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

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Messages - Genir

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331
Modding / Re: [0.96a-RC10] Enhanced Sprites v. 0.06 + Hull Livery
« on: September 15, 2023, 10:08:02 AM »
I had an unfortunate crash, at the very end of a difficult 5xOrdo battle. I would lose the battle anyway - Paragons may be strong, but they're so slow that Radiants will kite them to no end, draining CR.

Here's the log:

Code
2712689 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Texture [radiant_default_D] from category [liveryAlt] not found
java.lang.RuntimeException: Texture [radiant_default_D] from category [liveryAlt] not found
at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.class(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.setSprite(Unknown Source)
at data.hullmods.LiveryAlt.applyEffectsAfterShipCreation(LiveryAlt.java:72)
at com.fs.starfarer.loading.specs.oooo.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.0000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.0000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.0000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.0000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.super(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

332
And there's always the option of not using AI cores in colonies. The colonies generate enough money anyway.

333
Suggestions / Re: Make Executor coordinate Gigacannon with HEF
« on: August 27, 2023, 06:17:55 AM »
Quote
I would suggest that if the Executor (or another ship with HEF) is equipped with a Gigacannon or Tachyon Lance, then the ship AI should save a HEF charge until those weapons are next ready to fire and then use it to boost the Gigacannon or Tachyon Lance, unless it is too high on flux to fire those weapons.

I wrote a mod that does just that: AI Tweak for High Energy Focus

It's still WIP, but the modded AI already provides a significant improvement over the current vanilla implementation.

Right now I'm working on handling the more complicated cases, like Gigacannon+Pulse Lasers Executor provided by CapnHector.

334
Modding / Re: [0.96a] AI Tweak for High Energy Focus
« on: August 22, 2023, 10:38:14 AM »
v1.2.0 is out

Changes:
  • firing anti-armor weapons (weapons with High Explosive damage or with USE_LESS_VS_SHIELDS tag) at shields will not trigger High Energy Focus

335
Modding / Re: [0.96a] AI Tweak for High Energy Focus
« on: August 19, 2023, 09:56:12 AM »
v1.1.0 is out

Changes:
  • firing at fighters and missiles will not trigger High Energy Focus

336
Modding / [0.96a] AI Tweak for High Energy Focus
« on: August 16, 2023, 02:32:57 PM »
AI Tweak for High Energy Focus



Description

This mod changes the way AI controlled ships use the High Energy Focus system. AI will no longer
be tempted to activate HEF just because there's a fighter or missile in range of PD lasers or because
an enemy ship can barely be reached by a Graviton Beam. The precious HEF charges will be preserved
for big guns instead.

The mod is in early stages of development and the logic used by the new HEF AI is in no way perfect.
Best use case is of course the mighty Executor. With two linked Gigacannons and officer with System
Expertise almost every salvo will be spiced up by High Energy Focus!

Worst use case is when a ship relies on different energy weapons for shield damage and armor/hull damage.
Currently, the modified AI struggles to prioritise the different weapon groups accordingly, as observed
by CapnHector.


Installation

Just download the zip and unpack it into the mods directory. There's no configuration required.
The mod affects all ships, there's no possibility to toggle it on/off for selected ships.

Requires LazyLib.

Details

The logic used by the modified AI is Very simple. Triggering HEF is tied directly to firing the largest
energy weapon installed on a ship. This means a ship with at least one large weapon will never activate HEF
when firing just medium or small weapons. Additionally:

- firing at fighters and missiles will not trigger HEF
- firing at ships in phase will not trigger HEF
- firing anti-armor weapons (weapons with High Explosive damage or with USE_LESS_VS_SHIELDS tag) will not trigger HEF

The simple solution is subject to change in next releases.
 

337
I spent a couple hours trying to find a solution to the flickering issue and concluded that it's simply not possible to get rid of entirely. The issue is that the game doesn't allow for telling the ship not to set a specific weapon group to autofire or select it.
You can tell the ship not to do that to any weapon group, but even then, for some reason, it seems to occasionally try to do it. That's why even with the ForceAF-ship-mode you will see occasional flickering.

There's an AI quirk that prevents ships from taking control of weapon groups that contain PD weapons. I use this trick to force autofire on certain weapons like Mining Blaster, that have good weapon-specific AI. That way the ship AI won't disable the weapon or fire it when it shouldn't. Maybe you could use this behavior by adding some sort hidden PD weapons to forceAF groups?

The trick doesn't work with ammo based PD weapons like burst laser. There are also certain situations when the ship will override PD weapon groups, eg when the ship is almost overloaded, but this hapens very rarely.

338
Nice!

I noticed you used the strategy of keeping a bunch of Apexes alive, so you don't have to face multiple Radiants at once. That's my favorite strategy! I always use frigates for that, but it seems Odysseys are agile enough to do the same.

339
General Discussion / Re: IR Autolance uses?
« on: July 24, 2023, 12:55:27 PM »
AFAIK all the others who built multi-Ordo executors ended up putting up to 4x IR Autolance on them.

Can confirm. Autolance it THE weapon for finishing fluxed ships and swatting fighters. Here's the battle report of my best performing Executor from a recent ordo fight. Autolances did some serious work.

[attachment deleted by admin]

340
The Executor is not a closed book, exploration has just started.

Some ideas to consider: adding USE_LESS_VS_SHIELDS tag to gigacannon. I tried this with HIL and it worked really well, saved a lot of flux. Not to mention Tach Lance - the ship waited with the Lance until enemy shields was down and then Boom, you're deleted. And Mining Blaster - it's really strong, just high on flux and low on range.

341
I'm watching the stream right now. Just saw one Executor barely retreat when being chased by Brilliants. Nice.

Quote
The Pulse Lasers are linked with the Flak Cannon to bypass AI flux management as discovered by Genir.

I can't take credit for that. It's something I learned on Discord.

Also, was the bettle hapenning in a sun corona?

342
The hotkeys for selecting ship groups don't work when selecting ships for pursuit.

[attachment deleted by admin]

343
Suggestions / Re: [0.96a-RC10] Autofire settings changed by Autopilot
« on: July 14, 2023, 06:25:22 PM »
I would like a "Hard Autofire" setting, so that you can set a particular group to ALWAYS stay on autofire, regardless of whether the AI thinks it should have that group on autofire or not.

If you add a PD weapon (Flak Cannon, Mining Laser, etc) to the group, the ship AI won't touch it in almost any circumstance, effectively making it "Hard Autofire". The hack doesn't work with burst lasers.

Alex, if you're reading this, please don't fix the hack ;D

344
I'm not sure if this shouldn't go to suggestions instead, but I'll try anyway.

I noticed ships droping shields when there are enemy frigates with finisher torpedos *right next* to them, with torpedos basically already aimed. This happens to capital ships, when there are no enemy destroyers or bigger ships around.

I haven't recorded the moment it happens, but I attach an example aftermath.

[attachment deleted by admin]

345
Since the Redacted are so aggressive, having two range-bands of kinetics can be very good. From what I've seen, they will charge into your short-range kinetics, get high on flux, and then can't get themselves unstuck without dropping shields because they can't afford to take the longer-range kinetics on the shields. Then your 1000 range HE and frag get a field day because that ship still can't drop shields until they're out of range of everything because of the HVDs.

Admittedly, two range bands is more of a coincidence in my case. I would be happy with Autocannons in the hybrid slots, if it weren't for their poor range and accuracy (ok, it would still be two range bands, but you know what I mean).

The engagement plan is in fact rather crude and doesn't rely that much on specific weapon ranges: Remnant charges in range of all kinetics, looses shields and is cut down by the beams. Ideally the enemy dies before it has time to react and retreat. We don't have time for chases or repeatedly depleting shields on the same ship. HVD range comes in play mostly when some cowardly Remnant feels like kiting.

And Scintilla spam, but everybody seems to avoid fleets with too many of those :)
The little buggers are happy to play keepaway until their CR is gone, chasing a bunch of them blocking bigger enemies spawning is the hardest part of these PPT-focused battles.

Don't pick fights, you need to be able to deal with everything the Remnants throw at you. As for Scintillas, I had the same problem. They were so annoying and could completely disrupt the battle progress. Now I barely notice them. What changed is my frigate control - I have two control groups of 3 LP Brawlers. Each group stays together and gets one Eliminate order. It's sooo easy to gun down Scintillas with those two Brawler squads it's almost sad. The second, funny thing is my current Executor setup is actually faster than Scintilla!

The shorter range kinetics in hardpoints and HVD in hybrid turrets is very workable. I originally ended up switching to 5 x HVD because I was having trouble killing Apexes though since those can maintain their distance pretty well if it's just a capital chasing. I wonder if these builds have issues with Apexes?

As Draba said, Apex Wall is by far the easiest and fastest part of Ordo fight. I let my Execs loose when fighting Apexes, no Defend or waypoint order. Execs effectively follow the Apex wall and usually concentrate fire in pairs on a single Apex. There is no chasing - Apex loses shields and pops in about 3 or 4 seconds under 4 or even 6 HILs. If one manages to retreat though (especially a SO one), let it go. It'll get back on its own, and with already weakened hull, will pop in 1 second instead of 3.

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