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by sven
Fri May 04, 2018 5:16 pm
Forum: General Forum
Topic: Graphic bug makes game almost unplayable
Replies: 7
Views: 789

Re: Graphic bug makes game almost unplayable

I have quite a new graphic card (cant remember right now, but I can check it when I return home) and I have sometimes the problem that missiles/bombers become "invisible" (especially when several are in the air). Is this something to do with the graphic card or with the game? Not a huge p...
by sven
Thu May 03, 2018 11:56 pm
Forum: General Forum
Topic: Area Coverage vs Close-In Point Defence
Replies: 10
Views: 810

Re: Area Coverage vs Close-In Point Defence

That would seem rather gamey, as it would be the complete opposite of what you would expect according to how anti-missiles work. I'm not sure I understand. Why would one expect that? A weapon that has reduced chance to hit in close range seems plausible. For my part, I'm less concerned with plausib...
by sven
Thu May 03, 2018 6:37 pm
Forum: General Forum
Topic: Graphic bug makes game almost unplayable
Replies: 7
Views: 789

Re: Graphic bug makes game almost unplayable

AMD Radeon HD 7900. I'll try to revert to an older driver and see if the problem goes away. I'm actually glad to know you've been able to play on a Radeon HD 7900 with semi-modern drivers. That particular card is in an awkward state, as it's one of the oldest cards that AMD is still pushing driver ...
by sven
Thu May 03, 2018 6:20 pm
Forum: General Forum
Topic: Area Coverage vs Close-In Point Defence
Replies: 10
Views: 810

Re: Area Coverage vs Close-In Point Defence

Lately I've been thinking about the recent nerf to anti-missile range. So, my rough intention with anti-missile vs. defense laser ranges is more or less as you describe. i.e., to have antimissiles better at medium/long range coverage, and PD's more effective at close-In interceptions. Where I've pe...
by sven
Wed May 02, 2018 10:48 pm
Forum: General Forum
Topic: Graphic bug makes game almost unplayable
Replies: 7
Views: 789

Re: Graphic bug makes game almost unplayable

RenFaireMan wrote:Recently did an update to my video card drivers and now the game looks like this: https://i.imgur.com/hjVgtTc.jpg


What graphics card do you have? (If I can get the bug replicating on one of my own test machines, I may be able to find a workaround for that specific card/driver.)
by sven
Tue May 01, 2018 3:17 am
Forum: Modding
Topic: Using Git for Mod Version Management
Replies: 2
Views: 682

Re: Using Git for Mod Version Management

I've made another public repo at http://stars-in-shadow.com/git/sislua3.git. Like sislua.git, this is just a version-controlled snapshot of SiS's "Lua state" directory. However, sislua3 is actually linked right out of my own working repo, making it maximally bleeding-edge. The contents of ...
by sven
Tue May 01, 2018 12:57 am
Forum: Modding
Topic: Tactical Combat AI Mod
Replies: 174
Views: 9116

Re: Tactical Combat AI Mod

harpy eagle wrote:On a completely unrelated note, I'm now wondering if I should have moved all the new combat AI source files to a subfolder inside AI...


Heh. Yeah, probably. I've moved them in AI/tactical_ai as of r37498.
by sven
Mon Apr 30, 2018 9:36 pm
Forum: Modding
Topic: Tactical Combat AI Mod
Replies: 174
Views: 9116

Re: Tactical Combat AI Mod

Privately I've been experimenting with increasing evasion just for fighters (I guess since they're manned there's some kind of explanation for that) and or reducing the PD/accurate weapon mod bonuses to +25%. But there could be better ways to approach it and that's probably a separate discussion. O...
by sven
Mon Apr 30, 2018 9:09 pm
Forum: Modding
Topic: Autodesign and AI Ship Variety
Replies: 24
Views: 1639

Re: Autodesign and AI Ship Variety

I'm actually a little curious as to how some of the mechanisms in fleet_template.lua work. Um, you're right to be curious, because there's a bug here. I probably should be calculating the set of current ships in a given 'slot' using the following: More generally though, the core idea is that you're...
by sven
Mon Apr 30, 2018 9:05 pm
Forum: Modding
Topic: Autodesign and AI Ship Variety
Replies: 24
Views: 1639

Re: Autodesign and AI Ship Variety

I'm actually a little curious as to how some of the mechanisms in fleet_template.lua work. So there's a ships table that keeps track of how many ships of each class have been built, but it gets indexed using a table created inside warship_classification(), which is called for each new ship. I thoug...
by sven
Mon Apr 30, 2018 6:43 pm
Forum: Modding
Topic: More Varied AI Research Paths
Replies: 36
Views: 2226

Re: More Varied AI Research Paths

zolobolo wrote:Using mod and DEV steam branch at the same time which might be causing the issue


Yeah, you should probably not install this mod ontop of r22263 (the current Steam "in_development" branch).
by sven
Mon Apr 30, 2018 4:33 pm
Forum: Modding
Topic: Tactical Combat AI Mod
Replies: 174
Views: 9116

Re: Tactical Combat AI Mod

Is the vanilla code conflicting with the strategics and tactical mod files or when using the mods they simply do not have any practical effect anymore? Well, all these mods will still work as intended with the main version of the game that's live on steam, r22151. It's only the in_development BETA ...
by sven
Mon Apr 30, 2018 5:51 am
Forum: Modding
Topic: Tactical Combat AI Mod
Replies: 174
Views: 9116

Re: Tactical Combat AI Mod

Edit: now fixed in e0c857f I've folded this mod into the "in_development" version of vanilla as well: all the content in e0c857f35 should now also be in r22260. This is a lovely mod, and I've made no changes to it as yet; though watching various combat replays did inspire me to nerf the r...
by sven
Mon Apr 30, 2018 2:42 am
Forum: Modding
Topic: Autodesign and AI Ship Variety
Replies: 24
Views: 1639

Re: Autodesign and AI Ship Variety

I'm going to see about integrating with sven's new fleet composition code. I think these mods/patches should be pretty naturally complementary. If we wanted to get really fancy with it, I'd guess the the warship_classification() code could probably be extended to read a design hint out of ship.sour...
by sven
Sun Apr 29, 2018 10:14 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1508
Views: 301063

Re: Report - Current Bugs and Issues

The AI was transferring 1 pop of Enfi from Sabik to Suhail III. While enroute the colony was destroyed by the Orthin. After arriving, the transport was redirected to itoran, a system with an outpost but no colonies. Once it arrived at itoran, it looks like the AI sent it back to suhail (green dashe...

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