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Author Topic: [0.95a] NPC Ship Control  (Read 4000 times)

mora

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[0.95a] NPC Ship Control
« on: April 25, 2020, 07:58:40 AM »

This mod adds hullmods which alters NPC ship behavior for niche uses that vanilla orders don't cover.
Includes:
Always Regroup - Fighters will always regroup when ship is under NPC control.
Always Use Shields - Always use shields when ship is under NPC control. Only applies when enemies are within sensor range.
Always Use System - Always use system when ship is under NPC control. Only applies when enemies are within sensor range.
Do Not Use Shields - Prevents shield usage when ship is under NPC control.
Do Not Use System - Prevents system usage when ship is under NPC control.

Download

Example uses:
Throw "Always Use Shields" and "Always Use System" on a Monitor to prevent it from trying to attack enemies with its pitiful Flak Cannons and instead make it focus on tanking damage.
Whatever mod you have installed has a ship with a system that doesn't work too well in NPC hands but otherwise a capable ship.
Make any fighter wing act like a support fighter on NPC ships.
« Last Edit: November 30, 2021, 09:03:01 AM by mora »
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Thaago

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Re: [0.9.1a] Always Regroup Hullmod
« Reply #1 on: April 25, 2020, 02:14:40 PM »

Oh, handy! Thanks for sharing this.
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AxleMC131

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Re: [0.9.1a] Always Regroup Hullmod
« Reply #2 on: April 25, 2020, 04:01:30 PM »

You should talk to the author of the Automatic Orders mod and see about getting it incorporated into that! I think it'd be a welcome addition to the roster of AI-affecting hullmods.
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mora

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Re: [0.9.1a] Always Regroup Hullmod
« Reply #3 on: April 26, 2020, 02:56:28 AM »

You should talk to the author of the Automatic Orders mod and see about getting it incorporated into that! I think it'd be a welcome addition to the roster of AI-affecting hullmods.
I think so too since that mod is a must-have, but sadly the author seems to be inactive since July of last year.(At least on these forums)
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AxleMC131

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Re: [0.9.1a] Always Regroup Hullmod
« Reply #4 on: April 26, 2020, 02:13:13 PM »

Really? Huh, that's a shame. Perhaps leave them a message and see if they respond all the same.

(Just checked the Discord and their last message was November last year, so yeah they may have gone into stasis for a bit.)
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mora

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Re: [0.9.1a] Disable Action Hullmods
« Reply #5 on: March 03, 2021, 08:35:34 PM »

Update 03/04/21
Renamed everything.
Hullmods will now only block actions when ship is not player-controlled. (Still disables for autopilot.)
Added new hullmod which disables ship system for AI.
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Helldiver

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Re: [0.9.1a] Disable Action Hullmods
« Reply #6 on: March 07, 2021, 05:38:21 PM »

More ability to decide AI behaviour in your fleet is super welcome so cheers for this mod.
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CountV

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Re: [0.9.1a] Disable Action Hullmods
« Reply #7 on: April 23, 2021, 09:49:55 PM »

Anyone knows if this has any issues with 0.95?

Trying it out after editing the mod_info gameversion, and it seems to be working fine so far, not crashing and the effect seems to kick in. But I'm not a coder so no idea if it's breaking something behind the scenes/for other things.
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mora

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Re: [0.95a] NPC Ship Control
« Reply #8 on: November 30, 2021, 07:51:04 AM »

Update:Renamed mod to a more fitting name since it doesn't just disable stuff now.
Added more hullmods
Changed ids again to follow best practice of uniquemodid_name
This should be the last time the mod will rename and inevitably break saves. Though older versions should be able to coexist without bricking your save, it will clutter it.
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