zolobolo wrote: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?
zolobolo wrote:2. Orthin also do not use Shield Capacitors for Busbar hard-points - can you have them utilize those via this mod? Though this would not automatically mean that they will utilize them in combat, hope the vanilla AI will pick up on them once they are there
zolobolo wrote:Error during a design process
Code: Select all
theme_loadouts 'Hawk' {
config_loadout 'Destroyer' { 'balanced', 'escort' },
config_loadout 'Light Cruiser' { 'balanced', 'standoff' },
config_loadout 'Missile Cruiser' { 'standoff' },
config_loadout 'Escort Cruiser' { 'balanced', 'escort', 'standoff'},
config_loadout 'Military Transport' { 'balanced', 'escort' },
config_loadout 'Heavy Cruiser' { 'balanced', 'standoff' },
config_loadout 'Battlecruiser' { 'balanced', 'standoff' },
--for carriers, escort is all interceptors, siege is all bombers, balanced is a mix
config_loadout 'Escort Carrier' { 'escort', 'standoff' },
config_loadout 'Light Carrier' { 'balanced', 'escort', 'standoff' },
config_loadout 'Fleet Carrier' { 'balanced' },
config_loadout 'Fleet Base' { 'standoff' },
config_loadout 'Star Base' { 'standoff' },
}
theme_loadouts 'Star' {
config_loadout 'Armed Merchant' { 'escort' },
config_loadout 'Military Transport' { 'balanced', 'escort' },
}
theme_loadouts 'Blade' {
config_loadout 'Destroyer' { 'escort' },
config_loadout 'Light Cruiser' { 'balanced', 'standoff' },
}
harpy eagle wrote:The AI never uses heavy lasers or heavy drivers since those weapons do less damage than their medium counterparts in exchange for greater range.
zolobolo wrote: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?
nathanebht wrote:Heavy over medium. The AI hardly ever utilizes heavy weapons and the extra range works better in many situations.
nathanebht wrote:The tactical combat AI mod seems to make missiles much less useful. Perhaps, not have them used on ships except in their dedicated slots?
Code: Select all
-- also check to see if this part+1mod combo is better than the current
-- best option
--[[
if part_name~=name
for mod in rpairs | part.unlocked_mods?
if compare_fun( mount, part, mod,
best.mount, best.part, best.mod )
cleartable(best)
insert( best, ..mount ,part=part, ..i, ..mod)
end
end
end
--]]
harpy eagle wrote:Figuring out how the auto-designer worked wasn't too hard, but tracing the source of an issue meant working my way through layers upon layers of closures with only print statements in hand. I did manage to sort out most of the issues in the end. It still seems to ignore some of the preferences I give it for heavy turrets, so I still have some work to do. EDIT: Aha, fixed. I noticed it was only affecting the Gremak, turns out to be related to how I was generating new raider (i.e. cloaking field equipped) designs.
However, I think the ability to actually compare weapon mods when ordering parts will come in handy, and I fixed a few bugs along the way, like a missing entry in a mount type alias table, and some contradictory logic, so I guess it was worth it.
harpy eagle wrote:I'm going to see about integrating with sven's new fleet composition code.
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
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