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by zolobolo
Mon Apr 09, 2018 8:08 am
Forum: Modding
Topic: Tactical Combat AI Mod
Replies: 174
Views: 192178

Re: Tactical Combat AI Mod

Sub-optimal behaviour: Yoral Destroyer moves too close and gets destroyed by reaction fire before being able to deal any damage itself

Save is here: https://www.dropbox.com/s/0yy7kfjrc6dzn ... 3.rar?dl=0
by zolobolo
Mon Apr 09, 2018 8:02 am
Forum: Modding
Topic: Tactical Combat AI Mod
Replies: 174
Views: 192178

Re: Tactical Combat AI Mod

Error in DEV track in interceptor priority evaluation

Save is located here: https://www.dropbox.com/s/g6iudf9oxylls ... 2.rar?dl=0
by zolobolo
Sun Apr 08, 2018 9:07 pm
Forum: General Forum
Topic: Suggestion: Make building super-dreadnoughts (and mobile planetoids) require capturing the ancient dreadnought first
Replies: 8
Views: 15119

Re: Suggestion: Make building super-dreadnoughts (and mobile planetoids) require capturing the ancient dreadnought first

Thematically I like the idea. It makes sense from a lore perspective as why would all these various races all come to the exact same design solution? But there is the small issue of the AI not capturing the vessel yet which would prevent the AI from utilizing the tech in late game. If implemented, I...
by zolobolo
Sun Apr 08, 2018 8:05 pm
Forum: Modding
Topic: Tactical Combat AI Mod
Replies: 174
Views: 192178

Re: Tactical Combat AI Mod

If you're on the in-development branch, the next version of this mod will allow the AI to move towards missiles/bombers that it wants to attack. With this change, the AI is now really good at wiping out hostile bombers. I also made the AI more careful with how it uses fighters and bombers, which wa...
by zolobolo
Sun Apr 08, 2018 6:56 pm
Forum: Modding
Topic: Tactical Combat AI Mod
Replies: 174
Views: 192178

Re: Tactical Combat AI Mod

Looking at a game I'm in right now, I think a big part of the strategic AI's mineral problems is that it tries to build too much at once. Like an AI that has no minerals and barely any navy left compared to it's nearest enemy... is trying to build four fleet bases at four different planets *facepal...
by zolobolo
Sun Apr 08, 2018 9:31 am
Forum: Modding
Topic: Tactical Combat AI Mod
Replies: 174
Views: 192178

Re: Tactical Combat AI Mod

That is a good point - tactical engagements are by nature a limited affair that lend themselves very well for modelling Guess on the strategic level there are multiple scripts controlling the behaviour of the AI that would need to communicate with each other... Thus the topic can and probably should...
by zolobolo
Sun Apr 08, 2018 9:02 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 1247
Views: 1937441

Re: Suggest - Features and Improvements

Please consider integrating the changes within Tactical Combat AI Mod of Harpy Eagle into the base game, if he approves: http://stars-in-shadow.com/forum/viewtopic.php?f=5&t=666 Reasons: - The mod does not introduce any new game elements but simply optimizes the AI logic to use the existing mech...
by zolobolo
Sat Apr 07, 2018 3:16 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1843
Views: 2741664

Re: Report - Current Bugs and Issues

Error during AI turn: seems to be related to galaxy map border draw logic - cannot be ignored Can be reliably reproduced via below save without mods after hitting next turn: https://www.dropbox.com/s/oj5fglglabc6p3y/Gremak%20First.rar?dl=0 Workaround: disabling empire logos circumvents the error and...
by zolobolo
Sat Apr 07, 2018 12:13 pm
Forum: Modding
Topic: various improvements for ease of empire management
Replies: 30
Views: 57544

Re: various improvements for ease of empire management

Hi Siyoa Looks really inserting: displaying icons and troop types/number on planet should be very useful if large amount of planets to keep track of everything without having to browse through a lot of planets Question: which file should be downloaded for the icons and troop numbers on the planet? Y...
by zolobolo
Sat Apr 07, 2018 7:30 am
Forum: Modding
Topic: Tactical Combat AI Mod
Replies: 174
Views: 192178

Re: Tactical Combat AI Mod

Wow, you have really crushed this topic :) I hope you and the DEVs will have a chat about releasing the content as a patch as is - everyone should experience the AI like this You have probably noticed that I have started a new test game with all the factions this time around not just the imperials a...
by zolobolo
Fri Apr 06, 2018 7:38 pm
Forum: Modding
Topic: Tactical Combat AI Mod
Replies: 174
Views: 192178

Re: Tactical Combat AI Mod

PD has not been reserved in order to not effect the scenario and both destroyers are identical in their load out (the one in the back even has some damage to it r4educing its combat effectiveness - maybe that is why it is targeted?) The destroyer at the back has only 13 armour, while the destroyer ...
by zolobolo
Fri Apr 06, 2018 6:54 pm
Forum: General Forum
Topic: some arda techs
Replies: 9
Views: 11591

Re: some arda techs

Got offered all three techs by the Herald on multiple games - were also working as described The reason is probably this: always bought every tech the Herald was selling on each occasion and almost never attacked Harpy infested systems. This way the relationship to the Arda was always maxed out - ma...
by zolobolo
Fri Apr 06, 2018 4:44 pm
Forum: Modding
Topic: Tactical Combat AI Mod
Replies: 174
Views: 192178

Re: Tactical Combat AI Mod

Enemy cruisers seem to often target a more distant target even if a ship of the same type is in closer range They loos 1 turn for their shots to take effect and give chance to the enemy for the missiles to be more easily intercepted Since the cruisers do not move but only fire the rockets, I assume ...
by zolobolo
Fri Apr 06, 2018 4:22 pm
Forum: Modding
Topic: Tactical Combat AI Mod
Replies: 174
Views: 192178

Re: Tactical Combat AI Mod

Yes, a more advanced movement function + the new issues might not be worth it (considering all the possible scenarios would be crazy complex)
Would be more optimal to tweak shield direction advantage via a separate mod like you suggested
by zolobolo
Fri Apr 06, 2018 2:19 pm
Forum: Modding
Topic: Tactical Combat AI Mod
Replies: 174
Views: 192178

Re: Tactical Combat AI Mod

Nil value of PD eval

Here is the save in case needed: https://www.dropbox.com/s/ty11bpr1r9fxp ... 5.rar?dl=0

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