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1
Suggestions / Regenerating DEM
« on: May 21, 2024, 05:50:28 PM »
It's a bit of an odd concept, but one I had hoped would be the case when I first heard about them.

My suggestion is to decrease the DEM missile ammo across the board but allow them to regenerate missiles in the same manner as Pilums, Salamanders, and the Omega weapons. With an additional efficient firing flux cost added on top.

I'm making this suggestion for a few reasons.
The first reason is the lack of missiles whose performance doesn't sharply degrade into dead weight from not having Expanded Missile racks and Missile Specialization. Currently we only have Pilums, Salamanders, and the Omega weapons which don't count due to their rarity.

The second reason is due to the lack of endurance firepower from missiles. Again, only the above work in incredibly long battles. While some options exist for somewhat sustained fire, missiles currently occupy a safety overrides area of combat. Can you beat incredibly powerful enemies with them incredibly quickly? Sure, but you lose the capacity to deal with several large fleets at once. Even pirates in large enough numbers can pose a serious risk to missile centric fleets because of this. While options do exist to get around this, namely using a destroyer/frigate screen to let cruisers and capitals escape once their missiles run out, you can't re-engage due to missiles not regenerating between fights.

The third reason is the Persean League. They're only dangerous if you have reasonable or less amounts of PD, and they still have missiles. Once they run out, most of their fleet is dead weight.
By reducing the DEM missile ammo, making it cost a small amount of flux to fire, and making it regenerate, the initial, and sometimes insane missile spam would be reduced to more reasonable levels, while also giving them the capacity for sustained combat.

2
Suggestions / Decrease High Scatter Amplifier OP cost down to 3/5/7/10
« on: April 12, 2024, 03:58:42 PM »
Which is the same as Expanded Mags for reference. As it currently stands, only the Paragon and Scarab can effectively make use of this hullmod due to its extreme OP cost and drawbacks.
While this will make Paragons with HSA more powerful, it would only be a buff of about 10 OP which isn't sector ending.

Its current price point is equal to either of the two Flux hullmods, which it just isn't worth taking outside of the two above extremes. Decreasing that price point opens up more builds that use hardflux beam weapons either fully or as a mix alongside energy bolt weapons. Likewise, it would function as an indirect buff to certain beam PD such as the PD and Burst PD Laser. ExMags is better for BPD, however if a built doesn't need it outside of PD, and the build can integrate one or more offensive beam weapon, then HSA would work as a nice alternative.

If that still somehow ends up being too expensive (mainly for frigates and destroyers), dropping it down to 2/4/6/10, or equivalent to Advanced Turret Gyros, should be enough.

3
General Discussion / Re: New Phase
« on: March 09, 2024, 05:08:01 PM »
Continuing where I left off from the last thread.
I tested both the Falcon and the Eagle with Phase Lances in 0.95a rc15 (the version Draba linked), and was reliably able to kill both the Afflictor and Shade.
Exact build for both was two Phase Lances, middle energy can be anything for Eagle,
two Heavy Autocannons +whatever you want for the Eagle (never used in combat with Phase ships so it doesn't matter),
two Burst PD in the back mounts,
Omni Shields,
and Integrated Targeting Unit.
Max vents, and as many caps as you can get.
Ballistics should be on the same group, Burst PD should be on the same group, but Phase Lances need to be on separate groups or the AI will hold fire until both can fire, which will never happen.

The reason it works is due to both frigates un-Phasing out of the PLs arc, but Maneuvering Jets bringing the PLs into a firing arc before the frigates Phase cooldown ends. Also, due to the occasional un-Phase directly in front of a PL, (still not sure why that happens).

Performance varies depending on how hard the AI bugs out. The Falcon and Eagle can receive 0 damage, or in incredibly rare circumstances when they just spam active vent, they can die.
Typically, they receive very minor hull damage due to active venting when they don't need to. Again, this bug will eventually be fixed if Alex didn't already sneak it into the latest version.

IR/Pulse Laser, Ion Cannon/Pulser, Heavy Blaster, Mining Blaster, and Antimatter Blaster do not work on the Falcon or Eagle vs Phase frigates. The combination of the extreme turn speed from Maneuvering Jets, and the frigates high top speed means most shots will just miss without additional autofire accuracy. They probably wouldn't work on the Aurora either, but I haven't tested it.
I'm assuming this is a feature, as it is mostly fixed when autofire accuracy increases.

Before you ask, yes I asked for, and received permission to re-open this discussion.

4
To start off with I've only seen the Persean League blockade so far, everything else I stopped by either meeting the requirements for ending hostilities, or genocide. I've only done one playthrough so far, and I will add to this thread later on after I've seen everything.
I'll go over each of the factions Hostile activity separately as they are very different, with some being better than others.

Tri-Tachyon. Easily my favorite HA faction.
Good points:
*They capitulate when you beat the hell out of them, which is what I expect from the factions. The completely suicidal nature of the League, Diktat, and Church is just strange and out of place.
*You can capitulate them without becoming hostile, and it is very easy to do. I went from +100 to +75 faction points over the course of the entire HA issue.
*Their random raiding fleets are interesting and challenging as they are all elite.
*They assassination fleet while difficult is again at least interesting.
*They give a good reward on beating them, assuming you have a high importance contact with them.

Bad points:
*They capitulate too easily. It took me four raids total of Port Tse Franchise Station and Skathi, along with a tiny amount of cargo raiding and mercenary killing to capitulate them. Upping the points required to get them to stop would be enough to fix this issue.
*Their random merc fleets and assassination fleet are too strong for normal difficulty. It would be fine as is for a hard difficulty.
*Their random merc fleets are not listed as hostile so system defense fleets will not engage them.
*You can't reasonably capitulate to them as the player only has control of their market share in roundabout ways and can't manually set export limits. This is also an issue with the Diktat.
*You can't ask them to stop, I assume maybe you can through a contact but I didn't have one with TT until half the sector was dead.
*Getting the accessibility bonus from them is extremely difficult as it requires a high importance contact. Which is very difficult to get unless you complete the main story. I didn't, and I had "beaten" the PL, SD, and LC by the time I finally managed to get one.


Persean League, my second favorite.
Good points:
*Big old event swarm with tough fleets. I got 16 very strong fleets for my blockade, that was an enjoyable challenging. I killed six on the way, one I think (it may have been an enforcer) outside my system, one in system, and two on my plasma cannon high tech star fortress. The last two was the admiral leading the blockade and one detachment. They left after I killed those two fleets. I'm still unsure if the damage me, and a random pirate swarm did was enough to drive them back, or if defeating the admiral drives them back.
*They capitulate if Kazeron is saturation bombed once.

Bad Points:
*Terrible rewards. Great the Heg and indi's like me more now, so what. I'm not joining the PL and I don't need their protection so "we will let you have AI cores and keep you safe for free" is worthless to me. The second reward requires the player to want to be part of the PL, but also fight the PL. So, it has no useful niche.
*Random enforcer fleets are annoying and definitely are trying to steal that one Alpha core I left in more inventory. They're also too big for normal difficulty. The PL also cries every time you kill one. Either have them take their losses like a man, or have them instantly declare hostile actions, this half and half is just annoying.
*It is extremely likely to be hostile by the end of the HA. Between killing enforcers that won't leave you alone, and defeating the blockade, you will be hostile unless you go out of your way to repair relations or avoid the enforcers. Repairing relations should never be the player's job, as it is the factions taking the aggressor role.
*The event is too big, and its fleets are too large for normal difficulty. 8 fleets with medium sized fleets having at max one capital would be fine for normal difficulty. Again, the current state is fine for a hard difficulty, if you leave it as is you will start seeing a large volume of complaints about the difficulty spike.
*They will not capitulate from harm done. TT's model of backing off from taking too much colony damage from the player should be standard for all factions.
*PL blockade and enforcer fleets do not retreat after being defeated. After I defeated the blockade there were still 2 detachments and 2 enforcers running around in my system causing trouble.


Luddic Church, meh
Good Points:
*The fleets they send are pathetic but fitting for normal difficulty. Typically, they are no more than one to two fleets every couple of months and contain no more than once capital (Retribution).
*You get the bonus at all times.
*Capitulating simple means returning to the status quo before this patch and can be done at any time.
Bad Points:
*Capitulating means fixing their mistake (I will never do this; they are my potato farmers now).
*They will not Capitulate. Genocide it is.
*Their HA increase is so low that it will take forever to have their event if the PL has been defeated.
*The only way to keep the bonus and resolve the conflict in a timely fashion if the PL has been defeated is to genocide Hesperus. Thankfully this only requires walking the path to get its story protections lifted.

Overall, a boring faction, with too few options to dealing with it.


Sindrian Diktat, why do want me to kill them?
Bad points:
*There are no good points.
*The player can't control their colony's market exports which means you can't stay low enough to not bother them and have enough fuel for your high command.
*First contact with hostile SD fleets involves them saying how they're going to sat bomb the player's colonies. The end result is predictable.
*The capitulation terms of "pay us 50% of your fuel income or else" is absurd especially when you have +100 faction rating with them.

Overall, they are the worst of the bunch, and will always get decivilized in everyone's playthrough purely out of spite.


Hegemony:
Good points:
*They leave you alone if you aren't doing anything grossly illegal or immoral.
Bad Points:
*The so-called successor to the domain of man does nothing when the PL tries to force the player to join the PL. They do nothing when the LC turn to piracy because their people are leaving them. They do nothing when TT also turns to piracy. They do nothing when the SD turns to genocide.
Some of this I can understand as it's not their problem. However, refusing to intervene when the PL is trying to shift the sectors balance of power, is entirely abnormal.

Pirates:
Good points:
*I gave Kanta a present for her birthday, it was a combat drone replicator, she was so happy she scared all the other pirates into leaving me alone.
Bad Points:
*The pirates are irrelevant now I guess, well besides the random station that pops up near my colonies.


Given how everyone is just clearly evil now, except the Hegemony and Pathers oddly enough. I think I'll just become a Pirate so the Pirate's leaving me alone is less weird. So basically, what I did when I played with Nex installed.


Overall recap for things I would like to see added.
*All factions can be capitulated like TT can.
*All factions can be capitulated without making them hostile. If I have to waste time rebuilding faction trust, I'm just going to raid them into de-civilization, it takes about the same amount of time and is more fun.
*Hard mode with current difficulty, I will exclusively play on hard mode.
*Normal mode is made easier.

Pardon poor spelling, it's late for me.

5
Suggestions / Pirate vermintide
« on: February 07, 2024, 04:54:35 PM »
As I noted in my suggestion thread pirates are spamming armadas in player colonies under certain conditions.
I had hoped that after killing the ten fleets that would be it since they seemed to stop at first, however the issue is persisting.

So far upon each of my visits to my colony I've had 10 fleets, 2 fleets, 8 fleets, and now 3 fleets just in hyperspace I haven't entered my colony yet due to the extreme number just outside.
All of which are armadas, as in there are no scouts, raiders, attack fleets, etc.

The steps to reproduce are following how I played during this run.
Let the pirates develop for about a decade, destroy all pirate stations near where you want to set up. I destroyed one before colonization.
Colonize several planets at once, I colonized six, three admins and three under my control.
All planets should be at five or less stability.
Build a waystation and industry on all planets.
Destroy new pirate station that spawns near your system.
Return to your colonies a few weeks later and find a large volume of pure pirate armadas.

I know this isn't an overzealous feature to try to get the player to negotiate with Kanta as I'm resetting my hostile activity bar to 0 every time I clean out my system.

No rush on the fix, while it's tedious I've played through worse. Currently I have a high command set up, and am generating nearly enough cash to break even each month, so I can theoretically keep it up until every planet in my system has a star fortress and high command.

I will upload a save in this thread if you can't repeat the bug on your end, just let me know what file service you want me to use.

6
Suggestions / Remove blowback for destroyed fleets
« on: February 07, 2024, 03:53:34 AM »
I had a bit of a bug, a few months after colonizing six planets in the same system, my system was attacked by 10 pirate armadas simultaneously. No that isn't an exaggeration, and yes they were all proper armadas, i.e. multiple capitals, armada nametag, high level officer spam, etc.

I killed them however I have a +10 to hostile activity from blowback. This seems comically excessive, and while I do recognize this is due to a bug, it could very easily happen in modded games.
Perhaps removing or reducing the decrease to HA when ships are destroyed, in return for removing or reducing blowback is the right call.

Also, this happened with the time frame of colonization + spaceport + waystation + 30 days until patrol HQ is completed. So literally just a few months.

7
I've had enough.
The Persean League and Luddic Path are getting saturation bombed.

While I'm here. @Alex mining + refining + a domain artifact should not cause an active Luddic Path cell and an increase to Hostile Activity. It also shouldn't cause LP armadas to pop into existence from nowhere in my system the moment it happens.
Also, "expeditions" should never be sent from planets with story protections, or those protections need to be removed and replaced with a warning. At this point it is a large portion of the military planets in the game. Furthermore, same faction fleets and stations should never aid expeditions. As it currently stands if you get jumped by an expedition that you forgot about, members of the expedition faction will aid them if in proximity.
Before anyone suggests otherwise, the expeditions are supposed to be "rogue actors", if their faction supports their attack against you, they are no longer "rogue actors", and it is now an act of open war.

8
Suggestions / Temporal shell issue and solution
« on: August 04, 2023, 01:17:14 AM »
Currently Temporal Shell generates soft flux at 25% of the base flux capacity. Which means if a ship like the Scarab is between max flux and (max flux - 625) it will not use its system. The AI will also not intentionally vent enough to use its system.

Switching the flux generation from f/u (base cap) to flux/second would allow the Scarab to activate its system at any flux level. Total soft flux generated should remain the same or be slightly increased.

The reason I'm asking for this is the volume of Scarabs I've lost because they backpedaled to death rather than venting for 1 and a half seconds, is genuinely insane. The AI's recklessness towards enemies at high flux has also made the situation worse when compared to version .95.

At this point, Tempests are better if you need an 8 DP frigate, and Medusas are better if you need a small high-tech brawler.

It would also make the Omegas a lot more interesting to fight.

9
Suggestions / Spoiler Task Force REDACTED
« on: June 06, 2023, 02:54:27 PM »
The task force is too easy, I managed to be it with a single Hyperion, with one disengage and a couple days of recovery in-between fights.
The first fight I killed everything except the Dominator and Onslaught. The second fight I won.

The fleet has a notable lack of fighters, which means it struggles against flanking frigates, or exceptionally struggles against a player piloted Hyperion. Adding a couple Moras and maybe one more Dominator would fix this issue as it would require too many days of recovering CR, and the fleet would respawn.
For those that are not aware, the fleet respawns after several days which is supposed to prevent waiting to recover CR as I did, but when there are only two ships left you can engage at 50% CR.

10
Bug Reports & Support / A.I. maintaining outranging enemy bug.
« on: May 15, 2023, 02:35:46 PM »
Certain ships that have a longer range than their target, and higher speed, will not remain out of range despite having steady cautious officers.

Tested ship, Odyssey with the following loadout.
Advance Optics, Advanced Turret Gyros, Auxiliary Thrusters, Expanded Missile Racks, and Integrated Targeting Unit. 42 Capacitors, 23 vents.
Fighters are mining pods. Weapons are double Tachyon Lance, three Harpoon MRM pods, and Squall.
No officer, no built in, no d-mods, and the only player skill effecting the ship is Flux regulation.

Tested against sim Onslaught.

Results are if fleet doctrine is set to steady, the Odyssey takes severe damage or dies. If fleet doctrine is set to cautious, the Odyssey will live with minor to severe damage (there's a lot of RNG involved).
In .95 both aggressiveness settings could kill the Onslaught with minimal or without hull damage.

I have two observations as to why this is happening.
The first is the Odyssey always uses both of its plasma burn charges when re-engaging, including when it's in range after the first charge.
The second is that the Odyssey flies even closer when it is already in range. It's difficult to tell, but it does appear to be stopping at some point, and it looks roughly like it stops at 1000 range.
Is there a possibility that the A.I. isn't taking range bonuses into account?

I kept the loadout simple for testing purposes, the addition of PD and other weapons does not appear to change behavior. Dropping the Harpoons and adding capacitors gives it enough time to retreat once it hits the flux threshold to avoid taking damage.

11
General Discussion / A.I. engagement issues
« on: May 12, 2023, 02:27:59 PM »
I think I figured out why some ships with reckless officers won't engage. If the difference in firepower is too heavily in favor of the enemy, reckless ships won't engage.
I noticed this when testing Hyperion builds. Lighter weapon builds refuse to engage multiple enemies, whereas heavier weapon builds will engage.

In the simulator the enemy fleet I used was 1 dominator, one medusa, two sunders, two hammerheads, and one mule. The loadouts are the following. The first is Heavy needler, pulse laser, and mining blaster with armored weapon mounts built in. It will not engage the enemy even with a reckless officer.  The second loadout is Mining blaster, thumper, and ion pulser, with expanded mags built in. It will engage the enemy with a reckless officer.

While the second loadout has more officer skills, I don't think that is the issue as neither will properly engage a lone onslaught. When engaging an onslaught, both teleport onto it, and then immediately start retreating regardless of flux level. The onslaught of course has a significantly higher firepower than any lone ship in the above fleet, which is why I suspect it's an issue of the A.I. overcompensating when going against overwhelming firepower.

It should be noted this wasn't an issue last patch, and while it could be an artifact of removing safety overrides, I doubt it because other people are reporting similar issues.

12
The IR Autolance doesn't prioritize fighters, despite being essentially dedicated PD. It will focus on ships regardless of whether their shields are raised or not. I checked and it doesn't have the "anti-fighter" hint in weapon_data. So, it's a A.I. balance issue and not a bug.

Proximity launchers won't fire at fighters or missiles. I tested this with both hardpoint and turret mounts with the same result. It has the anti_fighter tag, but lacks the PD tag which it had last version. So, this is both a bug, as well as a A.I. balance issue.
PCLs were some of the best PD for ships that lack ballistic PD. It can't be understated just how big of a nerf not targeting missiles is, especially with the current missile meta.

I'm putting this in general as it contains A.I. balance issues, suggestions, as well as bugs.

13
Suggestions / A.I. piloting issues and potential fixes.
« on: October 20, 2022, 11:00:20 PM »
I'll start off by saying, this is not a bug report topic, as most of these issues are the result of intended features under unfavorable circumstances.


The first, and most annoying A.I. behavior that I've come across, is that the A.I. is extremely scared of missiles. This is most noticeable with fast highly maneuverable ships.
This issue comes in two flavors.

The A.I. tries to dodge all missiles, including missiles with tracking. While this sounds desirable, the player can't dodge most tracking missiles, which means the A.I. definitely can't. This results in the missiles "pushing" faster ships back, as they are trying to dodge those missiles. The A.I. will try to dodge missiles regardless of current flux levels.
For testing purposes take an SO Aurora, any loadout, and pit it against the long-range support Dominator. The Aurora will struggle to close the distance due to trying to dodge the incoming pilums.
This issue is also very noticeable pitting the Aurora against three Condors. The conjunction of trying to dodge the Condor's pilums, along with trying to dodge an incoming volley of Comp-X bombs, means the Aurora will struggle to engage, and frequently will lose.
An interesting note is that the dodging algorithm bugs out when saturated with targets, such as when trying to dodge a piranhas' payload, and will slow down enough that some of the bombs will hit.

This issue is also why long-range weaponry in conjunction with squall or mirvs are "meta" in the campaign. The enemy will never get in range due to being pushed back by missiles that aren't a threat but remain in range of your long-range weaponry which results in an indecisive flux lock.

The fix for this issue is to disable dodging for tracking missiles, because they're rarely possible to dodge anyways, and lower the threat assessment of none tracking missiles. The A.I. should not treat a couple piranha bombs as if they're a reaper. Likewise, squall aren't an issue until armor has been compromised, as such dropping shields against a ship using them should be the A.I. response.

The second issue is that ships with frontal shields, shield conversion front included, always try to face missiles if they can. This behavior makes sense if a ship has a low shield arc. It does not make sense if the ship has 360-degree shields, and they are fully raised.
The biggest test case is against a star fortress. Fast ships, high tech, and SO all struggle against star fortresses as they waste firing time turning towards mines that couldn't hit them in the first place.

A simple check to see if the ship has 360 shields, they are fully raised, and then disabling the behavior should be enough for most cases.

The two issues mentioned above are partly why SO builds, fast low weapon range ships, and high-tech struggle so much in the A.I. hands, but are great in the player's.


For the next annoying A.I, behavior, the A.I. becomes more aggressive when it starts to lose CR. This includes ships within the player's fleet. If I want a reckless officer, I will assign a reckless officer. There is no circumstance I want my steady or aggressive officer becoming reckless due to lowering CR. If I need them to kill something in a risky fashion, I can always order them to do it.
I presume this was added to prevent the A.I. from CR stalling, or to make an already won fight faster. I would appreciate it if it was removed at bare minimum from the player's fleet.


Second to last A.I. behavior is indecisive flux locking.
This happens for two reasons. First the A.I. is getting pushed back by missiles so it can't engage its weapons, but it's not disengaging meaning it remains within enemy weapon range. The Apogee and Conquest videos by Big Brain Energy are a good example of this.
The other reason is that the A.I. disengages but re-engages before fully venting its flux. This is mostly an issue with, you guessed it, faster shorter-range ships. The fix for this is simple, do not re-engage until the ship is at 0 hard flux. It is almost always better and safer to re-engage too late, rather than re-engage too early.


The last A.I. behavior I'll touch on is flux management with heavy burst weapons such as the Tachyon Lance. Even if the A.I. has more than enough dissipation, and capacity, it will still frequently disable auto-fire due to the sudden increase in flux. This of course disables the weapon's tracking, which can be the difference between a dead frigate and a badly damaged frigate. The current workaround is to put Tachyons in the same weapon group as PD as the A.I. will almost never turn the PD group off. However, the A.I. should get a proper adjustment as there are cases near max flux where the Tachs need to stop firing.

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