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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - Sarissofoi

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31
IIRC it's already set to "hiddenEverywhere" so shouldn't show up!
That is great to hear.
Thanks for help.
Cheers.

32
Any way to reduce radius or strength or both of explosion of disabled/destroyed ships?

You could give ships the built-in "reduced_explosion" hullmod, or you could write a script that does this dynamically so you don't have to do it to every hull. See ReducedExplosion.java for the relevant stats.

Thanks. That is what I was looking for.
Any way to hide it from displaying on ship cards?(for avoiding extra clutter)

33
General Discussion / Re: the #1 reason I don't play this game
« on: June 04, 2021, 09:29:38 AM »
Please use spoilers for screenshots.
The enemy said clearly have size advantage and that pushed your side into defensive.
Also they have plenty of fighters and AI isn't good in dealing with them often overvaluing them in combat(especially if the lack PD weapons) and put great effort in avoiding them(I think that was pointed in other places and Alex is on it(maybe)).
Anyway.
Go to your fleet doctrine and increase aggressiveness of your fleet - it will affect your ships without officers.
I can't check your ships or enemy builds but if enemy have both range and speed advantage - the AI can be really careful in their attack - so that can be reason why your ships get pushed out from it.
Other thing.
If you want UP your fleet aggression, use FULL ASSAULT option.
Here is comparison. Both battles on full auto - second one is on full assault.
https://www.youtube.com/watch?v=o24x25-P6q4
Allied fleet destroyed. You can notice destroyers skulking around and scared by single wing of fighters. You can notice reckless officer in Cerberos dying first,m and the one in centurion getting strangled in enemy formation(Reckless officers do best when you field them in large group).
https://www.youtube.com/watch?v=9joyfUZ26wc
Enemy fleet destroyed. Losses suffered but not too bad. Ships go full combat mode.

Sure there are issues with current AI and some of them are will know. Thing is whining and screaming will not help your point. Post screenshots, make videos, provide sources.
Ship builds, fleet composition, officers it all affect AI. If your fleet let enemy push it around that is because your AI feel that its much weaker and stand no chance in frontal assault(it may be wrong assessment on it part  but its to you to lead it in battle).

34
General Discussion / Re: the #1 reason I don't play this game
« on: June 04, 2021, 08:15:59 AM »
Spoiler
[close]
Spoiler
[close]
Full auto with zero commands.
Fleet utterly destroyed.
Maybe stop being offended by any single tiny thing and acknowledge that maybe you have no idea about some things and then listen and learn?
So far you only talk big but don't show anything note worthy.

I have some gripes with AI system and command system and its not perfect but you really sound like some kid who don't look for answers or solutions but for pretext to whine and moan.

35
Blog Posts / Re: A Tale of Two Tech Levels
« on: June 04, 2021, 07:10:44 AM »
And they blow easily and run out of timer fast.

37
Blog Posts / Re: A Tale of Two Tech Levels
« on: June 04, 2021, 06:28:32 AM »
IMAGINE
Imagine the glory of the Hound and Cerberos wolfpack with the DAMPER FIELD.
Spoiler
Maybe finally they will survive explosive death of their enemies.
[close]

38
Any way to reduce radius or strength or both of explosion of disabled/destroyed ships?
I am tired of ships getting blasted when enemy explode because they hug him to close.

39
General Discussion / Re: Confusion about fleet identity
« on: June 04, 2021, 05:44:15 AM »
Its not worse.
The AI is affected by ship armaments and capability(so maybe your ship builds are off), fleet composition(maybe your fleet lack hammer and anvil), officers and fleet doctrine.
If your ship struggle with flux then they will be very caution in their action to avoid getting Overloaded. Same if they lack speed for hit and run action against enemy. Especially if they also have short range weapons. Low flux efficiency combined with lower weapon ranges and lower speed mean ship AI will play safe(unless its straight reckless then it will go and die). Its your responsibility to build up your ship, officers and fleet up to the task.
Try to build Anvil with slower but solid ships that you anchor somewhere and chain escort(Ventures and Mules plus Shepard escorts are good for that and easily available) with them having Long range anti shield weapons to keep enemy at bay. And use group of fast ships to deliver blow to strangled, separated enemies. Some SO ships or fast high tech ships are good for that.
 Heck even SO/Chaingun Cerberos are fine if you use them ins warm and don't mind them dying.

40
Blog Posts / Re: A Tale of Two Tech Levels
« on: June 04, 2021, 05:33:44 AM »
Good idea.
Low tech ships should get bonus to maximum armor damage reduction and bonus to min value when armor go to zero.
Having separate value for armor efficiency would be great but maybe too much.

41
Blog Posts / Re: A Tale of Two Tech Levels
« on: June 02, 2021, 04:48:50 PM »
What Enforcer need is AAF and inbuilt Safety Overdrive.

42
General Discussion / Re: Ludic path .95
« on: June 02, 2021, 04:47:23 PM »
Agree.
Zero variety(unless you sue some mods that expand it), extremely limited ships and in case of Church only some paint job at best.
Both factions need some love.

43
General Discussion / Re: Adjust Automated Ship Skill
« on: June 02, 2021, 04:44:05 PM »
Check mods.
There is one that allow you adjust all skills with threshold.
.

44
Mods / Re: [0.95a] Starpocalypse 1.2.0 - fortresses and regulations
« on: June 02, 2021, 04:42:48 PM »
What about combat freighters, exploration ships, etc?
Shouldn't they also be available on civilian market?
Also some basic weapons should be available on civil market for self defence.
Black market could have higher price markup for both weapons and ships(maybe some smaller and lower tech military ships to be available too).
To be honest Black Market should be connected to local Market stability.
Less stability = more stuff on Black market
High stability = less stuff and need to pay extra(bribes)
Zero stability = anarchy so legal market should almost completely turn into black one because local government have no means to enforce anything.
Just five cents.

45
How to add extra industry or structure to a existing market as a mod?
Or change their faction allegiance?
I am taking about modifications that affect campaign start.
I know how to add it by modifying the files in main game folders(and it works well) but when I try to make it a separate mod(by taking file, add extra stuff) then I get wild results.
Like when switching faction ownership say from Path to pirate it still show as Path on big map and still spawn Path fleets instead of pirate one.
If any industry/structure is added it drop both production and accessibility to zero.
I suspect the econ files aren't merging properly; since the entries in star system economy JSONs don't have IDs (they're just placed in an array), the market is being duplicated instead of overriden.
You can use the replace tag in mod_info.json (look at Archean Order for an example) to make the game not load the vanilla JSON for the system, so only your file takes effect. The other way is to do the modifications to the market in code.

Thanks for pointer.
The Replace line help and it work now perfectly.


How to add extra industry or structure to a existing market as a mod?
Or change their faction allegiance?
I am taking about modifications that affect campaign start.
I know how to add it by modifying the files in main game folders(and it works well) but when I try to make it a separate mod(by taking file, add extra stuff) then I get wild results.
Like when switching faction ownership say from Path to pirate it still show as Path on big map and still spawn Path fleets instead of pirate one.
If any industry/structure is added it drop both production and accessibility to zero.

That's going to need more detail as to specifically what you're doing and what you expect the results to be!


Also the Galatia system is missing from econ folder.

That's not a question :) But: the colonies there get added to the economy by code. See TutorialMissionEvent.endGalatiaPortionOfMission()

Thanks for answer.
Cheers

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