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by harpy eagle
Mon Apr 30, 2018 11:20 pm
Forum: General Forum
Topic: Gremak Base Research
Replies: 2
Views: 1331

Gremak Base Research

So most empires have a base research income (an income that is gained in addition to research from pops and labs) of either 5 or 10. It looks like the Gremak however, used to have a base research income of 5, but now it's 0. I guess if any of the empires should have 0 base research income, it makes ...
by harpy eagle
Mon Apr 30, 2018 10:49 pm
Forum: Modding
Topic: Tactical Combat AI Mod
Replies: 174
Views: 37895

Re: Tactical Combat AI Mod

One relatively minor diff that's been on my TODO for *years* is to modify fighters so that there's a chance that rather than being shot down by point defense, they'll just be forced to abort their attack run. I.e., in apply_generic_damage_to_tracker, there'd be a chance that instead of dying, a fig...
by harpy eagle
Mon Apr 30, 2018 9:35 pm
Forum: Modding
Topic: Autodesign and AI Ship Variety
Replies: 30
Views: 9308

Re: Autodesign and AI Ship Variety

More generally though, the core idea is that you're just looking to fill up different slots in your navy, and a single ship can potentially fit in multiple different slots. Thus, most navy specs include some very general wildcard slots, like 'Big' and 'Small', while potentially reserving other slot...
by harpy eagle
Mon Apr 30, 2018 8:31 pm
Forum: Modding
Topic: Autodesign and AI Ship Variety
Replies: 30
Views: 9308

Re: Autodesign and AI Ship Variety

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.source_design, creating a hook that would allow fleet templates to reward using...
by harpy eagle
Mon Apr 30, 2018 8:22 pm
Forum: Modding
Topic: Tactical Combat AI Mod
Replies: 174
Views: 37895

Re: Tactical Combat AI Mod

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 range of anti-missiles. Yeah, I've found trackers tend to get obliterated pretty quickly, even without anti-missiles. I don't think it's a problem for missiles because ship...
by harpy eagle
Mon Apr 30, 2018 8:13 pm
Forum: Modding
Topic: Tactical Combat AI Mod
Replies: 174
Views: 37895

Re: Tactical Combat AI Mod

Question: 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? Where would you prefer having future bugs reported, in the main issues thread or in the corresponding strategic and tactical AI mod threa...
by harpy eagle
Mon Apr 30, 2018 8:07 pm
Forum: Modding
Topic: Autodesign and AI Ship Variety
Replies: 30
Views: 9308

Re: Autodesign and AI Ship Variety

zolobolo wrote:If possible please swap the extra reactor of the Yoral Frigate to something else like reinforced bulkhead or shield

Same for Gremak Exploration Cruiser - that one has two scanners

Youch, that would be a bug.
by harpy eagle
Mon Apr 30, 2018 1:55 am
Forum: Modding
Topic: Autodesign and AI Ship Variety
Replies: 30
Views: 9308

Re: Autodesign and AI Ship Variety

Some important notes: This mod works by adding a multiple designs for each hull type, but only when a new design becomes available. Therefore you need to start a new game for this mod to work properly. It generates designs for AI controlled empires only, so that players don't have a bunch of designs...
by harpy eagle
Sun Apr 29, 2018 11:18 pm
Forum: Modding
Topic: Autodesign and AI Ship Variety
Replies: 30
Views: 9308

Re: Autodesign and AI Ship Variety

Okay! I think this is in a playable state now. I've attached a download to the OP. There's a small patch to the strategic AI mod that you'll need in order for the AI fully make use of this. There's a bit of a complication since Sven just released an improvement to how the AI picks it's strategies, a...
by harpy eagle
Sun Apr 29, 2018 11:11 pm
Forum: Modding
Topic: More Varied AI Research Paths
Replies: 36
Views: 10174

Re: More Varied AI Research Paths

Update (276b96e): ⋅  Added missing entry for Neutronium armor tech ⋅  Added entry for Vindicators tech ⋅  Added racial research desires for the Tinker (they like missiles). ⋅  Fixed Gremak only researching one of either battlecruisers or battleships, now they ...
by harpy eagle
Sun Apr 29, 2018 3:25 pm
Forum: Modding
Topic: Autodesign and AI Ship Variety
Replies: 30
Views: 9308

Re: Autodesign and AI Ship Variety

Heavy over medium. The AI hardly ever utilizes heavy weapons and the extra range works better in many situations. The range is especially useful for slower ships. But in many cases putting a medium weapon in a heavy mount does result in more raw damage, so I don't want to discount it completely. Th...
by harpy eagle
Sun Apr 29, 2018 3:20 pm
Forum: Modding
Topic: More Varied AI Research Paths
Replies: 36
Views: 10174

Re: More Varied AI Research Paths

edit: Um, in lua-parlance, an 'upvalue' is a local that's being accessed from a closure that shares scope with that local. Because they're really a form of local-variable access, 'upvalue' reads and writes can't trigger metamethods. However, if you have a table which is itself an upvalue (which is ...
by harpy eagle
Sat Apr 28, 2018 1:20 pm
Forum: Modding
Topic: Strategic AI Mod
Replies: 90
Views: 24192

Re: Strategic AI Mod

Below save contains a case where Phidi AI is having trouble building up its fleet They are currently producing ships on a single planet from the total 3 that they have and are running a considerable deficit in Metal by doing so It is difficult to compare their buildup performance with that of their...
by harpy eagle
Sat Apr 28, 2018 12:06 pm
Forum: Modding
Topic: Autodesign and AI Ship Variety
Replies: 30
Views: 9308

Re: Autodesign and AI Ship Variety

Do all ships of all races fall then into one of the above general category of destroyer, Light Cruiser...etc? What about faction specific one such as Frigates in case of Yoral? Each ship hull type (drawer/config combination, in the code) can be specified individually. I need to go through each one ...
by harpy eagle
Sat Apr 28, 2018 11:44 am
Forum: Modding
Topic: Autodesign and AI Ship Variety
Replies: 30
Views: 9308

Re: Autodesign and AI Ship Variety

1. You have mentioned that AI did not use heavy weapons before but I have seen them use Railguns a couple of times - maybe when they got this tech from derelict colonies early? I guess I was oversimplifying things. The AI never uses heavy lasers or heavy drivers since those weapons do less damage t...

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