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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - StriderGunship

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At least 2-3 people confirmed the issue on Discord, and I personally see that (aggressive+) AI straight up gets itself surrounded almost on purpose.

As far as I know, while there were some incremental AI changes (and more will come in a future update), I don't think there were any fundamental changes to AI personalities from 0.95.1a to 0.97a.

Reckless AI specifically ignores other enemy ships for threat calculation purposes - it's basically the ship assigning itself an Eliminate order on whatever its current target is. That alone makes Reckless-piloted ships liable to get themselves surrounded by other ships unless you actively wrangle them using your own orders.

You also have to consider that both Aggressive and Reckless personalities specifically want close in within the range of their own PD weapons, meaning they'll treat, for example, Vulcan Cannons and PD Lasers as actual anti-ship weapons. Naturally, this also tends to get them surrounded by enemy ships too, although Aggressive does try to respect other enemy ships while closing in.

If you want ships to not actively put themselves in danger, I'd suggest sticking to Steady or Cautious personalities, as well as start looking into ship loadouts that don't force them into close-quarters combat. Also keep in mind that enemy fleets using faster, more numerous, or more aggressive ships than yours will, by their vary nature, typically surround your ships anyways, so there's never a guarantee that your own ships will stop getting into sticky situations.

Fearless and aggressive weren't as dumb as they are now.

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Fearless is a Reckless equivalent, not Aggressive (although that wouldn't explain a difference between game versions).

Anyway it's probably easier to ask in General Discussion if people have noticed any such changes. You could also check out the AI Tweaks mod, although it doesn't seem like it touches on your issue.

(I didn't notice any mods in the list that should be tampering with AI ship behavior, but I can't guarantee none of them are)

At least 2-3 people confirmed the issue on Discord, and I personally see that (aggressive+) AI straight up gets itself surrounded almost on purpose.

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Had two normal and one modded playthroughs in total (not including the current one). Never had any problems, build/playstyle more or less the same. Aggressive officers get themselves surrounded in a way they never did before and die. Same goes to Glimmers. A Radiant build that literally NEVER once died in my previous playthroughs that can 1v3 three capitals easily gets itself surrounded by three cruisers and I actually had to save it from dying, that was the last straw. During sim testing it also often sits on its Skimmer charges instead of disengaging and venting. Ship AI died such easily avoidable deaths extremely rarely and was very competent and reliable in all my previous playthroughs. They also drop their shield all the time for no reason and get easily avoidable damage.

Also, that thing when ships turn their fresh armor absolutely murders some of the ships that have a lot of fixed hardpoints, and in other cases it leads to ships taking damage they wouldn't get if they just kept shooting.

Heard but not tested myself that reckless officers became worse too.

The last version before this patch I played is [0.95.1a-RC6]

Mods list: https://imgur.com/a/upSNfaZ

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Modding / Re: [0.96a] Truly Automated Ships v1.2.5
« on: September 16, 2024, 07:09:24 AM »
You can assign cores right before battle and not deal with the increased supply cost, lol.

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Mods / Re: [0.97] Tahlan Shipworks
« on: September 11, 2024, 10:06:39 AM »
Regular Nelson is unspeakably bad for its DP cost no matter what you do with it. Please either remove this ship and leave only the 14 version, or give it significant buffs. This thing is hand-tailored to gaslight you into thinking you're bad at this game.

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Mods / Re: [0.97a] Volkov Industrial Conglomerate 1.6.3a
« on: September 10, 2024, 01:33:23 PM »
Do all similar portraits disappear from random NPCs if you take it in VIC revitalization center? Does it make that portratit "unique"?

Also, needs more Agniezska-type portraits, thanks.

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Mods / Re: [0.95.1a-RC6] Fast Engine Rendering v1.1.2 - Combat FPS Booster
« on: September 07, 2024, 04:36:42 AM »
Is it safe to remove in case it causes any issues?

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Mods / Re: [0.9.1a] Blackrock Drive Yards
« on: September 07, 2024, 03:31:01 AM »
Game crashes the second any BRDY ship starts firing.

(log) https://drive.google.com/file/d/1PaJUwfGs6M7FGB2dcLigpfAzvA_7ygL1/view?usp=drive_link

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Mods / Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« on: February 17, 2023, 07:03:27 AM »
It happened again.

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Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: February 05, 2023, 05:39:37 AM »
Cordite is just a *** not-champion/not-apogee, you should lower its DP cost to 18-20 or give it better stats. And even then, with its pd slots in the back it's still going to be worse.

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Mods / Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« on: February 05, 2023, 05:18:38 AM »
For some reason, after I set the penalties to false it wouldn't let me switch pages, I restarted the game and it didn't help, but after I opened the settings file with the game running it started to work again :/

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Mods / Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« on: February 04, 2023, 04:05:30 PM »
Thanks for the mod. Cramped infrastructure should be disabled by default imo, or make penalties smaller.

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Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1dc_exp
« on: February 04, 2023, 07:49:09 AM »
Semibreves pushing away ships and not detonating, anyone knows how to fix this?

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Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: February 03, 2023, 11:33:20 AM »
Yes, I found the right one after I enabled it in the settings, thought it was yours.

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Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: February 03, 2023, 11:29:04 AM »
I wanted to have perfect colony clusters as one of my endgame goals, and do it in a semi-fair way with mods, and was a little disappointed that you couldn't terraform volcanic worlds (no pressure, I understand you do it for free). Could you please add a "full terraforming" version and make the current version "balanced terraforming", thank you. Also, is the radiation removal thing supposed to cost 50 mil and take 9999 days to build?

I'm considering creating a way to terraform volcanic planets for the next patch. No promises though!

No, the magnetoshield should not have those requirements. Did you edit the industries.csv file?

Yes, I edited vanilla files, made tech-mining count as a structure.

Delete the TASC industries.csv file and replace it with one freshly downloaded. That's the only way I can think of that the magnetoshield could cost that much.

I updated and that did not help, also, will building a station in an asteroid congregation with a sling in it make the colony "has large amount of water present" green in the same system, and can I get a mild climate with terraforming?

Can you please post a screenshot of the build requirements?

Yes, you can build the asteroid processing structure on any station to get water for terraforming projects in the system. Mild climate is a terraforming option you can use on the habitable planet types.

Here.

[attachment deleted by admin]

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