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Starsector 0.98a is out! (03/27/25)

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Messages - Stroichik

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16
I also noticed, that sometimes my ships do not like to activate their shields, even when attacked by enemies and having low flux. I don't know if its some weird conflict between vanilla combat AI and new weapons being constantly used in battle, or if combat AI was somehow reworked in TC.
But after several dozen battles watched i still think that in vanilla ships were a bit more inclined to use shields to protect against enemy fire.

In vanilla, though, ships usually were dropping shields, when they were attacked by anti-shield weapons (probably to prevent excessive flux build-up), but engaged ships right after those weapons were no longer a threat (until next volley).

With so many new weapons, could it be that AI considers even smallest Anti-shield shots, from weakest weapons as a flag to drop shields temporarily, and due to a sustained fire by those weapons, AI almost never finds opportunity to raise shields again, even though he is being battered from all sides?

I was lucky to find a big Odyssey-class ship very early in game, so i was wondering why would it drop shields so often, and let itself get damaged by frigates and gunboats, instead of soaking dmg to shields. It shouldn't be any sort of malfunction too, since i could use manual control to raise and keep shields up.
Smaller ships seem to ok, but maybe they are just targeted by less amount of enemy ships for me to notice any real change in behaviour.

17
2 Cycles passed in my game, so trade should've replenished markets.

Checking Factions:

Traders guild - have ships in Open.
Hegemony - have ships.
Independent - have ships.
Pirates - have ships.

Archean Order - no ships in Open on any planet.

Sindrian Diktat - have ships.
Tri-Tachyon - have ships.
Persean League - have ships.
Sci Corps - have ships.

Adamantium Consortium - can't check due to relations.

18
I use latest download 0.95.1a-RC6 and i started fresh game with TC + some minor mods like DIY planets (Grand colonies and like that), dont use Nexerelin.

Archean Order have no ships on Open market, and i think i saw other TC faction has same issue, but they do have ships in Military section and Black market. And i mean i visited 6 Archean planets, and all 6 of them have empty Open market for ships. I think a cycle passed in my game already, so traders should've brought ships to sell them, but its still empty.

I can try scouting all other factions to see if it happens everywhere, but i saw Hegemony is having no such issues, got ships in all 3 tabs - Open, Military, Black markets. So maybe issue is only with modded factions.

So i was just wondering if that issue is to be adressed or should've been fixed already.

19
And considering some factions' Open market do not have any ships for sale, its stated in info as a bug from vanilla game? It will only be fixed by Alex at some later release?

20
If i disable total conversion to use DIY Planets, Grand Colonies and other mods like that, what parts of TC will be disabled?

21
Mod, gifs of combat, new ships and weapons - look simply too fantastic to believe. I dread to even fathom amount of coding involved and efforts put into it. I will totally give a mod a try on new game.

22
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: January 12, 2022, 10:28:04 AM »
Is it normal that i don't see lobsters in export window of a colony? I used lobster breeding programm, i see planet having feature of lobsters, but no lobster production, only food.

23
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« on: January 12, 2022, 05:47:48 AM »
When i run game with this mod i get red message on game load that say something about

sun.security.validator.ValidatorException: PKIX ....

Is it a problem?

24
Modding / Re: [0.95a] Truly Automated Ships v1.1.2
« on: January 10, 2022, 04:16:05 AM »
Finally, there's one final thing I wanted to implement, though I'm not exactly sure how necessary it is. I was thinking to reduce a ship's CR once it gets outfitted with an AI officer. That way, to regain maximum CR, the player will actually have to use some supplies. This is to prevent people from just using cores right before battles and removing them as soon as they're done. Something like reducing CR to 1% so it has to be brought back up to its usual values. What would you think about that?

Well, isn't vanilla already affects CR? if i dont have AI core, i get too many automated ships points and my CR goes down. For me right now i dont need to remove AI officer, since only they keep my AI ships' CR high enough.

Reducing AS points is basically the only thing that i wanted. If config will let me adjust values of maintenance multi, so that it could reduce costs to more vanilla values - i`m happy. I`ll adjust it the way, so that no core would give negative bonus to maintenance, and getting better cores will reduce that negative.

25
Modding / Re: [0.95a] Truly Automated Ships v1.1.2
« on: January 08, 2022, 02:50:49 PM »
i noticed, that if i enable this mod right now, install AI cores into my ships, save and disable mod. My Automated points would still be low due to mod's influence, but AI ships maintenance would still be vanilla values. Yay to that. I just need to not touch AI officers on ships, and values won't get updated to proper values.

26
Modding / Re: [0.95a] Truly Automated Ships v1.1.2
« on: January 08, 2022, 12:52:02 PM »
I suppose each person might have their own feel on what values should be, based on how they perceive game world.


For me an AI run ship is something that is highly sophisticated, very efficient and self-sufficient by default, so maintenance on those ships should'nt be any higher than any other ship, simply because they have no crew to feed and heal during trip. Lets say that inner droid repairs are equal to crew feeding and healing prices of supplies.

So when we field an AI ship i would expect it to run on top efficiency, unless it has no installed AI, or its AI level is lower than some certain threshold. Lets assume it would be Alpha core by default for any ship, so we wouldn't need to over-complicate game logic.

So if an AI ship dont have a Alpha core, or its grade is lower than Alpha - then ship should get a negative impact on its maintenance values (since AI is not smart enough to deal with self-maintaing, or there is no AI at all) and combat readiness (for same reasons).

Basically i wanted to revert your default values, so that better core = less costly to maintain, not more.

But thats my way of perceiving what an AI-run ship should be. My point of view can go against game's author thinking as well as mod author's.



Thats why i wanted to tweak those multi values a bit, to make sure that my newly acquired Radiant won't be asking for 165 supplies per month (as opposed to 39 in vanilla game, but almost 0 CR, due to 4x automated points generated from Alpha core).

27
Modding / Re: [0.95a] Truly Automated Ships v1.1.2
« on: January 08, 2022, 12:24:38 PM »
I`m not in a hurry, and u better put ur efforts into studying, its more important than some mod.

But it was funny trying to figure out how to edit something. Although i was unsuccessful and couldn't make anything work, since i got zero experience with IDEs, compiling and Java.

If u do gonna make an update, though. Can u make sort of editable settings file for AI core maintenance multipliers?
I do think that having AI to run an AI ship should reduce automated points used by fleet and help increase combat readiness, But getting 5x maintenance costs as an offset is kinda way too much. i simply can't carry so much supplies with me, when i go exploring.
External config to easily change those multipliers' values would really be a cool thing to tune mod to personal preferences.

28
Modding / Re: [0.95a] Truly Automated Ships v1.1.2
« on: January 08, 2022, 07:15:28 AM »
Somehow, i think mod works for me. At least when i install AI core into AI ship i get reduced automated points. Except part, when it increases maintenance costs. How to lower that?

29
Mods / Re: [0.95a] Better Colonies 1.63
« on: January 07, 2022, 06:08:55 PM »
weird, but it doesnt show me any ruins values in tooltip.

30
Modding / Re: [0.95a] Truly Automated Ships v1.1.2
« on: January 07, 2022, 02:27:16 PM »
Mod looks interesting, but i found it after i decided to figure out how to increase AI ships points. i cant even have 1 single ship with alpha core without having damn debuff.

But i suppose points are coded into jar files somewhere? settings.json didn't have anything that looked like it.

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