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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a-RC11] Truly Automated Ships v1.2.5  (Read 69855 times)

Phalamy

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Re: [0.96a-RC8] Truly Automated Ships v1.2.4
« Reply #75 on: June 11, 2023, 01:07:07 PM »

I'm having a bit of an odd problem.
I am not at the max automated ship points but its already penalising me.

Can add a screenshot of all the ai ships i currently have in my fleet if that helps.
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LizardToby

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Re: [0.96a-RC8] Truly Automated Ships v1.2.4
« Reply #76 on: June 11, 2023, 03:40:22 PM »

I'm having a bit of an odd problem.
I am not at the max automated ship points but its already penalising me.

Can add a screenshot of all the ai ships i currently have in my fleet if that helps.

Interesting, can you DM me on Discord? I'm LizardToby on there
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Phalamy

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Re: [0.96a-RC8] Truly Automated Ships v1.2.4
« Reply #77 on: June 14, 2023, 03:48:01 PM »


Interesting, can you DM me on Discord? I'm LizardToby on there

Got it
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LizardToby

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Re: [0.96a] Truly Automated Ships v1.2.5
« Reply #78 on: June 14, 2023, 03:49:30 PM »

New version is up!

Changelog:
  • Fixed bug with CR calculation
  • Implemented compatibility with Tahlan Shipworks 1.2.1
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CyphCyph

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Re: [0.96a] Truly Automated Ships v1.2.5
« Reply #79 on: June 15, 2023, 10:16:07 AM »


  • Beta Core base increase: +750%

wOAH (i know its 75% but lol)
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Generic_Scout

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Re: [0.96a] Truly Automated Ships v1.2.5
« Reply #80 on: August 08, 2023, 09:54:24 PM »

I couldn't figure out the code in the basegame to edit for more AI ship points, so I modified this mod instead and found out how to make AI cores use up 0 ship points. 10/10 Thanks for posting this mod!
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Meelock

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Re: [0.96a] Truly Automated Ships v1.2.5
« Reply #81 on: November 05, 2023, 07:44:25 PM »

Heya!
Does this mod work with Quality Captains? I tried the two mods together, but didn't seem to notice any change to automated ships from this mod, but I might have been missing something. Thanks!
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ithra13

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Re: [0.96a] Truly Automated Ships v1.2.5
« Reply #82 on: November 12, 2023, 10:20:41 AM »

how would i go about finding/adding cores from other mods? i want to add the ai cores from secrets of the frontier and random assortment of things, can i just find the names of them in the mod files and add them to the config, or is it more involved than that?
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vaarelsauce

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Re: [0.96a] Truly Automated Ships v1.2.5
« Reply #83 on: December 28, 2023, 02:40:29 AM »

Might genuinely be one of my MOST FAVORITE mod for lategame...!
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TheLord999

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Re: [0.96a] Truly Automated Ships v1.2.5
« Reply #84 on: February 27, 2024, 05:11:16 AM »

So question, does the mod works with the 0.97a update ?
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hal970

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Re: [0.96a] Truly Automated Ships v1.2.5
« Reply #85 on: March 07, 2024, 11:15:45 AM »

So question, does the mod works with the 0.97a update ?

Technically yes, by changing the .json file version to 0.97a.

However, it only supports vanilla AI cores and very few modded-in cores that are programmed based on vanilla AI core coding.
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Zuris

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Re: [0.96a] Truly Automated Ships v1.2.5
« Reply #86 on: April 02, 2024, 07:01:09 PM »

how would i go about finding/adding cores from other mods? i want to add the ai cores from secrets of the frontier and random assortment of things, can i just find the names of them in the mod files and add them to the config, or is it more involved than that?

You can add "rat_neuro_core" or maybe others from Random-Assortment-of-Things\data\strings to config and add their values, it still messes up the peak performance and AP but added maintenance works.
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HQ

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Re: [0.96a] Truly Automated Ships v1.2.5
« Reply #87 on: August 17, 2024, 08:37:40 AM »

Is there a way to get the bonuses to work with Neural Intergrator too? I want to control a powerful AI ship as my flagship, but without putting in an AI core it has lowered CR.
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StriderGunship

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Re: [0.96a] Truly Automated Ships v1.2.5
« Reply #88 on: September 16, 2024, 07:09:24 AM »

You can assign cores right before battle and not deal with the increased supply cost, lol.
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LizardToby

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Re: [0.97a-RC11] Truly Automated Ships v1.2.5
« Reply #89 on: December 26, 2024, 08:24:42 PM »

Just updated the mod so it's recognised by the latest version of the game, since a few people asked me about it lately :D
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