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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 - Ioulaum

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Bug Reports & Support / Re: [0.95a-RC15] AI fire reaper at fighters
« on: June 13, 2021, 02:48:09 PM »
Thank you, that's perfect!

What's happening here is that a ship without shields or phase cloak goes into "panic fire" mode with missiles when its front armor, or overall hull, are low. I've changed it not to do it specifically for ammo-limited strike weapons vs fighters.

(Note: a shielded ship may still occasionally do this if sorely pressed...)

Will the change will be included in the next patch? :)

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Bug Reports & Support / Re: [0.95a-RC15] AI fire repear at fighters
« on: June 13, 2021, 01:29:29 PM »
Hmm - could you post a screenshot of the specific loadout? And, about how often are you observing the torpedoes being used?

Please kindly take a look at this video I uploaded: https://youtu.be/3Kdjx6ttk2g

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Bug Reports & Support / Re: [0.95a-RC15] AI fire repear at fighters
« on: June 13, 2021, 01:03:33 PM »
Hi - thank you for the report! What I'm seeing here is it firing a very occasional desperation Reaper (etc) when its flux is very high. So over the course of 3-4 attack runs from all the carriers, it happened once. It might happen slightly more often though since some RNG is involved. Does that match roughly what you're seeing?

If so: this is actually intentional behavior; the AI will sometimes ignore typical restrictions/checks on missile weapon use when it's high on flux. In this specific case perhaps that's not super helpful (though it did nail a Dagger with the Reaper I saw it fire, hah), but it can be more effective as a "get away from me" kind of behavior, rather than letting a ship with missiles just get fluxed out and destroyed without never having fired them.

Hi Alex,

Thanks for your quick reply, I actually noticing it when using a shieldless onslaught. It looks like AI isn't panic fire but rather trying to use non-guided torps to take down multiple fighters at once. So far no observed case on guided missiles (harpoon/atropos/breach).

4
Mods / Re: [0.95a] AdvancedGunneryControl 0.9.3
« on: June 13, 2021, 06:22:45 AM »
keep seeing AI firing reaper towards fighters no matter what fire mode is....

Hmm, that doesn't sound right...
Did you turn on force-autofire? If so, Opportunist mode is probably what you want for reapers, as most other modes don't really care about conserving ammo. IgnoreFighters mode shouldn't fire them at fighters, but will probably still waste most of the shots against frigates that can easily dodge them etc.^^

If you don't turn on force-autofire, the base ship AI usually decides to control reapers manually. But even the base ship AI shouldn't really fire them at fighters, I think...
Can you give me some more details about the exact mode(s) you tried? This sounds like something that shouldn't happen. I assume the weapon group with the reapers didn't contain any other types of weapons?

Quote
But is a great mod nonetheless

Can PD mode use custom AI as well? So devastator can shoot both missile and fighters

Thanks =)
Weird, devastator cannons should work with PD-mode and should still prioritize fighters over missiles but also target missiles. Making PD-mode be able to use custom AI would be easy enough, but I kind of didn't want this mod to turn non-PD weapons into PD-weapons. That being said, the devastator cannon has the PD tag and can target missiles, so it should work as is.

Can you let me know if this clarification already helps? If it doesn't, I'll have to test it again and see if there's maybe some bug that makes things not work as intended.

Correction, tested without mods and AI still fire reapers at fighters, bug reported at https://fractalsoftworks.com/forum/index.php?topic=22013.0

This bug is strange and annoying, don't think I saw it in 0.91 before...

BTW, the notification on discord saying there's a release of 0.10.2 but I haven't been able to locate it XD

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Bug Reports & Support / [0.95a-RC15] AI fire reaper at fighters
« on: June 13, 2021, 06:18:06 AM »
AI constantly fire typhoon reaper at fighters when no other enemy ship nearby.

Fully replicable with a 4*Typhoon Reaper Launcher Onslaughter(aggressive) against Astral and 3 condors in sims.

Tested also with small reaper and hammer torps, seems like all unguided strike missiles are suffering this issue.

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Mods / Re: [0.95a] AdvancedGunneryControl 0.9.3
« on: June 10, 2021, 05:54:16 AM »
keep seeing AI firing reaper towards fighters no matter what fire mode is....

But is a great mod nonetheless

Can PD mode use custom AI as well? So devastator can shoot both missile and fighters

7
Focus now is re-establishment of new orders after Domain collapse, there will be conflicts between humans but not genocide over species.
So what's the point of apocalyptic weaponry?

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I'm not sure what you're trying to say with the ammo reload rate, but thanks for the tip on the SYSTEM tag. I'm pretty sure keeping them out of any blueprints stopped them from showing up outside arcade mode anyway, but this'll keep them out of there and the codex too (although I didn't mind them being in the codex - fighter weapon stats being invisible isn't great anyway).

Edit: First post is updated with RC3.

What I mean is missiles with more than 1 reload size(say sabot/harpoon/salamander pod) has the same reload rate as their single reload(small slot) variants, this is a bit counter-intuitive as it supposed to get better ammo manufacturing capabilities with medium slot weapons.

Sabot SRM Pod should reload 2 missiles other than 4.

An Annihilator Rocket Launcher with the capability of reloading a single rocket warhead for every 15s doesn't feel much difference with their unmodded version, it could take 75s to generate a full salvo.

Basically, this is all about balancing, luckily Alex didn't change anything in the last patch, I'm more than happy to discuss the rationale if you are interested.

With 0.9.1a update Alex add speed/turn rate tooltips for repear and special tooltip for Squall MLRS, hope you could add them in as well :)

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Hi DatonKallandor,

Really like your work and idea, good job! :)

Just friendly reminder that you can add "SYSTEM" in hints tab to prevent stirkecraft variants to be available for the player.

Also, the ammo reload rate is accumulate towards reload size, once it filled a reload event will be triggered, so weapon like swarm (&strikecraft), annihilator rocket launcher, sabot/harpoon pod, annihilator rocket pod their reload rate should take more consideration.

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Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 11, 2019, 03:53:32 AM »

Changes as of January 31, 2019

Miscellaneous:
  • Can now left-click outside the hullmod picker dialog to dismiss it


For me, it can only be achieved by left-clicking outside of the whole refit box instead of the hullmod picker box. But is really nice to see a step forward for the quality of life :)



Changes as of January 31, 2019

Ship AI:
  • Fixed several issues that could cause a ship with front shields to turn slightly away from the target, seemingly without a reason


Suspect shipAI trying to lead a missile shot, very noticeable on Sunder with long-range beam weapon and missiles (except annihilation rocket launcher), initial testing indicates it's fixed in this patch.

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