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

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Topics - Sinigr

Pages: [1] 2
1
Hope it's simple question.

How to cut a check how much fleets are involving in one battle. But without some ridiculous methods like managing too large fleet.
Normally just 3-4 fleets are involved in one battle, it is possible to increase "battleJoinRange" to involve fleets which are far, and some tricks to increase fleet PTS to involve more fleets, like I made for hunting 10 ordos in one battle. But increasing fleet PTS is not ok because it influence some other thing as well.
I was looking configs a lot to find something relative to it, but with no success.

So, how to cut that check, or increase it, or where it is?

Alex, help, I beg you!

2
So, I saw some topics with hunting remnants and deside to create one.
It's clear vanilla balance. Just increased maximum zoom level, game speed, one mod installed: Detailed Combat Results. And some tricks to involve all those remnants in one battle.

Just tried loadout how do I survive with mods to beat it using only vanilla content.

https://www.youtube.com/watch?v=QSXbXeIL0Zg

Flagship battleship:
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2 Minipulsers, 4 Burst PD Lasers.
2 Hypervelocity Drivers, 2 Graviton Beams, 2 (usually for manual control) Tachyon Lances as long range battery.
Reality Disruptor.
Plasma Cannon as heavy preasure.
Mercenary officer is just to receive additional combat readiness because of player does not has Combat Endurance, swaps in battle. However, even in this form, the ship will remain with good skills if you swap control for another.

Two AI battleships:
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6 Burst PD Lasers.
2 Autopulse Lasers and 2 Heavy Autocannons as high range preasure flux efficient battery.
2 Graviton Beams, 2 Tachyon lances, 2 Phase Lances as amplified self defence close range battery. Especially phase lances as high burst beam disintegrators of impudent small ships, espetially phase.

Six Monitors:
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Those are just simple Monitors, additional targets for hostiles for lasting free deployemnt points. Ah, and some speed bonus for Paragons by Coordinated maneuvers.

Character skills:
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3
Modding / [0.97a] Vanila weapons friendly fire off.
« on: March 02, 2024, 04:09:10 PM »
I made a simple mod. Turns all vanila, just vanila weapons friendly fire off, so allied sgips can shoot throw allies. Also fire of allied ships is not interrupted more by possible friendly fire.

Simple mod presentation:
https://www.youtube.com/watch?v=oUcKlm7LSaE

Compatibility: probably is compatible with all mods, however the effect only applies to vanila weapons, not including other mod weapons.

Safe dave compatibility, can be turned on or off without starting new game. Try it!  ;)

Download link: https://drive.google.com/file/d/19R7AfEHJVRPCz6puVr2rx5j2pSGdLUIg/view?usp=drive_link

4
Suggestions / 0.97 AI behavior strong issues.
« on: February 22, 2024, 08:43:31 AM »
Okey, lets go.

1) Onslaught engagement. In 0.95 it was okey, if you order some reckless Onslaught to eliminate some enemy it will directly engaging ignoring most of all collisions, engaging some enemy capital ship maximum close as it is possible using burn drive ignoring danger of it's escort. Same it is well seen with rabiant, in 0.95 with ellimination order it will just use burn drive by cd rushing that radiant until it blows. Now since 0.96 it does not rush well, using burn drive just until highest range weapon reaches target. I do now have 0.95 save file to make "real" video how it was, but i made some different. It’s not as clear as in a real battle, just order eliminate, ship directly turns up to it's target and activates burn drive for full range.
At least undo how it was in 0.95, please.

0.95 example:
https://youtu.be/WFGK1U1rz3s
0.97 example:
https://youtu.be/Uk2maEzCG3M

2) It is very siple: plasma cannons do not auto firing, but it has a lot of options to fire.

https://youtu.be/PjgNV4MHGyA

3) Ship shields. Ship lowers it's shields to get punched, very well... Also if that ship has about 50% of flux capacity in can began venting while some destroyers and capitals are extremely close. Last seen while having about 50% flux, two fulgents and nova in range about 250. It starting vent and blow, instead of shoot rapidly at least those fulgents, mama mia. I'm done...

Some example, 1:20 timecode.
https://youtu.be/THEaqBkdwME

And lastly for now. It’s not worth taking officers away from stations and turning them into such infirmities.

5
Suggestions / Future Brawler's changes.
« on: November 03, 2019, 06:22:18 AM »
I saw that post: https://twitter.com/amosolov/status/1167852095036370944
My suggestion is: please change two small mounts by one rotating with angle 100-360, because it has huge promlems with missiles and fighters, especially with salamanders, or just one build in flak cannon seems to be perfect, like monitor has. I made some videos to show how annoying missiles and fighters are, and how much time you spent to hunt or avoid it, also you need to reengage in battle more times because of it.
https://youtu.be/UyBHOGZyCH8
https://youtu.be/LxG75ODdhQ8

6
General Discussion / What is this?
« on: October 29, 2019, 10:38:13 PM »
Alex, what is this? Support ships for missile reloading in battle?

[attachment deleted by admin]

7
General Discussion / How does armor mechanics warks?
« on: October 28, 2019, 01:56:11 PM »
Armor damage reduction calculation x * (x / (x + y)) where x = bullet power, y = armor. Lets take a look at 100 armor, 5% remains of 2000 armor. How does kinetic shell of power 100 damages hull, how warks that colculation, like that: x = x/2, 50 * (50 / (50 + 100))=16.6, but 16.6 of kinetic damage, so we multiply by two and we have 33 damage to hull after 100 armor damage reduction?
And high explosive shell of power 100, x = 2x, 200*(200/(200+100))= 133.33, divide by two because it is high explosive and we get 66 damage to hull?

And how warks calculation of 5% (100) armor remains with skills? (100+150)*1.5=375, so onlaught with 2000 disrupted armor with armor skills has 375 armor for damage reduction calculation?

8
General Discussion / How to hunt remnants?
« on: October 19, 2019, 10:24:30 PM »
Is there any better way how to hunt sush remnants without losses? Share your videos how you hunt remnants!
My method is: https://youtu.be/gFxPVNdluh8 can't imagine better setup yet.

Nexus vs one ship: https://youtu.be/kkH8Nikh26I

9
Suggestions / AI needs some upgrades.
« on: October 17, 2019, 10:45:04 AM »
That paragon can easily smash that onslaught, but, just take a look what it is doing...

https://www.youtube.com/watch?time_continue=85&v=171I9ZnMAbI

10
So, issue: plasma cannon do not shoot at fighters, while autopulse laser does.

Suggestion: make some more settings for weapon groups to set will it fire at fighters or not, and let it work for ships under AI control.

AI with autopulse: it shoots at fighter spending all ammunition for killing one fighter, it is annoying! It is not very smart to do so. Why plasma has brain, while autopulse does not?

Also take look at paladin pd system, it has acumulating system like autopulse, but, it shoots all what it can. So, what we have: it shoots some, for example, enforcer, it does not do hard flux, in total we have paladin with 0 ammo and enforcer with 0 flux, and look, some torpedos are going to eat our ship, paladin does not shoot it, boooom! Paladins's feature: burst anti missile defense, it does not wark because it shoot at all what it can, so, for paladin there should be an opton to set it's autofire just at missiles or missiles and fighters.

Conclusion: paladin does not perform it's goal like autopulse.

So, there should de 3 more options while setting weapon groups, which targets should target such weapons: missiles (just for PD), fighters and ships, so you could combine to shoot all targets, or missiles and fighter, fighters and ships so on...
Just with such options weapons should fulfill it's specifics, for example: gausses and tachyons shoot just ships, paladin target just missiles, some small weapon shoot fighters, autopulses target ships in burst.

Adding my posts to top of this topic.

#1
I have wanted a feature like this for a while but i was thinking of the AI ramifications and think i was wrong.

The main thing is that this increases the level of specifity that AI builds require. And this will widen the gap between random fit builds and player builds. Player AI ships and stations will be at serious disadvantages compared to pre-configured fits.


Its better to make the AI of each weapons autofire better so it can apply to both player and AI ships than widen the gap between player fleets and ai fleets more.
Let AI, at least do not spend ammo in such way with guns like autopulse, with accumulated ammo. Spend all 30 ammo to shoot one fighter, also, probable it can miss all bullets and do not do it! So, when ship is facing other large hostile ship it seems to be out of ammo, you all are thinking that it is normal mechanics for such games? There are lots of weapons which should just use huge amouns of flux to shoot at fighter and miss it in total, gauss cannon, mark 9, and thachyon lance: 2249 damage in cast of 2991 flux to shoot 1-2 fighters, or 0 of it.  My solution is do not use such weapons, it is one of goals in starsector? Take a look, if gun fires at fighters, so do not use it at AI ship because it does so? It is unwanted, unlogical ingame mechanic.

#2
Okey, what is it "autopulse"? I see such goal of autopulse: accumulate ammo and shoot hostile ship in burst. Lets take a look, almost in all fights (99%+) we have some figthers, ai shoot it loosing it's ammo, so, in total, as you see, feature of that weapon does wark at ai ships, and we have, almost always, weapon for large mount with susteined fire 300, with bad armor penetration (150 damage per shoot) it is a goal? Weapon with some feature, but wich does not wark in ai hands, hm..... Game mechanics ruin features of some weapons.

11
Suggestions / AI officer difficulty settings.
« on: October 03, 2019, 02:52:53 AM »
Another one topic by Sinigr  :o

As you see, some players are using officers settings to allow ai use officers in all ships, and setting their max level to 29. So what we have, now ai are more closer to player by power, in vanilla max AI level is 20, so it can have just 7 pilot skills, while player can have all skills, no balance as you see, modded officers can have 10 skills. Also, in vanilla max officers count in ai fleet is 10, so other ships whithout officers are so weak, it is too boring. All those changes are making battles more itneresting, you need to think how to fight, how to loadout your ship and so on, while in vanilla for some battles you can loadout random weapons whithout any understanding about it and it is enough to win, so, as you see it is boring.

So, Alex, i think it seems to be cool adding such setting throw interface, like battle size changing, so player should have opportunity to change officers difficalty at any time whithout need of starting new game. If he can not hunt it change back to vanilla settings, who want interesting game whith upgraded skill in one game set those settings up.

Also enhance station power, like tier 1 19 lvl, tier 2 24, and tier 3 29 lvl, it is station, it is should be stronger.

12
Suggestions / Module for future remnants ships under player's control.
« on: October 02, 2019, 03:50:57 AM »
So, Alex, you are going to give skill to capture remnants ships, and you say that there is no living plase in their ships so there is no option to set an officer, just ai cores, so should player have option to control it? If not, should be some hullmod, like command center, just mod with life supporting system to allow player control of future captured radiant.

13
Look, some remnants fleets, paragons with cool capacitors and shield ratio damage flux can tank with it's, also conditionally recovering shield, it can tank, kill enemies, use it's shield fortress tank and tank more with shields, it can vent at right moment, tank one time, vent, tank again, vent, and again and again, so it can hunt strong enemies without losses.
Onslaught, it has bad shields and bad capacitors, so it can not tank with shields, so it tank with armor and hull, but, if it can not regenerate it can tank first, second time, and for third time it explodes because there is no armor or hull regeneration.
While such ships like onslaught will not have some hull regenaration or something other solution, we have just paragon for good game without losses, we should just play, making some money, trading, explorering, for one hour, than we can take paragon and play without those annoying losses and hunt all what we see, and just paragon is applicable for such game, no one other ship can tank like paragon and hunt 100% without losses.

Or some thing like capacitors, vents and shield, which should be bad on high tech ships, and good on low tech ships, so, on mid tech ships should be possibility to use average shields with average capacitors/vents, and average ship repairing system. Completely new thing like capacitors/vents and shield efficiency, look, add some base repairing system, whish should use flux like shields, but, for low tech ships it should be effective because of simple old ship design, while high tech ships should get bad effectiveness of that system because of sophisticated modern ship design (delicate machinery  ;)) so it needs to be shut down for fast repairs to prevent critical failure, like low tech ships have bad shields, but hith tech ships get the benefits from shields.

Some more information. Goal is that low tehch has good armor and hulls, but are very slow, while high tech has cool shields and speed, or more unuque like paragon, so compare some ships.

Enforcer vs meduse, what we will get: medusa harasses enforcer, does some armor/hull damage, than fast retreating, venting, and again, with new shields harassing enforser, and repeating such procedure while enforcer blows up. Okey, enforcer can use berndrive, medusa just as easy evoinds such enforcer or feeds it's hull by damage.
Dominator vs aurora, same situation progress.
Onslaught vs odyssey, same situation progress.
So, while high tech retreating for shield renewal, and repeatedly engaging ship it has same tanking feature like before while low tech ship has damaged unregerable armor and hull.
Take some fleet vs fleet you will see same condition, high tech is harassing low tech, by rotation retreating and renewing their shilds and harassing again, gradually tearing pieces of low's armor/hull.

What about Paragon? That boy should just smash those ships like paper.

Which ship can tank that? I made some video, but while recording i have very bad perfoformance, but it is done) So, here you can see how paragon can tank, put there some other ship and look what seems to happen (At least without moded officers). Do not say anything about vanilla AI's without officers and low level, it is eeeeeeeeeeeasy mod, no fun, i think one day Alex should add legal difficulty setting by officers in ai fleet. Set speed x2. https://youtu.be/IALWTMIqVoE
And vanilla video. https://youtu.be/gFxPVNdluh8

14
Suggestions / Max ships in fleet limit. U.D. And ECM.
« on: September 21, 2019, 07:38:29 AM »
Some database error with creating that topic, so i made some images.


I saw that post https://twitter.com/amosolov/status/1168299595891466241


Also ECM power should be scaled of deployment, not of ship class. Atlas II = 4% ECM = 24 d.p. > paragon = 4% ECM = 60 d.p.
As i think better would be like 1 deployent point = 0.1% ECM, Hummerhead = 10x0.1%=1% ecm, onslaught = 40x0.1%= 4% ECM.
So, for 150 in total we should get same fleet ECM power, same with fleet speed bonus.

15
General Discussion / Max ships in fleet limit.
« on: September 21, 2019, 07:37:09 AM »
Some database error with creating that topic, so i made some images.


I saw that post https://twitter.com/amosolov/status/1168299595891466241



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