Autocombat with an armed Scout ship versus a defenseless outpost results in defeat for the Scout(s), as they auto-retreat from combat...
That sounds like something that should not happen, but on the topic of retreating from combat, I'm becoming more convinced that the approach I took for the AI ...
Search found 296 matches
- Mon Dec 10, 2018 6:56 pm
- Forum: Testing
- Topic: Report - Current Bugs and Issues
- Replies: 1844
- Views: 3936159
- Mon Dec 10, 2018 6:37 pm
- Forum: Modding
- Topic: Population Panel Mod
- Replies: 29
- Views: 140057
Re: Population Panel Mod
It's a very simple thing to add, I've updated the attachment in the OP. I haven't tested it though, other than making sure the game starts.
- Mon Dec 10, 2018 5:01 pm
- Forum: Modding
- Topic: Population Panel Mod
- Replies: 29
- Views: 140057
Re: Population Panel Mod
I think it was mentioned somewhere that there were plans to overhaul the planet production report into a kind of empire-wide management interface, that would probably include what this mod does. In the meantime though if sven wants to merge this into the base game with any adjustments deemed ...
- Thu Nov 15, 2018 5:31 am
- Forum: General Forum
- Topic: Great Moments in Pacifism
- Replies: 9
- Views: 19466
Re: Great Moments in Pacifism
Sounds like they did what they had to do to survive in the face of aggression.
I really like the new diplomacy, I think it's step in the right direction. At the very least, the new logic for how AI decides to declare wars and make alliances really fills in an aspect of the game that was missing ...
I really like the new diplomacy, I think it's step in the right direction. At the very least, the new logic for how AI decides to declare wars and make alliances really fills in an aspect of the game that was missing ...
- Thu Nov 15, 2018 5:26 am
- Forum: Modding
- Topic: Autodesign and AI Ship Variety
- Replies: 30
- Views: 379406
Re: Autodesign and AI Ship Variety
No, it used to work with an older version of the game. I needed to update it which required a rethink of how this mod was interfacing with the AI fleet composition side of things and I ran out of steam and never finished it. I'd like to get back to it though.
- Wed Nov 14, 2018 1:36 am
- Forum: Modding
- Topic: Population Panel Mod
- Replies: 29
- Views: 140057
Re: Population Panel Mod
The broken sorting seems to be due to the get_planet_list() function being shadowed by the one for the production panel... time to look up what UI_File does again since I thought these things would be in their own environment.
Oh well fixed by making it local.
Oh well fixed by making it local.
- Wed Nov 14, 2018 12:50 am
- Forum: Modding
- Topic: any feedback on which mods were implemented in vanilla
- Replies: 10
- Views: 24378
Re: any feedback on which mods were implemented in vanilla
I'm not entirely sure if that mod is ready to be integrated its current state.
The goal was to get the AI to create different loadout variations for the same hull, and get it build a mix of different loadouts (modulo a possible focus on certain loadouts based on its personality, perhaps) of the ...
The goal was to get the AI to create different loadout variations for the same hull, and get it build a mix of different loadouts (modulo a possible focus on certain loadouts based on its personality, perhaps) of the ...
- Sat Nov 10, 2018 10:07 pm
- Forum: Modding
- Topic: Autodesign and AI Ship Variety
- Replies: 30
- Views: 379406
Re: Autodesign and AI Ship Variety
Yeah, the way I fixed the AI use of heavy weapons in this mod was by creating a new metric for the AI to use when evaluating heavy weapons, that scored them based on both their range and damage. The vanilla AI always goes for weapons that maximize damage per shot.
- Tue Nov 06, 2018 9:06 pm
- Forum: Modding
- Topic: DLC rebalance mod
- Replies: 80
- Views: 425265
Re: DLC rebalance mod
Pretty cool. Is there a spreadsheet or a summary of the balance changes anywhere? I'm curious about your approach to rebalancing shield regeneration rates, in particular.
- Tue Nov 06, 2018 6:06 am
- Forum: General Forum
- Topic: where is "hostile environment cost"?
- Replies: 4
- Views: 14001
Re: where is "hostile environment cost"?
If VS is giving you trouble, you don't actually need to use an IDE. I just use a text editor, myself.
Of course, you won't be able to use step-through debugging, but most of the time I think you can get by without it (not always though).
Of course, you won't be able to use step-through debugging, but most of the time I think you can get by without it (not always though).
- Mon Nov 05, 2018 4:46 pm
- Forum: General Forum
- Topic: Question about Tinker AI
- Replies: 1
- Views: 8556
Re: Question about Tinker AI
I would guess it is because they are meticulous and precise, one of the meanings of scrupulous.
If we really drill into the meaning of scrupulous, one possible explanation is that the Tinkers are indeed principled, it's just that their "principles" are not what we would consider virtuous and lead ...
If we really drill into the meaning of scrupulous, one possible explanation is that the Tinkers are indeed principled, it's just that their "principles" are not what we would consider virtuous and lead ...
- Mon Nov 05, 2018 4:42 pm
- Forum: General Forum
- Topic: where is "hostile environment cost"?
- Replies: 4
- Views: 14001
Re: where is "hostile environment cost"?
Look for "function PlanetProperty.hostile_env_cost(planet)" in Orders/coin_production.lua
- Mon Nov 05, 2018 4:35 pm
- Forum: General Forum
- Topic: Populations screen
- Replies: 1
- Views: 8616
Re: Populations screen
This already exists
I believe it does all the things you mention. Check it out here: http://stars-in-shadow.com/forum/viewto ... 8829#p8829

I believe it does all the things you mention. Check it out here: http://stars-in-shadow.com/forum/viewto ... 8829#p8829
- Mon Nov 05, 2018 4:33 pm
- Forum: General Forum
- Topic: Spending diplomacy on peace
- Replies: 1
- Views: 8463
Re: Spending diplomacy on peace
I don't think of it that way. I don't believe in the idea of buying peace unconditionally with diplomacy points. It would be too OP.
Instead if you think the peace isn't going to last long, maybe it's not a great use of your diplomacy points.
However if that's how it's meant to be, then this is ...
Instead if you think the peace isn't going to last long, maybe it's not a great use of your diplomacy points.
However if that's how it's meant to be, then this is ...
- Mon Nov 05, 2018 4:08 pm
- Forum: General Forum
- Topic: The economy, stupid
- Replies: 12
- Views: 74502
Re: The economy, stupid
I've let a game run on for as long as possible, and I've noticed that NONE of the AI factions ever, ever has any metal and ever, ever has any use for its tons of superfluous money. Even the poorest AI factions on the brink of extinction have huge sums of cash and, apparently, cannot figure out how ...