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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - Genir

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301
I use mods, but i'm not sure what other mods than nexerelin matter, i don't have randomized worlds.

Maybe remove the mods one by one, and check which one introduces randomness.

302
>4x IR Autolance
>S-modded Advanced Turret Gyros
>Non-contributing slots left empty
>No PD/1 PD gun to fix AI behavior

Wow I love these builds, it's actually perfect.

It's one of the most cursed things I've ever seen, up to and including the image artifacts. If I saw it without context I'd be certain it's a meme.

If THAT can beat five Ordo then I feel like everything I know about the game is wrong.

Why is that? I get the s-moded ADF, but the reset?

303
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What a curious mix of kinetics up front! Cool

And it's not random.

Needler is efficient and quickly drops shields. But adding more than one causes enemy to keep its shields up between bursts - and we want the shields down for HIL to do its job.

Autocannon has good DPS and because of constant stream of rounds keeps the enemy shield down. But Autocannons in hybrid slots underperforms because of poor range and accuracy.

Driver doesn't suffer the range and accurcay problem and it really snipes frigates! Also, for some reason, kiting enemies keep themselves outside Autocannon range, but feel safe in the Driver range. For their own detriment.

 

304
"The population of VeldName is in the millions."

305
Suggestions / Re: AI controlled ships switch targets too often
« on: July 11, 2023, 04:25:17 PM »
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Basically, the AI tries to move in a way that prevents it from being flanked.

I went through the battle several more times. From my observation the ship does not try to evade flanking, but simply engages the closest target. In fact, the behavior of attacking the closest target is quite evident. When the current target retreats to a distance greater than any other ship, the Executor immediately starts to turn to the now-closest ship. Even if it has to turn 180 degree and ignore several other in-range ships, over which it sweept its targeting arcs. In case of two enemies hovering at about equal distance, this can even lead to the Executor wobbling undecidedly between the two.

306
Continued from https://fractalsoftworks.com/forum/index.php?topic=27476.60

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No PD/1 PD gun to fix AI behavior

The no PD approach is thanks to your reasoning about having efficient shields.

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Wow I love these builds, it's actually perfect. The only thing to disagree with is ADF

Thanks! I really don't like dragging Oxes around, but I think I'll be swapping ADF for some combat mod in newer build iterations.

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How does that setup get through frigates in time, especially without Hardened Subsystems and ion beams to flame them out?

There's no special sauce here. It just plows through everything, including frigates, fast enough that it doesn't need Hardened subsystems. From what I observed, frigates die mostly as kind of bycatch - they fly around the guns and suddenly explode. As for frigates that are smart enough not to loiter in front of the big guns, I have frigates of my own. Brawlers LP gun down small stuff very effectively. But as you can see from the attached battle raport, Executors do most of the damage. And they do it fast!

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Nothing in the back always leads to some ion beams parking there for me

I have builtin Extended Shields just for that purpose. Plus Flak Cannon to deal with Salamanders, when the Executor feels too safe and drops shields when there are Scintillas around. I tried IR lasers, Heavy Machine Guns and even Heavy Autocannons in the back, but in the end it wasn't worth it.

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Pilum catapult might be worth a try

I tried it, but it didn't do much in my opinion. Locust was better, especially for frigates. But in the end, I prefer to invest OP in non-missile stuff.

307
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Wanna share your builds?

Sure. The old build was focused more on range, but Remnants didn't respect that.

New build, besides different weapons and mods, has non-default weapon groups. Linking weapons with Flak Cannon is VERY important for performance and Time To Kill, as it prevents the ship-wide AI from interfering and disabling weapons to save flux. This solves, among others https://fractalsoftworks.com/forum/index.php?topic=27247.0.

The officers were changed as well, but I don't have old screenshots unfortunately.

308
Suggestions / Re: CR Should Not Be Used To Balance Ships
« on: July 10, 2023, 08:51:59 AM »
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if you need to fight two or more large fleets, fielding anything smaller than a cruiser becomes a liability due to CR

That's not necessarily the case. I use Safety Override frigates in stacked Ordo fights. The frigates can last through 1800 DP fleet battles.


309
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That actually makes me think maybe Legion XIV can do this too. Maybe there is another 5 ships 5 Ordos challenge that should be done...

I think you should try. There's an enormous improvement potential in seemingly small tweaks, as evident by your Astral project. I experienced it myself with 4 Executor fleet - version that is challenged by a double Ordo isn't that much different from setup that handles a fat 5xOrdo.


310
Impressive.

There's something cool about the Astral, it looks like some sort of a space cathedral.

The Remnants folded under the weight of all the waypoints! But jokes aside, your Ordo was light on Apexes but heavy on Novas. Is that good or bad for Astrals? Personally I find such composition more difficult.

And last question. I noticed Wolfs doing some serious work behind the lines. Isn't it against the 5 ship rule? Would the battle be much more difficult with the Wolfs just capping objectives and not participating in the fight?

311
Suggestions / Re: AI controlled ships switch targets too often
« on: July 01, 2023, 05:40:43 AM »
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It definitely was a problem in last version. Maybe you're now using ships that suffer more from it(i.e. ones with hardpoints)

That's true to an extent. However, i'm not basing my statements on my observations alone. I see the problem of target changing being severe this patch mentioned in Discord.

312
Suggestions / Re: AI controlled ships switch targets too often
« on: June 30, 2023, 06:16:36 PM »
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The AI definitely switches targets too often and it is a problem, but I don't think it's one that can be solved.

But it wasn't a problem in version 0.95, at least not noticeable. So the AI can definitely be designed to keep its target. It's a matter of trade-offs probably.

313
Suggestions / Re: AI controlled ships switch targets too often
« on: June 28, 2023, 05:41:17 PM »
The situation in the OP was chosen specifically to recreate the most severe case of the issue, for easy debugging. However, the problem does manifests itself with just two possible targets.

I'm fully aware the behavior may be the result of AI intricacies and difficult or even impossible to fix. But I'm certain the thing is indeed an issue. I keep seeing it mentioned in Discord discussions repeatedly.

I'll try to provide video examples, but I'll probably take me several days.


314
Suggestions / Re: AI controlled ships switch targets too often
« on: June 28, 2023, 04:38:04 PM »
Thank you for the reply.

Please, don't misunderstand me. I'm not talking about chasing ship, but about situations when the AI controlled ship switches between multiple targets that are in range and don't need to be chased. Sometimes switching back and forth.

Further, the issue is not necessarily related to finishing damaged opponents, but simply to the ability to effectively combat a selected target, even if it's high health. Dropping a successfully engaged target (that is often right in front of the ship), and switching to a fresh one is very dissatysfying, double so if the engaged target is close to death. Also, moving to avoid flanking does't imply the ship needs to change targets when the previous target is still within range.

To sum it up, the issue is related to the selection of targets from the pool of enemies within range, not the ai-controlled ship movement.

315
Suggestions / AI controlled ships switch targets too often
« on: June 27, 2023, 05:01:09 PM »
The issue:

The issue we're encountering involves AI-controlled ships struggling to maintain a focus on their target when multiple adversaries are present. This problem becomes apparent when the AI prematurely switches its offensive focus from one enemy to another, even when the initial target is nearly destroyed (with just a few percentage points of hull integrity remaining and no shields). This switching occurs despite the fact that the original target remains well within the ship's engagement range.

Steps to reproduce:

Run the attached savefile, Run Simulation using one of the Executors (I used the one with Aggresive officer). As enemies chose all available Hammerheads and Falcons (7 ships in total). The Executor should:
  • drop targets still within range
  • attempt to drop target, rotate by a small degree, and return to target
  • wobble undecidely when switching targets and presented with multiple close opportunities
  • switch to targets that are at a considerable angular distance, even when other targets are available within range at much closer angular distance

Savefile

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