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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 - mllhild

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1
Suggestions / Re: Have USE_LESS_VS_HULL weapon AI tag
« on: September 19, 2024, 01:23:14 PM »
There should be the Main range which is considered by AI as optimal.
Then secondary and the rest.
All  the  3 priority ranges are set in Hangar on the weapon group screen.
As long  as one ship in  combat  is human controlled (at maximum) then it means most of ships use  wrong tactic, which is unpleasant to watch.
This sounds terrible for most players, because they will forget to change it to fit the new loadout or set it wrong. The officer temperament system is simpler to understand and hence far more approachable. (If your game has long tutorials on how to equip units, then you already are at the complexity limit)

Currently each weapon wage war independently, if  get opportunity then blast them. There is no decision about  resources and priorities. As  result we see usage of limited ammo weapons shooting at target with zero chance to make damage or even hit.
Besides missles, battleships IRL will gladly use ammo to level hills. Also imagine the rage if your ship gets destroyed with all its missles on it.

Same  as usage of point defence blasting rockets while they could be swallowed by shield, when PD should rather attack the opponent ship to finish it.
Your PD is supposed to finish off a ship? What if a Reaper sneaks throu because all your guns are busy.

AI  weapon officer is a module which oversee all the weapons like player would do.
Consider chance of hit, chance of damage, current flux levels, optimal range for weapons available. This officer also should handle overkill situations, as long as he see all weapons and their real impact on current target  after bonuses applied.
Overkill is fun and very much something human would do, so yes, the AI should fire a Semibreve at the incoming frigate.

USE_LESS_VS_HULL also would mean fewer weapons firing, which makes for less of a visual spectacle and hence a less fun game. In the end the aim isnt optimal ship ai, but maximizing the fun a battle brings.

2
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: September 13, 2024, 01:48:48 AM »
One problem I ran into is information overload due to excess number of skills on the opposing fleet. The consequence is that I end up ignoring what the enemy has. A lower number, but more impactful skills for the enemy officers would solve this, but I dont know how viable differentiated skills for player officers and enemy officers are.

3
Until now survey data was only useful for some money, mostly not even worth the time it took to collect them, so it would be nice for the to be a better use for them. A trial run for this is being done by the UAF exchange shop, where you can get ships and items not available elsewhere in exchange for survey data. This is particularly nice because survey data is a limited resource, so the player cant just farm for more.

4
Suggestions / Re: Gameovers
« on: March 08, 2024, 10:32:28 AM »
The boring solutions would be things like fines.

Temporary prison sentences would be more fun, essentially your fleet is stuck and has to wait for you to return. The option existing for you to call the marines in your fleet to bist you out. This would make the playrr feel more like the mercenary leader he is supposed to be.

Hit fleets that enter the map during conbat and beeline it towards you flagship assassins.

5
It's already against everything and deserves a ban, yet I want to notice that there was at least 1 case of such person being rehabilitated, so if we'd REALLY went on a fullscale witch-hunt, in some cases it will be like an execution of felon who already served his time in a prison, was released, and actually changed his life.
game mods are based on trust, once lost it cant be restored.

6
yep, please blanket ban anyone putting maleware into the code.
For those talking about rutheless mod and realistic combat mod, they clearly state what they do, so they would never fall into the category of malware.

As for crashes due to mod incompatibility, the community seemed to have handled this rather well until now and always tried to fix them.

7
Mods / Re: [0.97a] The Knights of Ludd
« on: March 07, 2024, 02:02:32 PM »
Hello there, this might be massive spoilers for this mod but i am so confused on what happened so I'm asking anyway. Be warned I guess?

Its Kinda simple really, I was just using the gates to travel the core worlds when all of sudden i find myself in the "NullSpace" that isnt on the map. Its filled with some crazy Ships called the "Duskborne"(that the mod that which tells you what ships came from what mod, say that they came from this mod) and possibly lore for the mod. So i have to ask if this is intentional or have I accidentally skipped/broke my way into that area? I just want to know if i should resort to a previous save so as not to do things out of order.

That should be Secrets of the Frontier, the Sierra mod

8
So its it still going to be "making friend in magical girl anime" style? (beat them up and scream at them until they become your friends)

9
Modding / Re: [0.97a] ElvenSector 0.1.2
« on: March 06, 2024, 12:27:43 AM »
Tried the frigates yesterday. Had 3 of the smalles ones with default load out 3x4DP, vs a sungle Slasher 4DP. The slasher died due to CR depletion.

Equipped them then with Chainguns and they did a bit better. If those where Synergy mounts so that energy damage weapons could be put there it would help mitigate the single forward mount problem.

Still.those friggates are quite good vs beam weapons since they have so much excess flux.

Due to the light at the tail sections its hard to see in combat if the engine is burnt out or not. awould it be possible to make that light part of the green engine flame, so that it goes out together?


When I tried the next friiggate I noticed that the small mounts field of fire doesnt overlap. So the weapons I put there really struggled to hit thinner ships.

Factionwise, soon after I started the game the secondary planet got invaded by a vanilla faction and just fell immediately.

All in all it has the nice feel of an underdog faction whose ship design is still stuck in more peaceful times and not the guns at every corner and missle spam war of the Persean sector.



10
Mods / Re: [0.97a] Random Assortment of Things
« on: February 25, 2024, 01:02:22 PM »
Tried the Settlement mechanic for the first time and it works really nice with the Ruthless Sector mod, since it makes a transitiontionary phase to the colony possible.

The minimap takes some getting used too, especially in system the black background and stuttering is a bit of a problem.

EPA stuff is quite expensive in terms of ai cores or blueprints if I keep the vanilla spawning settings.

Since you seem to be the best at UI modding I have a question as well, is there any UI setting to only scale up the dialog screen and nothing else? Im having trouble with it because at 1440p I have to glue my face to the screen to read the dialog.


11
This is mainly in regards to carriers, even if I equip them with guns and give the engage command they dont approach the enemy, but only send their fighter. This is likely because Vanilla carriers all have no guns whatsoever, but a lot of mods have hybrid carriers.

Suggestion: Add to the refit screen a dropdown menu to choose which AI this ship should use.

12
Suggestions / Re: Plot armor should be handled more gracefully, if kept.
« on: February 25, 2024, 11:08:23 AM »
There shouldnt be any plot armor in that regard. If the player is so stupid as to satbomb coreworlds then he should be prepared to lose quests related to those places.

13
Suggestions / Separate UI scaling for Hud and Dialog windows
« on: February 25, 2024, 11:05:33 AM »
The Dialog UI doesnt auto-scale to the window size, but remains constant, so when I play the game at 1440p I can barely read the text. The solution is to scale up the UI when launching Starsector, but that scales everything and then I end up with a giant HUD.

Hence I would like to suggest having separate Ui scaling for HUD and Dialog/Event screen and Shop screen.

14
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 04, 2024, 05:09:29 PM »
I only now got from the subreddit that a new version came out, well time to boot up and see what mods are still working.

15
Thank you so much for the update, finally again something to challenge the UAF in terms of waifu supremacy faction!

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