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by harpy eagle
Thu Mar 15, 2018 7:22 pm
Forum: Modding
Topic: Tactical Combat AI Mod
Replies: 174
Views: 36134

Re: Tactical Combat AI Mod

It looks like your turn_counter is basically just replicating functionality that can already be accessed through the (obscure and entirely undocumented) global helper function current_side_nturns() ;) The vanilla code actually uses that function! I replaced it with the turn_counter kludge because I...
by harpy eagle
Thu Mar 15, 2018 11:35 am
Forum: Modding
Topic: Tactical Combat AI Mod
Replies: 174
Views: 36134

Re: Tactical Combat AI Mod

Last update for now. Instead of always moving towards the closest enemy, ships will look at the closest 3 and pick the best one to close in with. I think it's a good compromise between giving the AI some flexibility with how ships close in on the enemy while also avoiding having ships charge right i...
by harpy eagle
Thu Mar 15, 2018 5:16 am
Forum: Modding
Topic: Tactical Combat AI Mod
Replies: 174
Views: 36134

Re: Tactical Combat AI Mod

A small update: inspired by zolobolo's post here , I modified the boarding AI code so that if the target has any weapons left and much larger crew than the boarding ship, it performs a raid instead of a capture. It turns out this is enough to make the difference between defeat and victory in an auto...
by harpy eagle
Thu Mar 15, 2018 4:19 am
Forum: General Forum
Topic: Bug: Railgun, Force Lance, Station graphics
Replies: 23
Views: 7736

Re: Bug: Railgun, Force Lance, Station graphics

Huh, I wonder if it didn't work because "shield_piercing_level" is also the name of the weapon property. Correct me if I'm wrong, but if you define function WeaponProperty.foo(w) --return stuff end Then any time you evaluate w.foo it will call the foo function to determine what value resul...
by harpy eagle
Thu Mar 15, 2018 4:16 am
Forum: Modding
Topic: Tactical Combat AI Mod
Replies: 174
Views: 36134

Tactical Combat AI Mod

While the vanilla tactical AI does a decent enough job, I've noticed though that sometimes it takes really disproportionate losses, so I wanted to see if I could improve it at all. This mod focuses mainly on target prioritization for the AI, nothing terribly fancy, but I think it does help out the t...
by harpy eagle
Tue Mar 13, 2018 5:57 pm
Forum: Testing
Topic: AIs and terrible planet builds
Replies: 19
Views: 8622

Re: AIs and terrible planet builds

Uhh definitely don't build factories on small worlds that you plan to use for mining/farming. You lose like 20 turns of potential income for a not-that-large boost to build speed. EDIT: now, if you know you're going to use that factory later to build lots of ships, that's another matter. But that us...
by harpy eagle
Tue Mar 13, 2018 5:31 pm
Forum: Modding
Topic: Ship Damage Mod
Replies: 13
Views: 4834

Re: Combat Damage Mod

In case anyone is interested, here is the full source code of the mod. Anyone know how I can get existing local functions to be included in the ENV when the mod loads? That way I wouldn't have to reduplicate get_hull() etc. local Log, log0, log in gui.BattleLog local min,max,ceil in math local funct...
by harpy eagle
Tue Mar 13, 2018 5:22 pm
Forum: General Forum
Topic: Bug: Railgun, Force Lance, Station graphics
Replies: 23
Views: 7736

Re: Bug: Railgun, Force Lance, Station graphics

siyoa wrote:it seems I do not understand LUA syntax as I cannot call the weaponproperty no matter what I try, but found very ugly hack to make it work for the time being, at least it seems it is working


Out of curiosity, what were you trying before?
by harpy eagle
Sat Mar 10, 2018 8:17 pm
Forum: General Forum
Topic: Diplomacy Suggestions
Replies: 2
Views: 1103

Re: Diplomacy Suggestions

Well, threatening another empire would probably piss them off.
by harpy eagle
Sat Mar 10, 2018 3:37 am
Forum: General Forum
Topic: Diplomacy Suggestions
Replies: 2
Views: 1103

Diplomacy Suggestions

Hello, a few things that I think would really improve the utility of diplomacy in the game: ⋅ ask/demand empires to declare war on other empires ⋅ ask/demand empires to make peace with other empires (especially when that other empire is your ally) ⋅ for both of the abov...
by harpy eagle
Sat Mar 10, 2018 3:32 am
Forum: Modding
Topic: Ship Damage Mod
Replies: 13
Views: 4834

Ship Damage Mod

Hi everyone! I made a mod that tweaks the way ship damage works in the game. It was kind of bothering me how SiS had this interesting battle damage mechanic that tracks how damage affects ships (by disabling weapons and other ship systems), but it wasn't as relevant as it could be most of the time s...

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