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

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Messages - Genir

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286
Suggestions / Re: Have USE_LESS_VS_HULL weapon AI tag
« on: November 15, 2023, 04:09:42 PM »
It's an interesting question in general. I feel like with this sort of thing, you can end up in an arms race with weapon behaviors vs defensive AI behaviors/overall weapon strength.

I certainly wouldn't mind that!  :D Perhaps, if done carefully, it would lead to AI behave more human like. The changes I mod into AI are aimed at making autopiloted ships behave more like a reasonable human would. I wouldn't manually shoot HILs at strong shield when it just drives my flux high, or bounce Needlers off a armor. It's frustrating to see AI do the opposite.

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So of course tags like this would make certain weapons better, but it's both situational and also because the AI wouldn't respond in the right way or because the weapons were not balanced with those tags in mind. (E.G. putting the tag on the HIL or the Tachyon Lance, imo, is a balance-affecting change that *should* come with nerfs in other areas. It also makes the weapons potentially more awkward to use.)

True, the weapons become stronger with the behavior changes. Are they balanced around human usage or AI usage? Or do you develop the AI to mimic how you see a human pilots a ship, and I just have a different vision of human piloting?

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So, in general, this isn't something I'm super into expanding on. I feel like the IR Autolance is a special case where it's just so *clearly* wasted on shields, and USE_LESS_VS_HULL would have a much narrower use case. E.G. putting it on needlers is basically just taking automatic weapon behavior outside the realm of the AI's understanding (both in how to use offensively, and how to defend against); I don't think that would be a positive.

Could you expand on that? I don't think I grasp why wouldn't it be a positive.

Sorry if my questions are off-topic, this was supposed to be as simple suggestion for an AI tag for modding purposes. But the stuff is very interesting!

287
Suggestions / Have USE_LESS_VS_HULL weapon AI tag
« on: November 15, 2023, 03:31:06 PM »
I find USE_LESS_VS_SHIELDS weapon AI tag very useful to enhance weapons like High Intensity Laser or Tachyon Lance. Could we perhaps  have a vanilla counterpart tag USE_LESS_VS_HULL? It would prevent weapons firing at exposed armor or hull.

I'm not suggesting to change the behavior of any vanilla weapon (though just imagine how much better would it make Needlers!), but just have the tag ready to be used when modding.

288
Modding / Re: [0.96a-RC10] Enhanced Sprites v. 0.08 + Hull Livery
« on: November 11, 2023, 04:54:13 PM »
That Invictus looks great!

But it definitely has more Remnant vibe to it than civilian.

289
Yes, that's it! I'm interested in AI ships only. Thank you.

290
There is, yeah. ShipAPI.getShipTarget()/setShipTarget().

I just checked. ShipAPI.getShipTarget() returns the target selected by R and is null most of the time. To implement the fire-focus behavior I need to get target the ship is facing, not the R target. Is there a method to get that?

EDIT: ShipAPI.getShipTarget() is null most of the time ONLY when the ship has no manually fired weapon groups. But still, it's not the same target the ship is facing.

291
Title Screen Fire

This mod is now deprecated
A simillar feature is available in AI Tweaks mod




Description

A mod making the title screen ships fire their weapons. That's it.

Installation

Just download the zip and unpack it into the mods directory. There's no configuration required.

Requires LazyLib.

292
Bug Reports & Support / Gargoyle Drones system is missing description
« on: November 10, 2023, 07:53:57 AM »
Not sure if this can be considered a bug, but Gargoyle Drones ship system in Codex entry for Star Fortress reads "No description... yet". I haven't checked other drone types.

[attachment deleted by admin]

293
General Discussion / Re: Turret turn rate drops when firing
« on: October 28, 2023, 03:15:01 PM »
Thanks.

Turn rate when firing and on cooldown is the same.

I compared the turn rate by observing a Heavy Needler. It's definitely slower when on cooldown than when firing.

294
General Discussion / Turret turn rate drops when firing
« on: October 28, 2023, 03:06:06 PM »
I just noticed turret turn rate drops when firing, and drops even further when the weapon is in cooldown. Is this a feature and I just missed its documentation?

295
General Discussion / Re: Taking out 5 Ordos with 5 Paragons
« on: October 22, 2023, 10:56:12 AM »
Where can you find these usage rules for each weapon? Rather than changing them, I would like to see what the AI tries to do with default weapons.

You can find the rule assignment in starsector/starsector-core/data/weapons/weapon_data.csv

296
I'm really not sure if there is a way to check damage for specific weapon mounts or only of that weapon type, because I really want to see whats going on with the side/rear mounts.

There is, but it involves modding, or at least editing game files. You need to copy the weapon deifinition and give it a different name. Then replace original weapon with the copy in the back/side mount and Detailed Combat Results will list them separately.

297
Cool. Thanks for the conversation!

298
Is there an API method to get the faced target? If no, can we get it? I'm asking because I'm thinking about modding the autofocus back in.

299
It'll cause autofire to work normally in that group instead of bugging out like this. Which does not mean that they'll select targets individually no matter what; if the ship has a target selected (via the R key) then autofiring non-PD weapons will prefer to fire at it when at all possible.

When I observe a ship handed over to autopilot, it very rarely has a terget selected, at least according to UI. Also, the selected target doesn't always seem to match the target towards which the ship tries to face (as in the picture with Radiant in OP). Are selected and faced targets the same or different?

300
Huh, I didn't know you can select an empty weapon group!

Anyway, for me handing the ship to AI with the first group selected (and set to autofire) and second group not selected (and set to manual) prevents autofocus. Handling the ship to AI with two first groups set to autofire and third (empty) group selected also prevents autofocus.

From what I understood, the "feature" was the result of AI sort-of-manually controlling the first weapon group in case all weapon groups were set to autofire? Does this mean the fix will cause weapons in first group select targets individually, no matter what?

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