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Mods / Re: [0.8.1a] Nexerelin v0.8.4b "War and Peace" (update 2018-09-30)
« on: November 20, 2018, 09:53:55 AM »The mod hasn't been updated for Starsector 0.9a yetBTW should we expect 0.9a version anytime soon?
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
The mod hasn't been updated for Starsector 0.9a yetBTW should we expect 0.9a version anytime soon?
in order to do a tactical bombardment you'd need guidanceYou are bombing static targets at the surface of the planet. The only thing you need is to calculate a proper trajectory.
All that said, I think "having things take time" could work. It does add a nice element of tension, but it has some downsides as well. In any case, that's not the direction I want to go; the choice for "upfront action, with cooldown as necessary" is a common element throughout many mechanics, rather than being a one-off choice for raiding.But not all actions are instant? "Transverse Jump" takes time to be used as far as I remember.
However, whether raiding takes time or is instant is not a qualitative difference, unless it really takes forever, right? All that would change is how far off you'd have to draw off the defenders before having a window to pull off a raid. If it's instant, that window is "get to planet without any fleets being within support range of it". If it takes time, that window just has a different distance attached to it. So theoretically, we could tune that support range to be whatever we wanted and have the same practical effect as "raiding taking time".But it's not the same way with comm sniffers, right? While in reality two cases are very similar: you are doing something illegal with some object and nearby fleets can stop you. So why raids come as instant action with cooldown and installing sniffers is a "having things take time" action?
any sort of planetary raiding deserves a more interesting system than "spend fuel to raid"On this one I totally agree with Alex because "in context" this simple raiding feature gives you the very reason to actually fight planetary defenses.
The issue with the cores is that in the previous version they dropped like candy out of the pinatas that are Remnant ships. Now, we barely get any... Like, full blown battle stations MIGHT drop ONEMy experience is that if you gather a big fleet of remnants and kill them altogether (for example 1 fleet with 5 allying fleets) then the drop rates will be quite good. You can easily get even alpha cores like that. Nut killing 5 fleets is quite hard (unless you run crusaders paladin ship, which is just built for extreme aoe action) =)
erikem,Wow! Thank you very much! Will try it out soon
I've created a sample here (https://gist.github.com/Trylobot/e742b7afb70e17f49f859399070cd510) of how I think such a mod could work (completely untested), I hope it gets you started.
- Trylo
Something quick and dirty that you could do is mess with this setting ("xpGainMult":1,) in the settings.json.Like I've said - I'm already using it. Something like x10 for levels 40-60, x20 for level 60-80. But these come as different mods, which I enable and disable by reaching a certain level.
Just off the top of my head? You could create a mod script that multiplies your experience gains as a player, so that they are boosted after a certain level, which would effectively alter the experience-per-level curve in whatever way you choose.Thx for the answer!
Thank you all for helping! I really appreciate the opportunity to easily reproduce poor AI behaviors and fix them.You are welcome. And thank you for this brilliant game =)
I will evaluate passiveness/activeness of fighters by a scale from 1 to 5, where:
1 = super-passive, self-defense only
2 = mostly defensive with lazy attacks from time to time on a distance much shorter than "maximum engage range"
3 = kind of hit'n'run tactics at medium range with no constant pressure. Wings still tend to stay idle a lot
4 = optimal engagement at maximum range, fighters are withdrawn for the purpose of full regroup only (wait till full wings are reproduced) and then engage again. This seems to be the best tactics for them unless you want them to go all suicidal with fighters
5 = full engage, never withdrawing (except for bombers). Kill or die.
1. 2 Carriers with fighters only, no orders = 1
2. 2 Carriers with fighters and bombers, no orders = 4
3. 2 Carriers with any engage-capable wings, direct "fighter strike" command = 4
4. Flagship + 2 Carriers with fighters only, no orders (indirect escort), no target selected by Flagship = 1
5. Flagship + 2 Carriers with fighters only, no orders (indirect escort), target selected by Flagship (not in tactical view but simply by pressing R) = 1
6. Flagship + 2 Carriers with fighters and bombers, no orders (indirect escort), no target selected by Flagship = 2
7. Flagship + 2 Carriers with fighters and bombers, no orders (indirect escort), target selected by Flagship (not in tactical view but simply by pressing R) = 3
8. Manually controlled carrier with "engage" command always on = 5
@erikem:You are very welcome. Please let me know if you need some more tests like these performed for further study.
This is awesome, thank you!