest). This is not because of some magical loadout that can beat anything, its because of battlefield control.

Use your commands!!!!

If ur outnumbered, set a waypoint near a corner so ur ships cant be separated and picked off when isolated (or order a control point to be defended).
If there is one VERY powerful opponent and a bunch of normal stuff, issue a harass order (or avoid order, depending on your setups) on the big boy while you take out the support.
Order fighter strikes on long ranged missile platforms, bomber carriers and phased ships (one at a time, in order of how badly they can murder your ships).
Don't be afraid to retreat ships when their PPT is finished.
Dont be afraid to retreat ALL of your ships and re-engage because ur PPT is finished.
If the enemy fleet has a lot of bombers, deploy a carrier with fighters, if the opposing fleet has lots of high powered missiles, deploy a carrier with interceptors, if the fleet has big slow ships and not a lot of support, deploy bombers (or avoid the big bad, take out the support and THEN deploy bombers)

3) A fleet is not just one loadout! make an agile long distance fighter, a close in nuker, a chaser, an anvil, a support. most fleets run around with 240 dp of combat units (since that is the skill penalty for most fleet skills) but u can ONLY deploy 50dp at a time!! That is *FIVE* SEPARATE armies!!

Deploy what has advantages against ur foe, because there is NOT some magic loadout that beats all. So have enough variation in your fleet to actually HAVE advantages in multiple situations.

Example fleet:
2 tempests, 2 scarabs, 2 monitors,1 paragon or conquest (long range, slow, tanky), 1 odyssey or onslaught (mobile shorter ranged weapons with more power than the tanks), 3 furies (fast close range fighters), 3 dominators (long range slow tanky), 1 gryphon, 3 herons (1 with interceptors, 1 with fighters and 1 with bombers), 1 astral with bombers.

U dont just have ONE setup and complain when it doesnt work in one battle (after it successfully worked in 10 other battles) have DIFFERANT setups for the battles where u favourite doesnt work!!!!!

11
General Discussion / Re: How to set help popups to off
« on: June 11, 2023, 11:24:42 AM »
and how do u set that checkbox to be PERMANENTLY off when u start a new game

u only need it on the FIRST play through

12
General Discussion / How to set help popups to off
« on: June 11, 2023, 06:48:37 AM »
Every time you start a new game, the help popups ALWAYS plague you.
No matter how many games you have played, no matter how many times you turn if off.....
Just one millisecond of inattention when you rush through starting a new game

When you miss that tiny checkbox your stuck getting spammed over and over and over and over by popups that you no longer need.

Does anybody know of any way to PERMANENTLY disable those annoying things?

13
Mods / Re: [0.96a] Automated Commands
« on: June 08, 2023, 03:41:16 AM »
Automated Commands has been updated to version 1.4

Changelog:
  • Fixed bug with Commander Personality not implementing
  • Updated Personality Icons, many thanks to Tellurium
  • Moved Strings into external files to allow translations
  • Added new Hullmod: Carrier Regroup/Engage (Thanks to Tecrys for the icon)

14
Mods / Re: [0.96a] Automated Commands
« on: May 19, 2023, 10:31:39 AM »
That sounds exactly like what this mod is designed for.

If the old mod is discontinued, give me a link to the existing mod and contact information for the modder and i will see if i can get permission. (the licence itself in the mod may give me permission)

15
Mods / Re: [0.96a] Automated Commands
« on: May 16, 2023, 04:14:00 AM »
Automated Commands has been updated to version 1.3 (to comply with starsector update)

Quick testing has shown no bugs arising from the ss update
  • Added "no_built_in" tags as requested (thanks high intensity)
  • Added locality folder for easy language swapping

To change languages open the folder of the language you want and copy/paste the contents into the AutomatedCommands root folder and allow it to overwrite files and folders.

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