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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Better Combat 0.3.17  (Read 63976 times)

willthefunperson

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[0.98a] Better Combat 0.3.17
« on: May 04, 2024, 10:37:10 AM »

Better combat aims to make starsector combat more fun by modifying values, and adding a few small features.

current version:
https://gitlab.com/starsector/better_combat/-/archive/main/better_combat-main.zip

releases:
https://gitlab.com/starsector/better_combat/-/releases

almost everything is configurable.
Safe to add and remove.

Compatible with secrets of the frontier
Integrated with luna lib

With default settings, ships have a much faster top speed, but take much longer to accelerate to top speed. Along with this, the map size and weapon range is changed for longer range gameplay.

https://youtu.be/mikU8sxLbuU

Added Features:
bigger asteroids
asteroids split on destruction
ship fragments move more when a ship is destroyed
PPT and CR reduced by ship damage(disabled by default)
Dynamic Zero Flux speed boost based on ship speed(disabled by default)

Values better combat allows you to modify:
map size
ship deployment location and spacing
max zoom out of the combat camera
how far ships reveal fog of war
weapon range & damage
projectile speed
missile speed & maneuverability
missile submunition properties
fighter range & speed
ship speed, acceleration, hull, armor, shield, phase, flux, ordinance points, explosion size, PPT, bounds radius.
Phase global values
You can also modify values of particular weapons and ships using a query system.

Thanks to Liral for the map code
Thanks to Crablobab for the asteroid code
Thanks to Maelstrom for suggesting and testing features.

Known issues:
Sometimes ships are indestructible. This is caused by the after deployment feature, disable that feature if you experience the bug.

changelog:
    0.3.15
   Increased default autofire mult back to 5
   Updated to Starsector 0.98a-RC5
   Added missileRangeMultiplierStat, splitting the missile range stat card
   Added and updated descriptions to many settings
    0.3.16
   fixed crash with luna lib menu
   added instant beam feature description
    0.3.17
   fixed target leading again

previous changelog:
Spoiler
   
0.1.5:
   added range threshold feature.
   added asteroid splitting feature.
   added weapon range threshold modification(for SO) feature.
   added weapon range addition.
   added projectile speed feature.
   added recoil feature.
   added missile speed feature.
   added instant beams feature.
   fixed issue with projectile coast enable effecting unintended features.
   fixed issue with weapon range incorrectly calculating range of projectiles.
   0.2.0:
   implemented integration with lunalib
   updated settings
   changed asteroid HP to be more regular
   added asteroidHpExponentFactor
   0.3.0:
   added sightFeature
   map feature toggleable
   added deployment feature
   bug fixes with bounds feature, missile speed
   secrets of the frontier integration
   added CR reduction on damage taken feature
   added autofire accuracy feature
   added acceleration addition
   0.3.1
   added submunition feature
   added max zoom feature
   added arbitrary settings feature, which allows you to override settings in settings.json
   fixed deployment bug where ships from mods that deploy other ships were being moved to the deployment zone
   changed location of the settings file to be more convenient
   changed several setting defaults
        0.3.2
        fixed crash wile loading the game
   0.3.3
   added range exponent
   fixed arbitrary settings toggle logic
   added ship defense feature
   added ship shield and phase feature
   added ship flux feature
   rearranged the settings to make more sense
   modified settings
   0.3.4
   added opFeature
   added beamDamageDropoffFeature
   added phaseConstantsFeature
   added shipExplosionFeature
   0.3.5
   added mapSizeFactorNoObjectives
   added fighterTargetSpeed
   added shipTargetSpeed
   moved useAdditionalAsteroidSprites to be a setting instead of hard coded
   added retreatAtLowCrFeature
   added shipFragmentSpeedFeature
   0.3.6
   added weaponDamageFeature
   added pptFeature
   added customValuesFeature, allowing ships and weapons to be modified using a query
   added weaponDamageMult
   added turn acceleration and rate to shipAccelerationFeature
   changed cr damage feature to respect PPT. Added a PptPerHullAmount value
   0.3.7
   modified default settings
   fixed bug where CR per damage did not work
   added noFluxBurnSystemsFeature, replacing a built in feature with one that is configurable. Now there is no difference between a vanilla game and one running better combat with all the settings off
   fixed bug where asteroids removed by ships deploying on top of them were creating fragments
   added afterDeploymentFeature with slowdownAfterDeployment and deploymentImmunity
        0.3.8
        fixed issue where asteroids would explode at the start of combat under some conditions
   0.3.12
   fixed AI autofire
   Reduced default autofire accuracy mult to 1
   fixed abyssal hyperspace terrain not appearing in combat
        0.3.13
        hotfix. The AI fix only worked with projectile speed multiplier at 2
   0.3.14
   changed default setting for asteroid density
   added asteroidInitialSpawnDistance
0.3.9
   modified logic for spawn protection. Hopefully fixing issues where sometimes ships will become invunerable.
   added ship break feature, which modifies the number of pieces a ship breaks into
0.3.10
   added melee weapons from some other mods to weapon exclusions.
0.3.11
   made armaa strikecraft use the fighter speed rather than the ship speed
   removed spawn protection from default settings due to continued reports of a bug making some ships invincible.
[close]

Have fun!
« Last Edit: April 28, 2025, 04:17:01 PM by willthefunperson »
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Ciruno

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Re: [0.97a] Better Combat 0.1.4
« Reply #1 on: June 03, 2024, 05:55:15 AM »

Seriously i thought asteroids breaking into smaller asteroids is a vanilla feature, until this.
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willthefunperson

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Re: [0.97a] Better Combat 0.1.5
« Reply #2 on: June 03, 2024, 08:30:21 AM »

changes were not merged for a bit after updating the post. It is updated now.
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Greishbirb

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Re: [0.97a] Better Combat 0.2.0
« Reply #3 on: July 15, 2024, 07:41:27 AM »

Hello! Have you any plans on adding features like Free Camera and Fog of War removal?
I use this mod since I've run into severe issues with Realistic Combat and fog of war and camera limitations are really annoying while using your mod.
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willthefunperson

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Re: [0.97a] Better Combat 0.2.0
« Reply #4 on: July 24, 2024, 04:10:08 AM »

Hello! Have you any plans on adding features like Free Camera and Fog of War removal?
I use this mod since I've run into severe issues with Realistic Combat and fog of war and camera limitations are really annoying while using your mod.
Sorry for the late reply. Extending the fog of war distance is currently in the dev branch. The max camera zoom can be modified in settings.json, which works well enough. How would this free cam idea work?
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willthefunperson

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Re: [0.97a] Better Combat 0.3.0
« Reply #5 on: July 25, 2024, 04:14:41 PM »

That stuff is now in the main branch. Was going to be version 0.2.1, but because of secrets of the frontier integration, I decided to make it a more major version change.
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willthefunperson

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Re: [0.97a] Better Combat 0.3.2
« Reply #6 on: August 04, 2024, 06:30:41 AM »

Oops... 0.3.1 had a crash on startup, sorry for any inconvenience. This is fixed in the new version.
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Psuni

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Re: [0.97a] Better Combat 0.3.2
« Reply #7 on: August 06, 2024, 09:40:52 PM »

I've actually been lurking in these forums for mostly mods but I went and made an account to ask about this mod and Realistic Combat. What's the difference between these two since they mostly do the same stuff? I'm actually pretty curious about it.
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TimeDiver

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Re: [0.97a] Better Combat 0.3.2
« Reply #8 on: August 07, 2024, 03:05:08 AM »

I've actually been lurking in these forums for mostly mods but I went and made an account to ask about this mod and Realistic Combat. What's the difference between these two since they mostly do the same stuff? I'm actually pretty curious about it.
The single biggest difference between the two mods?

Realistic Combat features a 'revamped' damage model (can be diabled, but active by default) that invalidates any damage bonuses that would normally be provided by the base game's skill system.

While Realistic Combat provides its own (limited) skill system, I couldn't get used to it (the varying 'density' of armor dependent on 'angle of attack' the most annoying), making combat pacing intolerable, IMHO.

Arguably the single biggest draw of Realistic Combat, I eventually dropped it in favor of Better Combat, which only lacks this one particular feature, while implementing most-to-all of RC's 'extras'.

EDIT: In theory, sufficient modification of RC's multitude of .json files to reach a 'sweet spot' IS possible, but I no longer have the free time to tweak those as extensively as I'd have to to attain my desired pacing (re: RC's default settings were NOT for me).
« Last Edit: August 07, 2024, 03:10:13 AM by TimeDiver »
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willthefunperson

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Re: [0.97a] Better Combat 0.3.2
« Reply #9 on: August 07, 2024, 03:16:26 PM »

I've actually been lurking in these forums for mostly mods but I went and made an account to ask about this mod and Realistic Combat. What's the difference between these two since they mostly do the same stuff? I'm actually pretty curious about it.

Better combat is inspired by realistic combat. What me and some others thought was that there are good ideas within realistic combat, but they are held back by the design decisions of realistic combat. However I don't intend to have better combat be a replacement to realistic combat. It is an alternative, with different goals. The goal of this mod is to make combat more fun, while being as easily configurable as possible.

The differences are that many of the realism features like the different damage model and 3D dodging are not in better combat, and better combat has the asteroid feature(bigger asteroids, that break into smaller asteroids when destroyed), along with a few others. For stat changes, realistic combat has them broken down by weapon and ship type, and better combat has it apply to all ships/weapons equally.
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Psuni

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Re: [0.97a] Better Combat 0.3.2
« Reply #10 on: August 07, 2024, 09:35:56 PM »

I've actually been lurking in these forums for mostly mods but I went and made an account to ask about this mod and Realistic Combat. What's the difference between these two since they mostly do the same stuff? I'm actually pretty curious about it.
The single biggest difference between the two mods?

Realistic Combat features a 'revamped' damage model (can be diabled, but active by default) that invalidates any damage bonuses that would normally be provided by the base game's skill system.

While Realistic Combat provides its own (limited) skill system, I couldn't get used to it (the varying 'density' of armor dependent on 'angle of attack' the most annoying), making combat pacing intolerable, IMHO.

Arguably the single biggest draw of Realistic Combat, I eventually dropped it in favor of Better Combat, which only lacks this one particular feature, while implementing most-to-all of RC's 'extras'.

EDIT: In theory, sufficient modification of RC's multitude of .json files to reach a 'sweet spot' IS possible, but I no longer have the free time to tweak those as extensively as I'd have to to attain my desired pacing (re: RC's default settings were NOT for me).
I've actually been lurking in these forums for mostly mods but I went and made an account to ask about this mod and Realistic Combat. What's the difference between these two since they mostly do the same stuff? I'm actually pretty curious about it.

Better combat is inspired by realistic combat. What me and some others thought was that there are good ideas within realistic combat, but they are held back by the design decisions of realistic combat. However I don't intend to have better combat be a replacement to realistic combat. It is an alternative, with different goals. The goal of this mod is to make combat more fun, while being as easily configurable as possible.

The differences are that many of the realism features like the different damage model and 3D dodging are not in better combat, and better combat has the asteroid feature(bigger asteroids, that break into smaller asteroids when destroyed), along with a few others. For stat changes, realistic combat has them broken down by weapon and ship type, and better combat has it apply to all ships/weapons equally.

Got it! Thanks for the break down, guys. I was wondering which of the two to run and thankfully Better Combat is much more stable for my runs as Realistic Combat has a strange bug I've encountered that causes my screen to go black once an enemy ship is spawned during simulation (I haven't tried in actual combat but I assume it would be the same result).

The one thing I liked the most was that the Fog of War being gone from Realistic Combat that allows me to plan my moves accordingly, and I hope to be able to experience that soon since it's currently in dev branch here.
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willthefunperson

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Re: [0.97a] Better Combat 0.3.2
« Reply #11 on: August 08, 2024, 04:47:07 PM »

The one thing I liked the most was that the Fog of War being gone from Realistic Combat that allows me to plan my moves accordingly, and I hope to be able to experience that soon since it's currently in dev branch here.
Actually, this is already released. It is called the sight feature. To get an experience that has no fog of war, set sightMult to 1000, which will reveal the whole map with a single ship.
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Psuni

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Re: [0.97a] Better Combat 0.3.2
« Reply #12 on: August 08, 2024, 10:32:49 PM »

The one thing I liked the most was that the Fog of War being gone from Realistic Combat that allows me to plan my moves accordingly, and I hope to be able to experience that soon since it's currently in dev branch here.
Actually, this is already released. It is called the sight feature. To get an experience that has no fog of war, set sightMult to 1000, which will reveal the whole map with a single ship.

Oh, awesome! Thanks again!
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alp7292

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Re: [0.97a] Better Combat 0.3.3
« Reply #13 on: August 17, 2024, 03:53:12 PM »

Its a personal request but can you add ship explosion damage and distance to adjust how far and how much exploded ships damage (it would be awesome for luddic gameplay) and of course like in vanilla ships should avoid getting close to explosion damage range of ships that are about to explode
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willthefunperson

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Re: [0.97a] Better Combat 0.3.3
« Reply #14 on: August 20, 2024, 02:16:12 PM »

Its a personal request but can you add ship explosion damage and distance to adjust how far and how much exploded ships damage (it would be awesome for luddic gameplay) and of course like in vanilla ships should avoid getting close to explosion damage range of ships that are about to explode

This will be pretty easy to add. Coming soon...
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