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 ...
Search found 296 matches
- Thu Mar 15, 2018 7:22 pm
- Forum: Modding
- Topic: Tactical Combat AI Mod
- Replies: 174
- Views: 469119
- Thu Mar 15, 2018 11:35 am
- Forum: Modding
- Topic: Tactical Combat AI Mod
- Replies: 174
- Views: 469119
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 ...
- Thu Mar 15, 2018 5:16 am
- Forum: Modding
- Topic: Tactical Combat AI Mod
- Replies: 174
- Views: 469119
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 ...
It turns out this is enough to make the difference between defeat and victory in an ...
- Thu Mar 15, 2018 4:19 am
- Forum: General Forum
- Topic: Bug: Railgun, Force Lance, Station graphics
- Replies: 23
- Views: 34560
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 results?
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 results?
- Thu Mar 15, 2018 4:16 am
- Forum: Modding
- Topic: Tactical Combat AI Mod
- Replies: 174
- Views: 469119
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 ...
This mod focuses mainly on target prioritization for the AI, nothing terribly fancy, but I think it does help out the ...
- Tue Mar 13, 2018 5:57 pm
- Forum: Testing
- Topic: AIs and terrible planet builds
- Replies: 19
- Views: 77441
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 ...
- Tue Mar 13, 2018 5:31 pm
- Forum: Modding
- Topic: Ship Damage Mod
- Replies: 13
- Views: 23835
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 ...
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 ...
- Tue Mar 13, 2018 5:22 pm
- Forum: General Forum
- Topic: Bug: Railgun, Force Lance, Station graphics
- Replies: 23
- Views: 34560
Re: Bug: Railgun, Force Lance, Station graphics
Out of curiosity, what were you trying before?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
- Sat Mar 10, 2018 8:17 pm
- Forum: General Forum
- Topic: Diplomacy Suggestions
- Replies: 2
- Views: 5895
Re: Diplomacy Suggestions
Well, threatening another empire would probably piss them off.
- Sat Mar 10, 2018 3:37 am
- Forum: General Forum
- Topic: Diplomacy Suggestions
- Replies: 2
- Views: 5895
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 above, you should be able to ...
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 above, you should be able to ...
- Sat Mar 10, 2018 3:32 am
- Forum: Modding
- Topic: Ship Damage Mod
- Replies: 13
- Views: 23835
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 ...
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 ...