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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.96a] Automated Commands  (Read 117402 times)

borgrel

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[0.96a] Automated Commands
« on: May 09, 2021, 09:29:03 AM »

Automated Commands
Download link
Chinese link (old)
(Chinese version needs more translations for combat messages)

Description

This is a successor to Autonomous Ships as well as Automatic Orders as both of these are no longer being supported.
(And i'm sick and tired of missing the 'This ship is about to run out of PPT messages') ...

This mod adds new hullmods that allow the player to set predefined battle commands for AI-piloted ships in their fleet.
e.g. The Auto retreat command hullmod will force the ship to retreat when below a certain hull integrity level.

The command hullmods cost 0 ordnance points.

Current features
  • Retreat when the ship is below a certain hull integrity level. (90% or 60% or 30%)
  • Retreat when the ship has exceeded its peak performance time.
  • Retreat when the ship is below a certain CR level. (60% or 40% or 0%)
  • Retreat when the ship has no missile left. (the hullmod can only be added to ships with least one missile weapon equipped)

  • Override the personality for non-officered ships (should work for flagship on auto)
  • Vent when flux above 80%. This does not activate while the ship is manually being piloted by the player
  • Carriers will automatically toggle between engage and regroup when their replacement is at 20% or 80%

Installation

Just download the mod and unpack the ZIP file into your mods folder.

Possible next features

Spoiler

  • Combat Objective Capture
  • Direct Retreat modifier ?
  • Randomised Personalities for unofficered ships in fleets
  • Version Checker integration ?
  • Escort Orders ?
  • "ALWAYS_PANIC" (and other) hullspec tag
  • Carrier wing stance modifier
  • Focus fire on flagship's target would be a good one
  • Prioritise attack (ship size)
  • Only use missiles when target ship is fluxed out
  • Disable combat log personality assignments in config file

[close]

Credits
  • hqz (original idea)
  • HELMUT (icons)
  • Histidine (API advice)
  • Wnsmds(Chines Translation)
  • Tellurium(New Personality Icons)
  • Tecrys(Carrier Regroup Icon)
« Last Edit: June 08, 2023, 03:57:34 AM by borgrel »
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Harpuea

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Re: [0.95a] Automated Commands
« Reply #1 on: May 10, 2021, 01:00:28 AM »

Wow, very nice! I really needed Autonomous ships back. Can you add the Reckless, Aggressive, etc hullmods back as well?
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Jiur

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Re: [0.95a] Automated Commands
« Reply #2 on: May 28, 2021, 08:01:01 AM »

Would it be possible to add commands to "force" venting flux at certain levels? IE force a "V" press then a "U" press to go back to auto after.
 
Also, would it be possible to add a command that automatically pressed U (auto mode) at the start of combat? I'd only use that one on the flagship I was piloting, but it would save a lot of button presses.

Other commands I can think of, but not sure if they are possible to achieve is "auto objectives" - IE a "capture" order would make a ship go and capture an objective like a com relay or something in combat. One step further would be "capture objective, then X", X being search and destroy after capturing, or X being defend that point after capturing.

I know the original had an "escort" command, but that was not something I used because it wasn't very specific, so would it possible to add a command like "Escort ship number X", IE if I had a capital ship in position 2 of my fleet, I could tell a DD "Escort ship number 2" and then that DD would automatically escort the 2nd ship of the fleet at the start of combat.
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Atmos

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Re: [0.95a] Automated Commands
« Reply #3 on: June 10, 2021, 05:06:36 PM »

Like FF12 tactics? That would be cool
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Deshara

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Re: [0.95a] Automated Commands
« Reply #4 on: June 10, 2021, 07:11:22 PM »

other commands I think it'd be great to have; force a ship to vent when its at _ flux, for ships who I've built to aggressively vent in the enemy's face & dont want to back off and then vent, and a pair of hullmods one that puts a escort order on it at battle start & another that makes that ship escort another ship (preferring ships with the previous hullmod) at battle start, so if I've built a fleet with specialized ships that needs to be grouped I don't have to manually do it at the start of every battle even if I don't get particular control over who escorts what
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Quote from: Deshara
I cant be blamed for what I said 5 minutes ago. I was a different person back then

Jaghaimo

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Re: [0.95a] Automated Commands
« Reply #6 on: June 10, 2021, 11:30:51 PM »

Gah, the one bit I really cared about is the aggression level for unofficered ships! D:
Change your battle doctrine. This (and older mods) were only needed if you wanted per-ship aggression level.
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Yunru

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Re: [0.95a] Automated Commands
« Reply #7 on: June 10, 2021, 11:34:07 PM »

Gah, the one bit I really cared about is the aggression level for unofficered ships! D:
Change your battle doctrine. This (and older mods) were only needed if you wanted per-ship aggression level.
Yeah, and per-ship is exactly what I want!

Well, that and something to make them more missile-happy for my nova ships.

BigBeans

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Re: [0.95a] Automated Commands
« Reply #8 on: June 11, 2021, 06:58:42 PM »

Hey there. I encountered a bug while using this mod.

Spoiler
3677386 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.BaseAutomatedHullMod.orderRetreat(BaseAutomatedHullMod.java:54)
   at data.hullmods.BaseAutomatedHullMod.advanceInCombat(BaseAutomatedHullMod.java:29)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
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borgrel

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Re: [0.95a] Automated Commands
« Reply #9 on: June 16, 2021, 05:17:15 AM »

added AI personality overrides
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Arcagnello

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Re: [0.95a] Automated Commands
« Reply #10 on: June 16, 2021, 05:44:19 AM »

A saviour, a hero has arrived!
Thank you, oh herald of Ludd and all the helpers you had in this just endeavour.
I will use this Mod for the good of the Persean Sector, microing my fleet did not feel the same with the amount of information and capabilities both Autonomous Ships and Automatic orders added to the game!

Will let you know if there's any issues related to the mod but I can't assure you it will be anytome soon since I've finally found work and I just won't have time to play Starsector as much as I did in the past month!
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Arranging holidays in an embrace with the Starsector is priceless.
The therapist removed my F5 key.

Deshara

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Re: [0.95a] Automated Commands
« Reply #12 on: June 16, 2021, 10:01:09 AM »

does this mean that I can prioritize militarized kites in my fleet doctrine, then go into my kite & delete all of its variants, build one with torps & expanded missiles and a reckless hullmod & save it as my only variant and get a whole fleet of AI mes? It's-- it's a thing of beauty. I might cry
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Quote from: Deshara
I cant be blamed for what I said 5 minutes ago. I was a different person back then

borgrel

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Re: [0.95a] Automated Commands
« Reply #13 on: June 16, 2021, 10:10:29 AM »

its only tested for player fleet

i dont know if it will work for AI fleets
(i havent coded any exclusions for AI fleets but the combat messages / logging might break it (NPE))
also all ai vs ai battles are auto-resolved?
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Deshara

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Re: [0.95a] Automated Commands
« Reply #14 on: June 16, 2021, 10:14:16 AM »

doesnt really concern me since my faction cant defend itself without me anyway lmfao i just wanna be able to pilot my capital ship fleet into a big battle & be dynamically backed up by kites looking to atropos my enemies in the backside while I lock them down. Gonna go stress-test ur mod for u

edit: I updated it the way most mods require, just delete the old folder & put the new one in, & got this when I went to start the game. https://imgur.com/a/eedd8Ii moving the new folder to my desktop, pulling the old one out of recycling bin & putting it back, then putting the new folder over the old one fixed the problem & the new version works now. Just felt like giving a heads up that this mod is a "overwrite old version with new versions" kind of mod & the new version on its own doesnt appear to work, IE people who try this mod for the first time now might not be able to use it
edit edit: the tooltip for all the personality hullmods say theyre cautious
« Last Edit: June 16, 2021, 10:44:55 AM by Deshara »
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Quote from: Deshara
I cant be blamed for what I said 5 minutes ago. I was a different person back then
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