Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I would like to use something close to the artificial bee colony optomization algorithm for targeting, fleet movement, and ship positioning (where hopefully every ship would find the sweet spot for range, self preservation, fleet protection, and damage output without needing to rely on pre-determined ranges and charge/bombard mechanics). Maybe some battles are better suited for this or that ship to keep a range and fire on missiles that are destined for a cluster of corvettes and in another battle those same ships may be better off charghing straight at heavily shielded battleships while cruisers move in close and deploy swarms of fighters as cover.... the point is that the capacity exists with the weapons and ships already but the game just doesn't use them in any intelligent way whatsoever.
Can you somehow fix this in your mod?
Also a concern for escort designs. Being spaced out so widely has negative impact on PD coverage.
@legion248 - Can't say that I have noticed such behaviour - how many ships and which behaviour modules each are we talking about?
Edit:Mod conflict seems the most likely cause at the moment switching off the majority has resovled the issue. Now i'll see if i can't pin it down.
Futher investigation points to the issue actaully being in NSC.
In the mean time, I'm trying to mod the numbers myself.
Is the "size_difference_penalty" line in the standard_ship_behaviors.txt file under common\ship_behaviors what need be changed? If I understand it correctly, changing it to a negative number will make the ship target smaller ships first, I'm I correct?
for example, If you've selected "hit and run" behavior (size diff penalties of 60 :: -100; 80 :: -10,000; 100 :: -10,000 respectively), a ship will get a bonus to its target selection that is proportional to the difference in ship size from itself. Since destroyers are a ship size of 2 and corvettes are a ship size of 1, the delta is 1. For carriers the delta is 2 and for battleships the delta is 6.
Honestly I think this mechanic should be set to zero in all behaviors and other targeting mechanics should be used instead, such as shield focus, armor focus, distance to fleet penalty, keep previous target, etc.
By setting this penalty arbitrarily high, you could allow ranged battleships to mainly focus on the largest enemy ships which would be good, but only good if applied to the largest ships in your fleet.
Or is this mod meant to be used together with some other mod that changes weapon balance?
---------------------------------------------------------------------------------------------------------
Also, do you have any plans for, and is it even possible to make, smarter behaviour for ship AI?
Like withdrawing when damaged, concentrating fast weapons on weak targets to take them out of the fight, concentrating heavy hitters on strong targets to reduce overkill, spreading missiles out instead of overkilling a single target, etc.
Shame about the crappy combat mechanics. I like what modders are doing with this game, but the original devs did a really, really sloppy job.