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Messages - Blaze

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General Discussion / Re: Setting AI?
« on: November 13, 2014, 05:18:07 PM »
Okay, so after shooting up every fleet I've run into some careful deliberation, I've decided that this is one of those "feature, not bug" things.

Missile-based ships will indeed use their FMR repeatedly if they notice there's a ship that's overloaded of if they're surrounded by enemies.

Perhaps in the future there'll be a more customizable AI, or at least some form of order that functions as a panic button and makes them unload everything.

General Discussion / Re: Setting AI?
« on: November 12, 2014, 11:42:53 PM »
Bought a Vigilance, put a pilum and a taclaser on it, and it still won't use its FMR.

There must be something else going on.

Edit: Okay, so I was completely mistaken; it DOES use its FMR, but it never does it more than once per missile reload cycle. So it fires one burst, FMRs, fire a second burst, and then wait to reload. I don't know why it does that, but I'm assuming it's part of the AI script to help preserve missiles or some form of balance (throwing out 52 pilums on a vigilance; Or 156 in case of the archer all at once would be more than a bit OP.), .

I specced the Archer so that it would be able to constantly use its FMR without having flux issues, so this is a bit of an annoyance.

General Discussion / Re: Setting AI?
« on: November 12, 2014, 09:29:06 PM »
I'm fairly certain fast missile reloader is a vanilla ShipSys; the Vigilance uses it.

General Discussion / Re: Setting AI?
« on: November 12, 2014, 09:19:23 PM »
Using Rally TF seems to have worked; it'll still run towards the enemy if they get too close; but that's fairly easy to remedy by sending them to the sides.

It still won't use its reloader though.

General Discussion / Re: Setting AI?
« on: November 12, 2014, 05:41:02 PM »
I have a pair of dual flaks on the two fixed MBallistic HPs up front, to help kill off any incoming missiles. I have 3 empty rear turrets (Their arcs all face backwards so they're useless to me).

I'm using Pilums X 3 for the 3 MMissile slots.

General Discussion / Setting AI?
« on: November 12, 2014, 05:19:43 PM »
So I'm playing Starsector+, and I finally realized that my small-ship tactics just aren't going to cut it against bigger fleets of improved ships. So I went and got myself some fire support in the form of the Archer destroyer (3x M-Missile + Missile Loader + Misc slots + Expanded Missile Racks + ECCM). The idea is that I head up front and distract them while the archer shreds them with massed Pilums and retreat once it runs out.

The problem is that, despite ordering it to defend a waypoint at the rear of the map it drags itself to the frontlines where it has no business being. Even more, it seems to never use its Speedloader unless I take command of it myself.

Is there some way to fix this?

General Discussion / Re: Game is way too complex
« on: November 10, 2014, 06:29:49 PM »
I do find that there are a few too many numbers that require a bit more thinking than others, particularly things like DPS/FluxPS.

And it does get somewhat troublesome when comparing ships, I keep having to check back from one and the other.

But that's more of an interface issue than a complexity issue; a way to compare weapons/ships side-by-side would be nice.

Personally, I find it easier to not bother calculating numbers and do it the simple way: Which weapon is better? Run a simulation and test it out.

Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
« on: November 10, 2014, 05:54:54 PM »
Oh duh, Idoneus isn't part of Starsector+ Stupid, Stupid me. Terribly sorry for bothering you.

On topic, the Plasma flamer is my new favorite weapon; it eats up most ships once I get around their shield arc and it grinds up incoming missiles. Which is pretty important considering how disturbingly common Tornadoes and Hornets are. Is there a way to counter them? They don't do much damage to my heavier ships, but they eat up my fighters before I can do anything. I suppose deploying my heavier ships to soak up the initial missile wave would deal with it, but when the reinforcements come in, they bring more missiles.

Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
« on: November 10, 2014, 05:39:14 PM »
I've run into a few problems with the mod, or maybe it's the new update causing it.

1. Most planets I go to are swarming with patrols and massive detachments. It's gotten so bad that it's causing the game to slow to a crawl whenever I'm near them. Tartassus in particular is so bad that the Idoneus Exile Colony fleet gets annihilated before it can even get to the wormhole out.

2. Repeated crashes, the log says its the same reason. Happen randomly.
2133973 [Thread-5] INFO  - [The Exiled Idoneus Colony Fleet] Expired
   at Source)
   at Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.C.super(Unknown Source)
   at com.fs.starfarer.B.void.class$super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)
   at Source)

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