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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Better Combat 0.3.13  (Read 42011 times)

willthefunperson

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Re: [0.97a] Better Combat 0.3.12
« Reply #30 on: November 23, 2024, 02:15:23 PM »

I'm currently enjoying all the options this mod has to offer.
You need a divisor for the Asteroid Density setting in the Map Values tab. The default was in scientific notation and I had to look through the mod files to reset.
The value in the setting could be an integer multiplied by 0.000000001.
Considering doing this. I think I am going to do enhance the asteroids sometime in the future.

Oh yeah, and new update! The AI is now more able to shoot moving targets in this version

(edit) there is now a hotfix for the new version. Sorry for any inconvenience
« Last Edit: November 23, 2024, 04:11:27 PM by willthefunperson »
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Galveira

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Re: [0.97a] Better Combat 0.3.13
« Reply #31 on: November 28, 2024, 04:34:28 AM »

Greetings. I have tried realistic combat and it is a preety good work. But it have some issues like its new damage system is hard to understand, and becomes comfusing when it comes to special weapons like mining blast. So I decided to try to switch to this mod now. But all these cutoff, exp., multips are confusion. I tried to adjest weapon range multipul by lunalib, but it do nothing. I think maybe change in weapon range needs restart to apply, but when I chang beam damage module, it worked instantly.
I want to replicate some of realistic combat's effect by changeing these sittings, but it seems not so easy to compile.
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synchrotron

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Re: [0.97a] Better Combat 0.3.13
« Reply #32 on: November 28, 2024, 11:32:51 AM »

I'm getting large FPS drops in large battles with this mod turned on. Anyone else experience this?
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H3-X3

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Re: [0.97a] Better Combat 0.3.13
« Reply #33 on: December 05, 2024, 12:26:45 AM »

Hello dear mod Author

First of all an amazing take on the combat in starsector which makes the fights really interesting and changes the pace drastically imo.

I have a few notes though from my recent playthrough. The AI struggles insanely with ballistic weapons from my experience. I'm running a UAF campaign right now so thats where my experience comes from. The Cannons have extreme trouble leading their shots even on easy targets so that I might take over control over my main battery even. The shellspeed might help to mitigate the issues over the longer ranges but i haven't touched the settings yet so I can't tell.
Rockets and missles feel a bit wonky too sometimes when they just zoom by an enemy ship struggling to track even over longer distances where it should be an easy hit with tracking missles.
Next on Lasers feel  crazy strong due to the aforementioned accuracy issues of the ai. I feel a laserfleet might bring anything down really due to their much higher chance to hit in general, have only encountered a few so far and it was pain.

Last but not least. Accelleration and deacc should maybe be tweaked to some extend? I've been running most things I can with as maneuverability as I can, even using Additional thrusters hullmod from time to time.

Well that's my feedback from a day of absolutely gushing over your mod enjoying a lot of it but the AI struggles and some minor things make me turn it on and off at the moment not knowing what I might enjoy more.

Are there any mods like this beside Realistic combat which I don't like?
Also something I've wanted to ask. How did you deal with Assault chainguns range and SafetyOverrides with the ranges? I'm gonna test it now but I'm generally curious :)

Kudos by the way, great mod ^^
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cake

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Re: [0.97a] Better Combat 0.3.13
« Reply #34 on: December 13, 2024, 07:26:13 PM »

slight issue, with default settings, DEM's get absolutely Slapped down because the range of pd increases way more than the DEM's range
it actually looks like the DEM's range does increase, but the range at which it decides to engage doesn't. they also end up prone to slamming into their targets before they're finished firing
squalls also seem to have a complete failure to functionally aim as well
« Last Edit: December 14, 2024, 02:04:39 AM by cake »
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Cosmic Bananas

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Re: [0.97a] Better Combat 0.3.13
« Reply #35 on: December 15, 2024, 10:15:38 AM »

first of all, i adore this mod, it fixed problems which i saw with vanilla combat, such as the feel of fighting in a bathtub, or the close range of stuff making things too crowded.

however there is one massive problem i had just now, changing asteroid settings made it where i cant load the game, whenever i uninstall the mod it fixes it, but whenever i reinstall it it breaks again. this only happened after i messed with the asteroid splinter settings.
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willthefunperson

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Re: [0.97a] Better Combat 0.3.13
« Reply #36 on: December 15, 2024, 12:30:07 PM »

however there is one massive problem i had just now, changing asteroid settings made it where i cant load the game, whenever i uninstall the mod it fixes it, but whenever i reinstall it it breaks again. this only happened after i messed with the asteroid splinter settings.
You seem to have set those settings to create a chain reaction. You can edit the Luna settings from outside the game in the save directory.

This isn't something I am going to fix, because I want to give the players all the power, and a script to detect if there is a chain reaction is an expense in my time and your CPU that is unnecessary because it happens instantly.

That said, I'll add this fix to the read me in case someone else has this same issue.
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alp7292

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Re: [0.97a] Better Combat 0.3.13
« Reply #37 on: December 21, 2024, 04:01:04 AM »

can you add mod friendly missile/ballistic/energy ammo factor. sometimes you want to cover whole map in missiles
also are you sure feature settings enable/disable correctly because i disabled all the features both in lunalib and txt file and i still get big ass asteroids, it might be worth checking other enable/disable options to make sure they enable and disable correctly
« Last Edit: December 22, 2024, 07:49:29 AM by alp7292 »
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CarbineOne

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Re: [0.97a] Better Combat 0.3.13
« Reply #38 on: December 21, 2024, 10:33:26 AM »

Hey OP, question on your AI autofire hotfix comment that it only works at projectile speed multiplier of 2.0:

The default #projectilespeedfeature is 1.5 ("projectileSpeedMult":1.5), does that mean the default settings that come in the newest version does NOT fix autofire target leading on release? We have to change this value to 2.0? Is there a reason it is defaulted to 1.5 OotB?
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NotTheSolaire

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Re: [0.97a] Better Combat 0.3.13
« Reply #39 on: December 28, 2024, 07:47:15 PM »

one problem i have with this mod is that the ai carriers in my fleet will ignore orders and just fly off into the distance and get themselves killed no matter what i do otherwise from that good mod
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Tipnick

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Re: [0.97a] Better Combat 0.3.13
« Reply #40 on: December 28, 2024, 11:34:46 PM »

one problem i have with this mod is that the ai carriers in my fleet will ignore orders and just fly off into the distance and get themselves killed no matter what i do otherwise from that good mod

Same with me. Try using "shield", ships will stick to it better than to individual orders. You can delete it when needed.
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AFilthyScrub

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Re: [0.97a] Better Combat 0.3.13
« Reply #41 on: January 06, 2025, 05:53:01 AM »

Really do enjoy this mod, it has some great promise. I wanted to leave some constructive feedback as I've had to sadly remove it from my play through today.  The main reason for the removal was a bug with a star fortress. For some reason it would sit on zero on the final part but not be destroyed, strangely I was able to destroy it once. However the 4 other times it was permanently bugged and sat at 1hp with one last part attached.  After disabling the mod, it appears to work and the Star fortress could be destroyed.

1) The overall size of the map in most situations felt like a net positive.  However I think the it could be scaled back by 20% especially on the large maps. It does feel vast but it does feel a bit to big and I was having to speed it up quite a bit just to get things moving.
2) The AI struggles very hard to compensate for the increased speed, this seems most prevalent with ballistic weapons. Reviewing over the damage charts, it appeared to confirm this.  This perhaps explains the reason why the Dev's didn't set speeds to be this high in vanilla? I'm unsure if it's reasonable to either set ballistic speed to be higher to try and fix this type of issue, but I imagine that could invite potential balancing issues.
3) The general increased speed of most ships felt really nice, going back to vanilla I thought I had the game on 0.5x speed.
4) Max zoom out is good, I'd imagine a lot of people really wanted this. For me, I almost lost comprehension of what was big and what was small. This isn't necessarily a criticism but perhaps a side effect of the change.
5) Asteroids and such are cool,providing the element of cover and sort is quite nice. Only issue I saw is that the AI would see an enemy on the other side & continuously unload into the asteroid like it wasn't there.
6) Fights don't really feel tactical any more. Generally the flow that I observe is that both forces in vanilla will almost form a line of sorts and you'll both try and flank or push through the line, I'm not sure why but I really don't get with the mod enabled. I'm unsure if its due to the increased map size or the increased speed. I personally think the mod almost enables dog fighting a lot more.

Something I didn't necessarily use to much during this save, but fighters didn't really seem an issue at all. In vanilla, if you see broadswords or Piranha's about to line up and attack. You really hope the PD is their to save you, however I didn't feel like I had an encounter once where I thought this was a problem. If you have other's saying differently, feel free to discount this.

Again, it's been great to play with the mod and I hope to use this in 0.98 when it is released.


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alaricdragon

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Re: [0.97a] Better Combat 0.3.13
« Reply #42 on: January 23, 2025, 06:51:02 PM »

6) Fights don't really feel tactical any more. Generally the flow that I observe is that both forces in vanilla will almost form a line of sorts and you'll both try and flank or push through the line, I'm not sure why but I really don't get with the mod enabled. I'm unsure if its due to the increased map size or the increased speed. I personally think the mod almost enables dog fighting a lot more.
this comment got me thinking on the past few battles I have played with this mod, and I realized something.
with the default presets, any ship that normal accelerates slowly can no longer control themselves. like at all. this makes it impossible to form battle lines, as your big slow ships just yeet themselves in the direction they were traveling no matter how mush they desperately want to stop, turn back, or reposition.
the solution that (mostly) works:
1) increase the 'shipAccelerationMultiplier'. I set mine to 2, but maybe I should have used a larger number?
2) increase the 'shipDecelerationMultiplier'. I set mine to 4.

this -mostly- allows a ship to reposition itself right. and I say mostly because I cant find any settings to effect the 'left' and 'right' acceleration. so ships cant move in said directions. especially ships that were already slow, like many capitals. (so ships will sometimes fly in directions they really don't want to.)

lastly, I need to stress the limits of this method. ship max speed is not increased by a multiplier by default. it is instead increased the 'shipTargetSpeed' and 'shipSpeedFactor'. wish has more effect on slower ships. this can cause issues.

It would be nice if there was a checkbox that increased the ships acceleration in every direction by the same increase to speed cased by the 'shipTargetSpeed' and 'shipSpeedFactor'. so like, if a ships max speed was increased by 350%, the forward, backward, left, and right acceleration would also be effected.

I also noticed that projectiles are missing a lot more. I suppose that's a good thing however, as ships tend to be able to focus fire more.
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alaricdragon

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Re: [0.97a] Better Combat 0.3.13
« Reply #43 on: January 24, 2025, 12:14:27 PM »

hey, you mod seems to overwrite the number of objectives on the map, setting it to 4 (when objectives apply).
It would be really nice if you ether added a option to set the max number of objectives on the map, or didn't overwrite this data, as I quite liked the additional objectives added by other mods.
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willthefunperson

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Re: [0.97a] Better Combat 0.3.13
« Reply #44 on: January 27, 2025, 04:48:14 PM »

hey, you mod seems to overwrite the number of objectives on the map, setting it to 4 (when objectives apply).
It would be really nice if you ether added a option to set the max number of objectives on the map, or didn't overwrite this data, as I quite liked the additional objectives added by other mods.
Because of the way the battle map works, no two mods can modify it at the same time(and better combat's map priority is pretty high. Only main menu missions and special battles from other mods will override it). I need to manually add any new objectives to the better combat map for them to appear. So far, secrets of the frontier is the only one implemented. If you could name the mods that add objectives you would like to see that would be helpful.

I can't find where the setting where you set the number of objectives. Is this a mod setting?
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