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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Author Topic: [0.95a] AI-Retrofits  (Read 66894 times)

alaricdragon

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[0.95a] AI-Retrofits
« on: July 09, 2021, 08:34:11 PM »

my very first mod. feel free to suggest things/ tell me about bugs or things

(moved download link because i dont understand github)
updated mod:github
old file (in case this new update is somehow broken):old github
what this mod dose is it add two hullmods to the game that can be looted were ever other hullmods can be looted, or you can get them with the automated ships skill
requirements
Spoiler

combatability
Spoiler
partly incompatible with Truly Automated Ships. both mods change the automated ships skill. if both mods are installed, should only make it so you don't get my hullmods or my ability (wish therefore means you cant get any of my items) when you get the automated ships skill. otherwise should be combatable.

[close]

hullmods:
Spoiler
AI retrofit:
-lets you reduce the minimum crew requirement of your ship to zero, with a cost to your supply per month cost, your in battle repair speed, and an op cost based on the minimum required crew.

Automated Robotic Drone Factory:
-lets you replace your 'extra' crew on a ship (max crew - min crew) with an robot factory. said factory's can be activated by the Automated Robotic Drone Factory ability.
[close]

Items:
Spoiler
Salvage Drone
can be crafted with Automated Robotic Drone Factory
size: 1
power: 1
job: salvaging (can preform all salvage jobs that crew would normaly)
cost: (per 1)
"metals":0.7,
"rare_metals":0.1,
"heavy_machinery":0.15

Survey Drone
can be crafted with Automated Robotic Drone Factory
size:1.5
power:1.5
job: surveying. can preform all surveying that crew can do normaly.
cost:(per one)
"metals":0.8
"rare_metals":0.11
"volatiles":0.096

Combat Drone
can be crafted with: Automated Robotic Drone Factory
size:0.5
power:0.5
job:raiding (can preform all raiding that marine's would do normally)
cost:(per 2)
"metals": 0.82
"rare_metals": 0.124,
"Heavy Armaments":0.05
[close]

Ability:
Spoiler
Automated Robotic Drone Factory:
an ability that can be used to produce survey, salvage, and combat drones.
can be inproved by haveing nanoforges in your fleet, or by haveing more 'forge power' by ships with the 'Automated Robotic Drone Factory' hull mod.
[close]

changelog:
Spoiler
0.6: (not save combatable)
-removed: AutomatedCrewReplacementDrones
-added: hullmod Automated Robotic Drone Factory
-added: ability Automated Robotic Drone Factory
-added: item survey drone
-added: item salvage drone
-added: item combat drone
-added: an working config file.
-added: graphics to everything (to be worked on latter)
-added: an new requirement
-fixed: broken displays for hullmods
-fixed: a few random requirements
-fixed: my name in the mod file
0.5: (save combatable)fixed AutomatedCrewReplacementDrones so it now shows the right numbers in description, and so it lowers max crew correctly
0.4: release
[close]


planed things for latter (feel free to suggest things!):
Spoiler
-the ability to add AI captions to ships with AI retrofit (with the automated ships skill)
-patrols from factions that have AI cores banned trying to take/destroy ships with any automated hullmod? (maybe)
-an industry or three about replacing ships/population with robots
 *an industry that replaces 'population and industry' on certain worlds that would:
   -replace all crew with salvage drones, and all marine's with combat drones for all building on the world
   -would remove the normal growth system, and replace it with one that is only active when you turn it on (to simulate building robots instead of attracting people)
     -maybe use growth initiatives for this system? building robots is costly after all.
   -would make it so all ships that have this world as there 'home' would have the AI-Retrofit hullmod, and no crew.
   -would make it so all fleet captions that have this world as there 'home' will have sepecal portraits and names (delta core captions?)
   -would cause the Hegemony to go very 'attack heavy' on it. (its an world they thought had people on it, but it has robots. scary)
   -would not be buildable normally
   -a speacal colony build method that would take an 'gamma core', salvage drones, supplies, and heavy machinery, that creates a world with this building and no 'population and industry'
 *an industry that can be built on worlds with 'population and infrastructure' that would:
   -make it so all fleets that had this world as its home would have the AI-Retorfit hullmod, and would have speacl portraits and names.
   -would not be combatabile with the 'replace population and industry building'
[close]

sorry if this post is a little off, i have not played starsector in 3 weeks 20 weeks, because I wanted to finish this, and am kind of inpatient.
« Last Edit: March 21, 2022, 09:04:30 PM by alaricdragon »
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Floorbo

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Re: [0.95a] AI-Retrofits
« Reply #1 on: November 07, 2021, 12:59:19 PM »

cool :)
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JUDGE! slowpersun

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Re: [0.95a] AI-Retrofits
« Reply #2 on: November 07, 2021, 01:41:01 PM »

Seems lightweight.  Safe to add?  Prolly not to remove, so not a utility mod, but I'm assuming no issues.
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Floorbo

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Re: [0.95a] AI-Retrofits
« Reply #3 on: November 07, 2021, 03:19:18 PM »

i like the feel of one of the mechs from craymons mod with your AI
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alaricdragon

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Re: [0.95a] AI-Retrofits
« Reply #4 on: November 26, 2021, 10:34:43 PM »

Seems lightweight.  Safe to add?  Prolly not to remove, so not a utility mod, but I'm assuming no issues.
I have not tested it in a long while, but I think its save to add mid game. no idea about removal though. mostly it only adds a few hull mods, and changes some math, but it might be safe to remove. maybe. probably not.

i like the feel of one of the mechs from craymons mod with your AI
glad you are enjoying it. its always nice to see people enjoying a feature of a mod I made  :)
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Bidiguilo

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Re: [0.95a] AI-Retrofits
« Reply #5 on: December 20, 2021, 10:37:49 AM »

I think the 100% increase in supply maintenance per month for the automated ship hullmod is too harsh considering it also takes alot of op
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alaricdragon

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Re: [0.95a] AI-Retrofits
« Reply #6 on: February 03, 2022, 08:40:05 PM »

I think the 100% increase in supply maintenance per month for the automated ship hullmod is too harsh considering it also takes alot of op

the idea behind the increased maintenance supply cost is so the player would not be able to simply stack up a large amount of automated ships for free, as automated ships remove the crew cost. the idea behind the high OP cost is that it scales with required crew. so larger ships, or more crew heavy ships would be more costly. i will have to add an config at some ponit though, as i can understand why someone would not want this in there game. after i learn how configs work.
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Wyrmwood

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Re: [0.95a] AI-Retrofits
« Reply #7 on: March 02, 2022, 12:45:31 PM »

How exactly do these modspecs function?

The ai retrofit reduces the crew required down to zero, at the cost of additional expenses. Simple enough.

The automated crew replacement drones do not seem to be counted as crew though.
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alaricdragon

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Re: [0.95a] AI-Retrofits
« Reply #8 on: March 04, 2022, 02:05:53 PM »

Quote
The automated crew replacement drones do not seem to be counted as crew though
the automated crew replacement drones, if I recall only gives an reduction to the crew cost of surveying and salvaging. it dose not actually provide crew.
im working on a different system for this hullmod right now that dose kind of add crew, if adding crew had nothing to do with crew, that will be mush more simple to understand and hopefully fun.
its not done yet though. but hopefully soontm

as for the ai retrofit, it simply reduces the crew to zero, then adds a load of invisible low cost hull mods to the ship, depending on the ship size and its base required crew, to simulate a dynamic cost. it also makes a ship cost 2X supplies, and reduces in combat repair speed by 50%
« Last Edit: March 04, 2022, 02:09:37 PM by alaricdragon »
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Sunnyko

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Re: [0.95a] AI-Retrofits
« Reply #9 on: April 02, 2022, 06:25:53 PM »

would it be possible to get a version that is just a flat OP cost rather then a dynamic one?
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alaricdragon

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Re: [0.95a] AI-Retrofits
« Reply #10 on: April 02, 2022, 10:04:43 PM »

would it be possible to get a version that is just a flat OP cost rather then a dynamic one?

I will add this into the config on the next update. its a good idea for an config
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jeffg10

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Re: [0.95a] AI-Retrofits
« Reply #11 on: September 10, 2022, 12:29:35 AM »

I don't appear to have the ability needed to use the factory hull mod even after finding the hull mod and applying it to some ships.
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"Someone else might have wept or screamed in frustration or even given up right there and perished. But I didn't have the right to do any of those things, not while my people were in danger. Like it or not, I would have to explore this harsh world on my own."

alaricdragon

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Re: [0.95a] AI-Retrofits
« Reply #12 on: September 10, 2022, 01:22:54 PM »

I don't appear to have the ability needed to use the factory hull mod even after finding the hull mod and applying it to some ships.
this is something i forgot you could do, and failed to account for.
I will find an way to make it so the ability is added when you find the hullmod in the next update. for now, the robot forge hullmod is useless until you get the AI-Retrofits skill, I'm sorry to say.
i will fix this in the next update, but its an big one so it will take time.
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jeffg10

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Re: [0.95a] AI-Retrofits
« Reply #13 on: September 10, 2022, 05:46:13 PM »

I don't appear to have the ability needed to use the factory hull mod even after finding the hull mod and applying it to some ships.
this is something i forgot you could do, and failed to account for.
I will find an way to make it so the ability is added when you find the hullmod in the next update. for now, the robot forge hullmod is useless until you get the AI-Retrofits skill, I'm sorry to say.
i will fix this in the next update, but its an big one so it will take time.

So, how do you get the ability other than that then?
Edit: I did also try getting the automated ship skill, and it did not give me the ability. 
« Last Edit: September 10, 2022, 06:39:37 PM by jeffg10 »
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"Someone else might have wept or screamed in frustration or even given up right there and perished. But I didn't have the right to do any of those things, not while my people were in danger. Like it or not, I would have to explore this harsh world on my own."

alaricdragon

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Re: [0.95a] AI-Retrofits
« Reply #14 on: September 15, 2022, 09:16:24 PM »

I don't appear to have the ability needed to use the factory hull mod even after finding the hull mod and applying it to some ships.
this is something i forgot you could do, and failed to account for.
I will find an way to make it so the ability is added when you find the hullmod in the next update. for now, the robot forge hullmod is useless until you get the AI-Retrofits skill, I'm sorry to say.
i will fix this in the next update, but its an big one so it will take time.

So, how do you get the ability other than that then?
Edit: I did also try getting the automated ship skill, and it did not give me the ability.
sorry I didn't see that you responded, if I did I would have replied sooner.
right now, you cant get the ability any other way, that I know of.
if getting the automated ship skill didn't give you the ability, its ether just not on your hotbar and you need to put it there yourself (right click an ability slot on your hotbar to change ability's), or you have another mod that edits the automated ship skill that prevents you from getting it (example: Truly Automated Ships). if the second is true, there is no way for you to get this ability (that i know of), and the only content that is accessible from this mod is the 'AI-Retrofit' hullmod. sorry to disappoint, this will be fixed in the future.
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