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Author Topic: Can't get 4 Ordos to engage - help request  (Read 725 times)

CapnHector

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Can't get 4 Ordos to engage - help request
« on: June 16, 2023, 10:30:09 PM »

Hey guys, small help request

I think my Executor build is ready to kill 4 Ordos, but I can't test this because I can't actually get 4 Ordos to engage. I have been trying this for half an hour and it's not happening. Even if I am surrounded by 4 Ordos, only 3 engage. Is there some kind of mechanic that I'm not aware of here? How do you do it?

Some of the positions I tried:



Fleet:
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5 ships vs 5 Ordos: Executor · Invictus · Paragon · Astral · Legion · Onslaught · Odyssey | Video LibraryHiruma Kai's Challenge

Vanshilar

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Re: Can't get 4 Ordos to engage - help request
« Reply #1 on: June 16, 2023, 10:45:02 PM »

My understanding is, you have to throw enough junk ships into your fleet so that your fleet is "big enough" that additional Ordos fleets will assist. For whatever reason the Ordos have a "mercy rule" where they won't assist if there's already enough Ordos fleets for the player fleet's size or something.

Realistically though, if you're fighting triple Ordos then you should already be at +500% XP bonus, so there's not really that much reason to fight quadruple Ordos other than to just say you did it.

I don't agree with the "mercy rule", I think Ordos fleets should engage with however many fleets they have since they're supposed to be endgame (i.e. the player is supposed to know better), but that's how the game works.

(For a more technical explanation: IIRC the fleet looks at your fleet's total fleet points (this is the "fleet pts" column in ship_data.csv, which is roughly related to but is *not* the ship's deployment points, which is the "supplies/rec" column), when deciding whether or not to assist. So in theory you can take a not-used ship, such as a Kite for example, and give it say 1000 FP in ship_data.csv, which makes your fleet really big in FP, and that'll get it to assist. The problem is that FP is also used in other stuff like when the game resolves combat between two AI fleets. So if there's a Kite in one of those fleets, it'll basically automatically win over the other fleet. There may be other differences in the game when you start messing with the FP values, since they affect things like autoresolve).
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CapnHector

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Re: Can't get 4 Ordos to engage - help request
« Reply #2 on: June 16, 2023, 10:50:31 PM »

Thanks! Yeah this is just to say I did it and showcase the Executor. Since I managed to make a build where it can destroy multi-Ordos without relying on ammo, I think it can do 4 or 5 if I get a good fight. There is even some error tolerance because these are built as shield and hull tanks.

Can you say off hand, will civvie ships like Prometheus MkII do? Don't want to weaken skills.
« Last Edit: June 17, 2023, 04:49:27 PM by CapnHector »
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5 ships vs 5 Ordos: Executor · Invictus · Paragon · Astral · Legion · Onslaught · Odyssey | Video LibraryHiruma Kai's Challenge

SCC

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Re: Can't get 4 Ordos to engage - help request
« Reply #3 on: June 16, 2023, 11:01:26 PM »

Prometheus Mk II does have an FP value (like all ships in the game), so it will count.

Vanshilar

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Re: Can't get 4 Ordos to engage - help request
« Reply #4 on: June 17, 2023, 02:57:07 AM »

Can you say off hand, will civvie ships like Prometheus MkII do? Don't want to weaken skills.

Yeah, that's why I used the Kite as an example, heh. I just don't know if it spawns in faction fleets though. The goal is to find a ship that is not present in any other fleets, so that you can add it to your fleet without affecting anything else. At the risk of possibly breaking other things, you can console command add a shard_left (i.e. frigate Dorito) into your fleet and just not deploy it, and just change its ship_data values around to make it work ("fleet pts" to 1000, "supplies/rec" and "supplies/mo" to 0). Worse comes to worse, console command add a "forbidden" hull like a module_hightech_strut and change its values around. No idea if that might break something else though, but you can add it just for the fight and then remove it afterward (in which case, stuff like Kite should work fine).
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