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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: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)  (Read 418456 times)

Tecrys

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #720 on: May 06, 2014, 08:33:25 AM »

Really excited about your new release!

Will you push it out today?
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xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #721 on: May 06, 2014, 10:24:03 AM »

Yes.

Got all the write-ups done.  Integrating the Monitor, Heron and Bulldog now.
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Tecrys

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 16) (TC Mod)
« Reply #722 on: May 06, 2014, 10:53:08 AM »

Mainly I want to take advantage of your groundbreaking custom AIs, as you might have guessed. Your work is partly responsible for the way Debido and I took for BGE.

Real modders like you pave the way for peple like me who've got ideas but very little experience with coding.

All hail Xeno! (And Kudos)
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xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 17) (TC Mod)
« Reply #723 on: May 06, 2014, 12:09:41 PM »

Release 17 is finally ready.

Features, in no particular order:

1.  Big speedups in core AIs, from turrets to capships.
2.  Repair ships are now a Thing.
3.  Rebalanced fighters, bombers, etc.
4.  Rebalance to various weaponry to give it a better mix, especially Energy weapons that weren't quite efficient enough.
5.  A working, if simple, Admiral AI.
6.  Custom battlefields that adjust according to circumstances.
7.  Capturable ships can sometimes spawn on battlefields; this is an early version of a more generalized "junk" system.
8.  All AI factions will be present in any game size.
9.  Fixes for various dialogs.
10. Slightly better balance for in-game captures; Boarding Shuttles use 2 Marines per attempt, whether or not it succeeds.
11. All Vanilla ships are in- the Pirates get the Bulldog (Warhound), the Punk Junkers get the Bishop (Heron) the Hegemony gets the Monitor.
12.  Most of the ships that were in earlier builds but "went missing" during transition away from Exerelin are back in.  Stuff like Packers, the Hyperion, and more.
13.  Easy, normal and hard starting modes give players different resources and ships.
14.  Several new weapon systems, including the Devourer, the Nanobot Repair Gun, and others.
15.  A new System, Flux Drain.
16.  Adjustments to the RPG Character skills.
17.  Leveled AI Admirals with skills.
18.  Much more difficult late-game battles.
19.  Overhaul of the Factions, to give them a more visually-consistent look (where appropriate).
20.  A whole bunch of other stuff I can't be arsed to write down. 

Basically, it's a huge update.  It took way way too long, but it got a lot of major stuff done.

Also, no, it's not remotely save-compatible, so you need to start a new game... but it's pretty darn fun, if I do say so myself :)

As usual, balance suggestions, code crashes and missing text stuff are all welcome and helpful!
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Draginea

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 17) (TC Mod)
« Reply #724 on: May 06, 2014, 12:32:21 PM »

Good thing I don't have any homework today...
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dmaiski

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 17) (TC Mod)
« Reply #725 on: May 06, 2014, 12:34:31 PM »

yay!!!

^^^me^^^
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BISO
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Tecrys

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 17) (TC Mod)
« Reply #726 on: May 06, 2014, 12:56:44 PM »

Hmm, those release notes make my mouth water,  I can't wait to be finished with work!
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dmaiski

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 17) (TC Mod)
« Reply #727 on: May 06, 2014, 01:35:47 PM »

first bug is find!!!

idk exactly what happened, but me and the whole enemy fleet teleported to the lower left corner of the map
(did you leave some of your test code in or something? :P)


MOAR BUG!!!
(i finaly managed to deplete the enemy missile frig of its emp nukes at this point, and was going in for the kill)
Code
997812 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Fleet id [AttackFleet] not found for faction [neutral]
java.lang.RuntimeException: Fleet id [AttackFleet] not found for faction [neutral]
at com.fs.starfarer.loading.oOoO.?0000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
at data.scripts.plugins.AdmiralAI.VacuumBasicAdmiralAI.bossFight(VacuumBasicAdmiralAI.java:49)
at data.scripts.plugins.AdmiralAI.VacuumBasicAdmiralAI.advance(VacuumBasicAdmiralAI.java:288)
at com.fs.starfarer.title.ooOO.K$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.oOOO.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.??00(Unknown Source)
at com.fs.oOOO.A.?0000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
« Last Edit: May 06, 2014, 01:48:12 PM by dmaiski »
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BISO
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i got a cat pad
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xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 17) (TC Mod)
« Reply #728 on: May 06, 2014, 01:44:01 PM »

Quote
idk exactly what happened, but me and the whole enemy fleet teleported to the lower left corner of the map
(did you leave some of your test code in or something? Tongue)
That's a bit of a puzzling issue with the engine atm; it has to do with manually setting the positions of entities.

Quote
MOAR BUG!!!
(i finaly managed to deplete the enemy missile frig of its emp nukes at this point, and was going in for the kill)
Oh, snap!  I know exactly what that is and how to fix it (darn u, last-second features), but it's going to be about 3-4 hours before I am in front of the code again.  A fixed build will go up ASAP.
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dmaiski

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 17) (TC Mod)
« Reply #729 on: May 06, 2014, 01:48:20 PM »

even more bug:

this is 2 seconds into asterid battle (also i dont even have those ships... or any ships other then my trusty lasher : "Mr.Tanky")
img:
Spoiler
[close]

:D rappid bughunting i do for you
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!

Draginea

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 17) (TC Mod)
« Reply #730 on: May 06, 2014, 01:50:13 PM »

When I try to equip something on the medium weapons slot on the Monitor class whatever i tried to put on disappears and I cannot get them back or use them.
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xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 17) (TC Mod)
« Reply #731 on: May 06, 2014, 01:56:16 PM »

Quote
this is 2 seconds into asterid battle (also i dont even have those ships... or any ships other then my trusty lasher : "Mr.Tanky")
Not a bug; those are wrecks scattered on that battlefield.  That said, they should not be on the smaller battlefields, that's too much like giving free cash to players.  Will fix.

Quote
When I try to equip something on the medium weapons slot on the Monitor class whatever i tried to put on disappears and I cannot get them back or use them.
Weird.  Prolly something funky about the turrets but IDK what; will have to look over the .hull file and see what's wrong with it.
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dmaiski

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 17) (TC Mod)
« Reply #732 on: May 06, 2014, 02:01:38 PM »

also weird thing, when you turn on the sniper AI in the sim battle, and set ship to ai controll it starts QWOPing hard
(crasher witha vulcan vs anything)

looks like a case of the ai trying to hide from the enemy, but not having any allies to hide behind (or its just buggy)


more ai bug in (1v1 case)

fast ships cant aim with forward weapons
(end up playing ring around the rosies...)(standard ai probably needs a case if(weaponX.canfire){engines=false; turn to target; fire;})
img:
Spoiler
[close]


sidenote: firing AI does not take reletive velocities of the target and firing ships into acount for long range shots (they are allways off by miles...)
« Last Edit: May 06, 2014, 02:16:00 PM by dmaiski »
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!

xenoargh

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 17) (TC Mod)
« Reply #733 on: May 06, 2014, 02:11:16 PM »

Sniper AI wants to use an extremely long range, and it engages in collision-avoidance (which is something I should automatically turn off, if on a Frigate).  It's going to "pogo" if equipped with a short-range weapon; that can't really be helped a lot- it's not really meant for that use case.  I might force the ship to revert to a standard AI in that case, I suppose :)  It works great on stuff like Sunders, though :)
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dmaiski

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Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 17) (TC Mod)
« Reply #734 on: May 06, 2014, 02:30:25 PM »

3x 2500au AM cannon isnt that short range XD

i have exams in a week so i cant do much atm  >:( but i want to try fiddling with the pathing and logic of your AI at some point, im sure i can make one smart enough that even if the weapon has massive targeting errors, and the autoaim has no "lead" ability to speak of it can still use the weapons it has effectively
Spoiler
mainly give it a decision tree,
track and respond to target states(if(target.isVenting && target.ventTime>(self.closeTime+2)){zerovelocity=true; CQC=MaxValue;}),
and try to zero the reletive velocity between self and target when taking a shot(while staying as mobile as posible at any other time
(and other little stuff it really should do)
[close]
maybe im just weird, but i allways want the enemy AI in the game to be as nasty and devious as posible(without cheating)


weird bug:
attacking hemogeny merchant fleet (40sec into battle)
img:
Spoiler
[close]
note: they are not retreating, they are just sitting on edge
« Last Edit: May 06, 2014, 04:17:36 PM by dmaiski »
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!
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