Modding Picture of the day.

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Talverin
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Re: Modding Picture of the day.

Post by Talverin » Mon May 08, 2017 4:50 pm

O____O

God stop. Please. Have mercy on us Rossina-Sama! We don't all want to die horrendously!

I have a hard enough time with the VN as is. Am I supposed to have LV fleets posted at every system I control? Secondary fleets to reinforce them as they turn my ships against me and burn my worlds to cinders?

Maybe the big grand wording and presentation is overstating the upgrades, but I'm terrified.

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Rossinna-Sama
Posts: 1486
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Re: Modding Picture of the day.

Post by Rossinna-Sama » Mon May 08, 2017 10:05 pm

Talverin wrote:O____O

God stop. Please. Have mercy on us Rossina-Sama! We don't all want to die horrendously!

I have a hard enough time with the VN as is. Am I supposed to have LV fleets posted at every system I control? Secondary fleets to reinforce them as they turn my ships against me and burn my worlds to cinders?

Maybe the big grand wording and presentation is overstating the upgrades, but I'm terrified.


I can't tell if you want me to actually stop or not, but no - I'm not stopping yet. But suppose to make you less terrified...

The odds of randoms in PH are higher for system-confined encounters like Asteroid Monitors (but not to the point where every system has something) but stuff like Ghosty, Slavers and the VN themselves are much, much lower than the base game. It is currently set around the area of 2% per turn and *any* combat will reset the odds counter back to 0%.
The VN themselves, while powerful, have actually been nerfed heavily in how often they can turn up.
They'll only target a system once every 25 turns, though the collector mothership will raid something every 5 turns. And since its the VN, this requires them having the resources to keep that up in the first place - Berserkers got much more expensive for them to build.

I'm quite aware of the power of most of the randoms after all, and I'm toying with the idea of not allowing any randoms (barring pirates if you re-enable trade) until turn 100 and no GMs until turn 250. It is currently turn 50 for randoms and turn 100 for GMs but that was set before I'd finished updating all of the randoms, something that'll be done once I've dealt with the last two VN vessels.

Berserkers are not getting a beam which converts population to their side - that was simply fluff. Its the, erm... Liir... who are getting that.
I'm also not removing the PD shielding from the berserkers - they don't really do anything but look quite cool. Technically the Berserkers are nerfed from Vanilla as the Pyramids take a lot longer to kill population now at the tradeoff that they remove infrastructure very, very quickly.

The only issue right now with the VN is the Possessor disk - the one with the yellow boarding pods. I hate boarding pods in general but right now it can even capture a LV without any problems. While it is simple enough to nerf said pods so they can't do that (lower their crew ratings), I'm looking into a way to convert them into something else. I'm also not buffing their version of the SK - it is actually getting nerfed because while its fun to see it once, it isn't enjoyable to see them constantly.

TL;DR - VN do not strike as often as they do in the base game.
Sword of the Stars 2 - Project Hiver modder - work in progress.
Creator of the upcoming Seimei universe.

Talverin
Posts: 91
Joined: Sun Apr 24, 2016 12:20 am

Re: Modding Picture of the day.

Post by Talverin » Tue May 09, 2017 3:26 am

You are merciful.

Also, those boarding pod VN units are heinous and need to die. All of them.

I like the changes! The game is too easy, mid to late game, a lot of the time... So these changes will likely make it so I'm not flat out winning every battle. That's not a bad thing necessarily.

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Rossinna-Sama
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Re: Modding Picture of the day.

Post by Rossinna-Sama » Tue May 09, 2017 6:18 pm

Talverin wrote:You are merciful.

Also, those boarding pod VN units are heinous and need to die. All of them.

I like the changes! The game is too easy, mid to late game, a lot of the time... So these changes will likely make it so I'm not flat out winning every battle. That's not a bad thing necessarily.


Working on the AI as my next main goal. I think I misunderstood how the fleettemplates file works so I might be able to get some better optimized fleets out of the AI. As I also have the hardcoded list of AI missions as well now, I might be able to get them to do stuff they didn't do before.

Also seeing some improvement in the number of non-autoresolved battles. I think it is because I've increased the <LargeCombatThreshold> in commonassets to 100, but I can't be sure. There's still a few that I have to sit through but they are almost always the GMs, which is fine.

---------
Image
Due to the fix allowing them to be capturable (even if its actually fairly easy to do that), Asteroid Monitors and the AM Commander are now properly distributed in a system. There's 30 of them!
This said, I do play on smaller maps. Larger maps may have the issue of these appearing too often.

Image
Ignore the VN propaganda. This fabricated image isn't accurate. As if they could steal a leviathan! *coughs*
(I nerfed the boarding pods heavily - they are PD bait now with lots of structure but only a single crew point. They'd be lucky to nick a CR.

Image
Due to my decision to allow models to be put into PH's eventual download as I'm going to have to use MediaFire, additional stuff is forthcoming. Including these, of course.

Image
"We have learned how to wield the Sword of the Stars!". This is the Solforce\Humanity Reflex-era LV. It has twice the structure of other LVs and more optimized mount sizes but it is obscenely expensive. I doubt you'll ever be able to afford it without using 200% income settings.

Image
Slavers have had a slight weapon update since their AI has somehow fixed itself so they can actually shoot at non-PD targets. They are still not really a threat.

Image
I was very happy with the FPS performance in this battle. There was 2 AI and myself, the VN and slavers all in the same spot. The entire system was a battleground.

Image
I've not seen the AI even use Point Defense sections before.

Image
All drones and other things which are impacted by Small Fusion Reactor techs now get a 75% speed increase instead of 25%. Makes the tech worthwhile.

Image
How you can tell when things just got serious...

Image
I wanted to see how a Player based System Killer Beam (the one I made a few months ago) handled it when there was more than one target I hit with the beam. Both planets went away.

Image
Kinetic Kill Missiles (Medium and Heavy mount) now have their unique models back in action to help showcase just how dangerous these things are when compared to other missiles.

Overall quite happy with how this test match has turned out. There's been zero crashes beyond the usual ones when the game has a UI fit when I have not restarted it for a while.
AI has been performing fairly well. Their main limiting factor seems to be their rate of production. They don't like building bigger ships or doing new prototypes until they've gotten a number of the techs which increase their production speed. I think this is why I didn't see them really stop using their starting designs until roughly turn 90.
They also have a bit of a reluctance to research Orbital Drydocks (the first tech in engineering) which usually stops them from going to DNs until much later into the game. I really have to spend the time to go through the tech file and redo the value and factor cost of every tech so the AI can optimize its tech tree better.
Sword of the Stars 2 - Project Hiver modder - work in progress.
Creator of the upcoming Seimei universe.

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Rossinna-Sama
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Re: Modding Picture of the day.

Post by Rossinna-Sama » Tue May 09, 2017 8:27 pm

Welp, got some good news on the AI side of things. Have to keep working on it to ensure the AI doesn't go nuts, but if I've got everything working the way it should be, I can now allow the AI to field proper fleets and not only that, but faction specific fleets. Zuul AI should be able to use Slave Disks for example.

-----------
Image
This is a test of what I've figured out. Right now the survey fleet comes with 1 CnC ship, 1 Battlerider Carrier, 2 Drone Carriers, 2 Boarding Cruisers and 2 Assault Shuttle carriers. None of which require "standoff" to be set either.

Image
I wasn't expecting it to work, but the Battleriders also turned up. They don't start assigned to their ships but as you can see, they are there.

------------

As I'm sadly not expecting a release anytime soon, I'll put the full listing here. I'll be updating it as I continue testing.

Code: Select all

<!--
[AI STANCES]
EXPANDING,      // AI is expanding its empire.
ARMING,       // AI is increasing its forces and preparing for war
HUNKERING,       // AI is not at war, and is building up its industry and technology as rapidly as possible
CONQUERING,    // AI is expanding its empire by warring with neighbours
DESTROYING,    // AI is attempting to eliminate an opponent
DEFENDING,       // AI is defending its territory
-->

<!--
[INCLUSION TYPES]
REQUIRED,      // This ship is required for this fleet.
FILL,         // All remaining command points will be filled with this type of ship.
-->

<!--
[SHIP ROLES]
COMBAT,      // Standard Combat Ship
COMMAND,      // CnC capable Ship
COLONIZER,      // Ship capable of colonising worlds
CONSTRUCTOR,      // Ship with Construction Points
SCOUT,      // Currently unknown
SUPPLY,      // Ships with exceptionally high supply ratings
E_WARFARE,      // Electronic Warfare DN (or CR if you've done it)
GATE,      // Hiver gate ship
BORE,      // Zuul Bore ship
FREIGHTER,      // Freighters - don't use in a fleet template
SCAVENGER,      // Zuul's Slave Disk Carrier
DRONE,      // Drones - don't use in a fleet template
ASSAULTSHUTTLE,      // Assault Shuttles - don't use in a fleet template
SLAVEDISK,      // Zuul's Slave Disks - use in combination with SCAVENGER
BOARDINGPOD,      // Boarding Pods - don't use in a fleet template
BIOMISSILE,      // Bio Missiles - don't use in a fleet template
BR_PATROL,      // Patrol Battlerider - Use in combination with CARRIER
BR_SCOUT,      // Scout Battlerider - Use in combination with CARRIER
BR_SPINAL,      // Spinal Battlerider - Use in combination with CARRIER
BR_ESCORT,      // Escort Battlerider - Use in combination with CARRIER
BR_INTERCEPTOR,      // Interceptor Battlerider - Use in combination with CARRIER
BR_TORPEDO,      // Torpedo Battlerider - Use in combination with CARRIER
BATTLECRUISER,      // Liirian BattleCruiser\Tarkas Hunters - Use in combination with CARRIER
BATTLESHIP,      // Liirian Battleship - Use in combination with CARRIER
CARRIER,      // Carrier which holds Battleriders, Battlecruisers or Battleships
CARRIER_ASSAULT,      // Carrier which holds Assault Shuttles
CARRIER_DRONE,      // Carrier which holds Drones
CARRIER_BIO,      // Biomissile Carrier
CARRIER_BOARDING,      // Boarding Pod Cruiser
-->

<!--
[WEAPON ROLES]
STAND_OFF,
BRAWLER,
POINT_DEFENSE,
PLANET_ATTACK,
DISABLING,
ENERGY,
BALLISTICS,
-->

<!--
[MISSION TYPES]
COLONIZATION,      // Colonizes new worlds
SUPPORT,      // Supports underdeveloped worlds
SURVEY,      // Surveys a new system
RELOCATION,      // Unsure if this actually has any effect as of yet
CONSTRUCT_STN,      // Constructs a new station
UPGRADE_STN,      // Upgrades an existing station to the next level
PATROL,      // Patrols a system in order to catch pirates or other hostile forces
INTERDICTION,      // Unconfirmed - attacks any fleets attempting to leave the system
STRIKE,      // Attacks a hostile system then retreats
INVASION,      // Attacks a hostile system but remains as long as supply and CnC hold out
INTERCEPT,      // AI seems to only use it to intercept GMs. Allows a fleet to intercept another fleet in deep space.
GATE,      // Deploys a Hiver Gate Ship at the target system
PIRACY,      // Unknown if AI can do this. Sends a CR fleet to a system in order to raid trade ships. (Does not function in Project Hiver as there is no trade)
DEPLOY_NPG,      // Deploys a NPG gate in the target system and along the route taken to said system.
-->


I am toying with vastly altering the stances, but unsure if its worth it yet. Anywho...

PS. Keep in mind that anything you specify here must be buildable on turn 1. So unless you make the Battlerider tech a free starting tech for everyone, you can't put BRs into any fleet that's a starting fleet for example.

--------
Image
Literal turn 1 fleet vs turn 1 fleet. 1st Survey Fleet vs 1st Survey fleet. With a balance of drone cruisers and exploration vessels.

Image
I also confirmed that setting the Weapon Role to either Energy or Ballistic does actually make the AI design a ship with either an energy focus or ballistic focus. Could potentially be used to ensure they've got something to deal with Meson\Grav shields.



----------
Image
Ghosty was feeling a bit left out so it got a minor update. Albeit I suspect it would have rathered I didn't touch it.

It now has its PD actually working again. It has gotten a new array of "Very heavy Antimatter Cannons" which somehow fit on Large turret mounts as well as an array of Shotgun Bursters.
Its primary change however should deal with the complaints about how Ghosty likes to do a drive-by planetary shooting spree.
All of its weapons barring one does almost no damage to planets (like most weapons in PH) so it'll gladly whack a station and a low-tech fleet without any issue. However it won't damage the planet much if at all. (unless you literally just colonized it.)
However if it doesn't have a juicy station to smack around then it will go for the planets - that's what the re-purposed thing on the bottom of the ship now does. It is a LV-class Emitter which due to how those work in PH are Anti-planet weapons which can not even fire on anything but planets. Its range is quite low so it'll never fire unless the planet was the target in the first place, but if it does fire, expect the colony to die very quickly. Emitters are Superweapon-class in PH for a reason, and as I like to let the randoms and GMs show off some of the more exotic stuff, Ghosty was a good fit for it.

Overall it is stronger against fleets and stations (though its PD isn't terribly effective as its ballistic based) and is lethal against planets, but it should only kill a planet if there's no station for it to vent its anger out on.
Sword of the Stars 2 - Project Hiver modder - work in progress.
Creator of the upcoming Seimei universe.

asimetron
Posts: 1
Joined: Wed May 10, 2017 5:37 pm

Re: Modding Picture of the day.

Post by asimetron » Thu May 11, 2017 5:26 am

What mod is this?
Where i can download this files?
Great job... Thanks.

ScorpionJL
Posts: 7
Joined: Mon Mar 17, 2014 4:15 am

Re: Modding Picture of the day.

Post by ScorpionJL » Fri May 12, 2017 4:27 am

Hey Rossinna, I've done a bit of digging on the fleet templates in the past as well.
SCOUT is any ship that is flagged a scout. From what I was able to determine, a ship is only flagged as a scout ship when equipped with a deep scan section.

I've also played with the mission types as they a small effect on the priority order in which fleet template to build.
The stance weights have a larger effect.

I was able to add new templates as well. This is the combat fleet section of my file (using vanilla game).
As the file says, stances must be specified to be used by the AI.

I have some other tidbits on the file if you want.

Code: Select all

   <FleetTemplate name="DEFAULT_COMBAT" fleetName="Combat Fleet">
      <MissionType>STRIKE</MissionType>
      <MissionType>PATROL</MissionType>
      <MissionType>INVASION</MissionType>   
      <MissionType>RELOCATION</MissionType>
      <StanceWeight stance="CONQUERING">14</StanceWeight>
      <StanceWeight stance="DESTROYING">10</StanceWeight>
      <StanceWeight stance="DEFENDING">5</StanceWeight>
      <StanceWeight stance="ARMING">5</StanceWeight>
      <MinToMaintain>
         <Amount stance="EXPANDING">4</Amount>
         <Amount stance="ARMING">6</Amount>
         <Amount stance="HUNKERING">6</Amount>
         <Amount stance="CONQUERING">8</Amount>
         <Amount stance="DESTROYING">8</Amount>
         <Amount stance="DEFENDING">6</Amount>
      </MinToMaintain>
      <Ship inclusion="REQUIRED" amount="1">COMMAND</Ship>
      <Ship inclusion="REQUIRED" amount="2" nfaction="loa">SUPPLY</Ship>
      <Ship inclusion="REQUIRED" amount="1" faction="zuul">BORE</Ship>
      <Ship inclusion="FILL">COMBAT</Ship>
      <Ship inclusion="FILL" weaponrole="BRAWLER">COMBAT</Ship>
      <Ship inclusion="FILL" weaponrole="STAND_OFF">COMBAT</Ship>      
   </FleetTemplate>

   <FleetTemplate name="SMALL_COMBAT" fleetName="Attack Fleet">
      <MissionType>STRIKE</MissionType>
      <MissionType>INVASION</MissionType>
      <MissionType>PATROL</MissionType>
      <MissionType>RELOCATION</MissionType>
      <MissionType>INTERCEPT</MissionType>
      <StanceWeight stance="CONQUERING">13</StanceWeight>
      <StanceWeight stance="DESTROYING">10</StanceWeight>
      <StanceWeight stance="DEFENDING">5</StanceWeight>
      <StanceWeight stance="ARMING">5</StanceWeight>
      <MinToMaintain>
         <Amount stance="EXPANDING">2</Amount>
         <Amount stance="ARMING">4</Amount>
         <Amount stance="HUNKERING">4</Amount>
         <Amount stance="CONQUERING">8</Amount>
         <Amount stance="DESTROYING">8</Amount>
         <Amount stance="DEFENDING">8</Amount>
      </MinToMaintain>
      <Ship inclusion="REQUIRED" amount="1">COMMAND</Ship>
      <Ship inclusion="REQUIRED" amount="1" nfaction="loa">SUPPLY</Ship>
      <Ship inclusion="REQUIRED" amount="1" faction="zuul">BORE</Ship>
      <Ship inclusion="REQUIRED" amount="2">COMBAT</Ship>
      <Ship inclusion="FILL">COMBAT</Ship>
   </FleetTemplate>

   <FleetTemplate name="LONGRANGE_COMBAT" fleetName="Artillery Fleet">
      <MissionType>STRIKE</MissionType>
      <MissionType>INVASION</MissionType>
      <MissionType>PATROL</MissionType>
      <MissionType>RELOCATION</MissionType>
      <MissionType>INTERCEPT</MissionType>
      <StanceWeight stance="CONQUERING">13</StanceWeight>
      <StanceWeight stance="DESTROYING">10</StanceWeight>
      <StanceWeight stance="DEFENDING">5</StanceWeight>
      <StanceWeight stance="ARMING">5</StanceWeight>
      <MinToMaintain>
         <Amount stance="EXPANDING">2</Amount>
         <Amount stance="ARMING">4</Amount>
         <Amount stance="HUNKERING">4</Amount>
         <Amount stance="CONQUERING">8</Amount>
         <Amount stance="DESTROYING">8</Amount>
         <Amount stance="DEFENDING">8</Amount>
      </MinToMaintain>
      <Ship inclusion="REQUIRED" amount="1">COMMAND</Ship>
      <Ship inclusion="REQUIRED" amount="1" nfaction="loa">SUPPLY</Ship>
      <Ship inclusion="REQUIRED" amount="1" faction="zuul">BORE</Ship>
      <Ship inclusion="REQUIRED" amount="2" weaponrole="STAND_OFF">COMBAT</Ship>      
      <Ship inclusion="FILL" weaponrole="STAND_OFF">COMBAT</Ship>      
   </FleetTemplate>

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Rossinna-Sama
Posts: 1486
Joined: Sun Nov 11, 2012 5:38 am

Re: Modding Picture of the day.

Post by Rossinna-Sama » Mon May 15, 2017 8:29 pm

asimetron wrote:What mod is this?
Where i can download this files?
Great job... Thanks.


There is an older build a few pages back, but it has a number of bugs. The current version isn't released as of yet due to my life getting in the way consistently.

ScorpionJL wrote:Hey Rossinna, I've done a bit of digging on the fleet templates in the past as well.
SCOUT is any ship that is flagged a scout. From what I was able to determine, a ship is only flagged as a scout ship when equipped with a deep scan section.

I've also played with the mission types as they a small effect on the priority order in which fleet template to build.
The stance weights have a larger effect.

I was able to add new templates as well. This is the combat fleet section of my file (using vanilla game).
As the file says, stances must be specified to be used by the AI.

I have some other tidbits on the file if you want.

Code: Select all

   <FleetTemplate name="DEFAULT_COMBAT" fleetName="Combat Fleet">
      <MissionType>STRIKE</MissionType>
      <MissionType>PATROL</MissionType>
      <MissionType>INVASION</MissionType>   
      <MissionType>RELOCATION</MissionType>
      <StanceWeight stance="CONQUERING">14</StanceWeight>
      <StanceWeight stance="DESTROYING">10</StanceWeight>
      <StanceWeight stance="DEFENDING">5</StanceWeight>
      <StanceWeight stance="ARMING">5</StanceWeight>
      <MinToMaintain>
         <Amount stance="EXPANDING">4</Amount>
         <Amount stance="ARMING">6</Amount>
         <Amount stance="HUNKERING">6</Amount>
         <Amount stance="CONQUERING">8</Amount>
         <Amount stance="DESTROYING">8</Amount>
         <Amount stance="DEFENDING">6</Amount>
      </MinToMaintain>
      <Ship inclusion="REQUIRED" amount="1">COMMAND</Ship>
      <Ship inclusion="REQUIRED" amount="2" nfaction="loa">SUPPLY</Ship>
      <Ship inclusion="REQUIRED" amount="1" faction="zuul">BORE</Ship>
      <Ship inclusion="FILL">COMBAT</Ship>
      <Ship inclusion="FILL" weaponrole="BRAWLER">COMBAT</Ship>
      <Ship inclusion="FILL" weaponrole="STAND_OFF">COMBAT</Ship>      
   </FleetTemplate>

   <FleetTemplate name="SMALL_COMBAT" fleetName="Attack Fleet">
      <MissionType>STRIKE</MissionType>
      <MissionType>INVASION</MissionType>
      <MissionType>PATROL</MissionType>
      <MissionType>RELOCATION</MissionType>
      <MissionType>INTERCEPT</MissionType>
      <StanceWeight stance="CONQUERING">13</StanceWeight>
      <StanceWeight stance="DESTROYING">10</StanceWeight>
      <StanceWeight stance="DEFENDING">5</StanceWeight>
      <StanceWeight stance="ARMING">5</StanceWeight>
      <MinToMaintain>
         <Amount stance="EXPANDING">2</Amount>
         <Amount stance="ARMING">4</Amount>
         <Amount stance="HUNKERING">4</Amount>
         <Amount stance="CONQUERING">8</Amount>
         <Amount stance="DESTROYING">8</Amount>
         <Amount stance="DEFENDING">8</Amount>
      </MinToMaintain>
      <Ship inclusion="REQUIRED" amount="1">COMMAND</Ship>
      <Ship inclusion="REQUIRED" amount="1" nfaction="loa">SUPPLY</Ship>
      <Ship inclusion="REQUIRED" amount="1" faction="zuul">BORE</Ship>
      <Ship inclusion="REQUIRED" amount="2">COMBAT</Ship>
      <Ship inclusion="FILL">COMBAT</Ship>
   </FleetTemplate>

   <FleetTemplate name="LONGRANGE_COMBAT" fleetName="Artillery Fleet">
      <MissionType>STRIKE</MissionType>
      <MissionType>INVASION</MissionType>
      <MissionType>PATROL</MissionType>
      <MissionType>RELOCATION</MissionType>
      <MissionType>INTERCEPT</MissionType>
      <StanceWeight stance="CONQUERING">13</StanceWeight>
      <StanceWeight stance="DESTROYING">10</StanceWeight>
      <StanceWeight stance="DEFENDING">5</StanceWeight>
      <StanceWeight stance="ARMING">5</StanceWeight>
      <MinToMaintain>
         <Amount stance="EXPANDING">2</Amount>
         <Amount stance="ARMING">4</Amount>
         <Amount stance="HUNKERING">4</Amount>
         <Amount stance="CONQUERING">8</Amount>
         <Amount stance="DESTROYING">8</Amount>
         <Amount stance="DEFENDING">8</Amount>
      </MinToMaintain>
      <Ship inclusion="REQUIRED" amount="1">COMMAND</Ship>
      <Ship inclusion="REQUIRED" amount="1" nfaction="loa">SUPPLY</Ship>
      <Ship inclusion="REQUIRED" amount="1" faction="zuul">BORE</Ship>
      <Ship inclusion="REQUIRED" amount="2" weaponrole="STAND_OFF">COMBAT</Ship>      
      <Ship inclusion="FILL" weaponrole="STAND_OFF">COMBAT</Ship>      
   </FleetTemplate>


I'd be interested in that.
Didn't even think of SCOUT being deep scan, will try that today. I'm not against it being a starting section in any case which is a requirement for fleet modding.

When I find the time, the goal is to vastly expand the file so that every fleet has unique templates for only them. In the meantime, I've been experimenting with getting the AI to perform different ship designs and it has been working fairly well.

Code: Select all

<FleetTemplate name="STEALYERJUNK" fleetName="Gimmiegimmiegimmie Fleet">
      <MissionType>STRIKE</MissionType>
      <StanceWeight stance="EXPANDING">99</StanceWeight>
      <StanceWeight stance="ARMING">99</StanceWeight>
      <StanceWeight stance="HUNKERING">99</StanceWeight>
      <StanceWeight stance="CONQUERING">99</StanceWeight>
      <StanceWeight stance="DESTROYING">99</StanceWeight>
      <StanceWeight stance="DEFENDING">99</StanceWeight>
    <MinToMaintain>
      <Amount stance="EXPANDING">2</Amount>
      <Amount stance="ARMING">2</Amount>
      <Amount stance="HUNKERING">2</Amount>
      <Amount stance="CONQUERING">2</Amount>
      <Amount stance="DESTROYING">2</Amount>
      <Amount stance="DEFENDING">2</Amount>
    </MinToMaintain>
      <Ship inclusion="REQUIRED" amount="1">COMMAND</Ship>
      <Ship inclusion="REQUIRED" faction="zuul" amount="1">BORE</Ship>
      <Ship inclusion="FILL">CARRIER_BOARDING</Ship>
   </FleetTemplate>


This is my usual experimenting fleet at the moment with a very obvious name so I can tell what is what. The weight is so they'll be forced to build it as I do my modding within one or two save games unless its tech based. This particular one makes me glad that the AI in vanilla didn't have something like this. I hate boarding pods...

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EDIT:

Some tech tree alterations was what I did today.

There's a number of free starting techs now - including most of the political tree and a few others.
Heavy ship missiles is now a free starting tech as I'm going to make drone platforms not free when I get to it.
Every faction got a visit in their drive trees.

Solforce's is unchanged.
Hivers now start with Casting and Gate Station research.
Tarkas can now research Warp Veil from the start if they so wish.
Morrigi and Liir unchanged.
Zuul Radiant Bore now requires Dreadnought construction (but not antimatter.)
Loa no longer needs antimatter for their NPG techs, however they do need antimatter for the tech which lets said NPG sacrifice itself to fire a beam.
All non-Loa factions start with free Phalanx PD tech.
Hiver now starts with plasma cannon and VH plasma cannon techs for free.
Loa now starts with plasma cannon, plasma projector and PD Blasters for free.
Morrigi and Liir now start with Advanced Laser tech.
Tarkas now starts with VRF tech and Microfusion drives (missile tech.)
Zuul currently gets Particle beam for free but I'm still working on their faction.

Numerous cost and AI cost adjustments to tech tree.
Zuul no longer can research Empathy.
Zuul can no longer research Mechaempathy nor the two techs that branch off from it.
Loa can now research Gravitational Adaptation (experimental).

Supply Refinement and Power Refinement (Plasma focusing and plasma induction) are now free starting techs for all factions.

Experimental change in Human faction file- <AIFastResearchRate>5.0</AIFastResearchRate> - Possibly allows AI to have faster research rate but do not know if it functions.

Deep Scan sections are now starting sections.
Liquid Polysteel (Goop) is now a free starting tech. Tarkas gets a Living Steel version for free instead.

Upcoming:
Another revisit of the armor system.
Solforce\Humanity Node Missile gains Planet Killing ability at an extreme cost\price increase as well as requiring the System Killer research to be complete.
Completion of the ballistics revamp.
Completion of the various CnC types for Solforce
Removal of the Bounty Hunter and the trade ships (when I'm ready to wipe my saves and start again)
Removal of certain ships.
Attempt to allow AI to field Psi modules.
Complete redesign from scratch of all AI fleet templates.
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Re: Modding Picture of the day.

Post by Rossinna-Sama » Wed May 17, 2017 8:16 pm

Due to ScorpionJL, I've been revisiting the fleet templates file in a bit more depth. Nothing to show for it as of yet as my focus has been elsewhere (SOASE:R).

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Impactors are functional again. Only one type for now until I determine exactly what payload types I want to give them.

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Quite pleased with how Asteroid Monitors and the platforms are at present.

On the other side of the coin, Ghosty got a 100% increase in structural rating and a 250% increase in its armor layering. It was dying too quickly and wasn't living up to its reputation.
As for Ballistics, I've decided that the three base types all get a unique round type to themselves. The sniper rounds can no longer be placed on Autocannon or Shotgun barrel types for example, Bursters can no longer be placed on Autocannon (due to FPS issues) and the Guided round can not be placed on the rifled barrel. This solves my issue of how to make a long range shotgun viable without tracking ordinance - by simply not doing that at all.

It is a pity the game doesn't really support two stage weapons but, well, it supports nearly everything else so its all okay.

As I consider Solforce done barring the extra CnC sections, going to do my next match as Zuul. I need to get the Suul'ka to show up in a game since my changes a few months ago to verify they work properly. Because knowing my luck, they don't.

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EDIT:

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Proteans number severely reduced due to their updated weaponry - Organic Ballistic Missiles. They are now a threat.

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All Zuul boarding pods which come with ships (barring the boarding pod cruiser) are now replaced with Assault Shuttles.

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The Loa are making good use of their new stealth sections.

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Zuul DN posing for the camera beside a defeated Loa world.

Having a crash bug with the Fleet Templates currently - the AI is trying to build something but it can't find the matching design. Not sure what it is as of this edit, I suspect is is the Liir since they don't start off with any ships capable of using boarding pods if I remember correctly.

EDIT 2: Crash was the Liir. They do not have a starting Assault Shuttle carrier design nor Boarding Pods so the AI was crashing in their attempt to build them. Fixed by doing what I was going to do anyway - Liir now has a separate Invasion fleet entry which doesn't include those designs.
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Re: Modding Picture of the day.

Post by Rossinna-Sama » Fri May 26, 2017 5:04 am

Welp, I passed my Transfer Inspection so the long planned for move out of my unit should be happening... soonish?

Which is good news. Yes... it is.

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The poor Protean probably wished it'd kept up on its Protein diet...
Yes that was a poor joke, so sue me. I've been doing these for years and it isn't like I'm an endless fountain of fun.

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Silly me forgot to add the Suul'ka's modules to the Module listing... so they work now.

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The Suul'ka are back to being what I felt they always should be - Reflex-era Leviathans. This does mean that Zuul will not be getting a "Super LV" in return.

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BloodWeaver likes big boom. It is also quite savage.
Two in one day? Tell I'm in a good mood...

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I guess it is because of the advantages the Zuul now have as one of the two "Super factions" in PH, but the AI is performing really well.

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"I can win any beauty contest I please!"

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One of the Zuul LVs armed purely with missiles for FPS testing reasons.

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Like I said before, the AI are not messing around even if I am.

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Kinetic Kill IOBM goes quite high up into the 3d Layer. It is good to know that the game really does have 100% 3D combat and that it doesn't just hit an invisible "roof".

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God I wish debris sticked around...

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After all you could watch it plummet into the sun, or into a planet. Ohh well. Can't have everything.

In mod terms, the Zuul have an "elite" assault shuttle which is a Reflex-era shuttle now. Still working on them even though the AI adores them now due to the fact that their cruisers are almost free to build and quick to construct. This isn't stopping them from fielding DNs which is what I was fearing, as they expand so fast that the AI feels they have the production capability to support DN fleets.

Story of this mod, this is. Something goes from being the worst for the AI to play to being the best for the AI to use. :lol:
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Re: Modding Picture of the day.

Post by Rossinna-Sama » Mon May 29, 2017 11:37 pm

Welp, Cannon weapons are irritating me again. Considering making them more akin to Vanilla but very short range - think of them as a weapon you use to tear apart ships that get too close, sort of like a shotgun without the shotgun effect itself.

This way the Energy tree is also more versatile - it gets a short, medium and long range weapon from its basic 3 weapon types instead it basically being long, medium and long.

Hoping to convince myself to get the rest of the ballistic tree done, just not sure if I have the will to force myself to actually do it. Ohh well.

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Zuul AI is doing very good. They've wiped out the hivers and crippled the Loa and are fighting another Zuul AI as well as myself when I bother.

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Suul'ka are doing... okay, I guess? Though the game did crash upon using "Wildfire" Psi power, not sure why. If it keeps happening, that'll be another removed Psi ability.

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Quite happy with the Zuul so far, though something feels off... I'm not sure what exactly that is yet.

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One concern I have is that since Zuul doesn't really have economic issues due to being one of the two "super factions" in PH (designed for AI), them being able to spam the high tier weapons is kinda... against how the lore portrays them. However the AI is terrible at managing Salvage and limiting them to one weapon branch as a guarantee will make them too easy to counter.
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Re: Modding Picture of the day.

Post by Rossinna-Sama » Wed Jul 12, 2017 11:21 pm

Alright, which one of you invented a time machine!?

------
Well, work has been ongoing since the post above (behind? In the past? I hate time travel... and I swear there's coffee in that nebula. Wait...) though it has been slower than usual due to being sick for nearly the entire time. Cold, then a flu, and now a fever which I think is almost over and done with.

All because certain kids don't know how to stay in their rooms while they are sick. /sighs

Anyway, there's far too many screenshots to reupload so I won't do that. Will simply pick the more important things I've been doing since 2 days ago. Or is it 2 months in the future? ... Yes, I know the forums did a rollback, okay? I'm allowed to have a little fun in my life.

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Image
COL is now functional.

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Project Hiver now enables the Very Hard AI without needing SOTSOS (which never worked for me.)

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AI has had a major overhaul (within what I can do).

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Somehow i cracked a gas giant. Woo?

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Solforce now has real reflex engines for their ships that use it. Yes, that's a Reflex-level Leviathan.

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Emitters are now operational again, as dedicated anti-planet weapons.

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One of the "new" planets.

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Another one of the "new" planets, though I might redo its brightness.

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The Liir are now much more updated in line with what I want PH to do. Welcome to the Liirian Crusade.
"The Liir of this timeframe have sworn to end the dominance of the Lords of Winter by any and all means. Long gone are the diplomatic and peace-loving civilization, replaced by a pathological desire to destroy the Suul'ka and any and all forms of 'sustenance' that the Lords require. This has given the Liirian forces the 'Crusade' monkier as they are by far the most heavily armed faction and do not engage in diplomacy unless it suits them. They are able to form an Alliance with the Prestor Zuul in order to access additional ships and technology. Liirian Crusade vessels are slow but all move and turn at the same speed regardless of the size of the ship. They have a very large number of Heavy and Very Heavy mounts with additional light mounts, however they have next to no Medium mounts."

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Liir can now use Protectorate CnC ships from the start of the game. They have been renamed "Crusade" ships.
Last edited by Rossinna-Sama on Wed Jul 12, 2017 11:41 pm, edited 1 time in total.
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Re: Modding Picture of the day.

Post by Rossinna-Sama » Wed Jul 12, 2017 11:40 pm

Right, now the "main" ones are done... back to the regular schedule.

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The Very Hard AI when it wants to get agrressive really likes its overkill. Which is good, as they actually wound up destroying the entire system when a single strike fleet would have not gotten past my single DN fleet. (Though I had extra ships on their way.)

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Blind luck sadly, but the AI can actually use GOOP modules if they happen to fit one to their ships.

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Having a fever somehow let me realize why drones sometimes get "knocked away" when I've disabled Mass\Recoil... their strafe mounts are exploding. Don't know if I can do anything about that.

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I was not going to release any screenshots of the newly updated final VN stuff and the Locusts GM... but...

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But I wanted to free them from something I thought I'd fixed - them always going right for the VN homeworld and then doing nothing until one of the factions\players got into combat.

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I want GMs to actually live up to their name. System Killer already does this, so it was the turn of the Locusts to get a good overhaul.

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This battle won't happen once PH is released... I hope. I will disable the VN by default if I must in order to stop the Locusts from bottlenecking.

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The VN's NeoBeserkers which defend the homeworld got a very sizable buff as well.

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This was the moment when I realised the scale of this battle... when my FPS decided that I can live with 2\3 FPS.

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There are 7 Locust Scouts and the Locust Mothership, all with much higher Locust Dart Fighter counts within this battle.
For the record, this means there's over 1500 ships. And it didn't crash.

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I swear I don't purposefully set the galaxy on fire...

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Performance was a large issue for a most of the battle. Undecided if I want to cut back on the effects the locusts can have so I don't need to cut back the sheer number of them, of if I should just cut their numbers back.

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Yes, the VN are fighting back.

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My fleet got wiped out (of course) but I did take out the VN defenders and their "Moon". So I "freed" the Locusts... :googly:
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Re: Modding Picture of the day.

Post by marshb » Thu Jul 13, 2017 5:42 am

WooHoo!!! We're back! And with spectacular pics to boot!!! :awesome:
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Re: Modding Picture of the day.

Post by Rossinna-Sama » Sat Jul 15, 2017 3:52 am

marshb wrote:
Thu Jul 13, 2017 5:42 am
WooHoo!!! We're back! And with spectacular pics to boot!!! :awesome:
Indeed.

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While not shown in the screenshots, I've done a balance pass - halved the range of all beam (solid) weapons apart from ones attached to randoms and GMs. This should make Ballistics far more viable due to their innate range advantage as well as beams simply not being able to miss.

I've also been tweaking the Locusts again. Still not satisfied with them as of yet, but its getting there. Their latest revision showcases Kelvinic weaponry. :googly:

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Facing a Locust Worldship is a dangerous proposition no matter the current level of tech you have. Though sheer brute strength helps.

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My reserve LV that I've kept mostly to deal with Locusts and the immense attacks the AI is throwing my way.

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Right now the Worldship only has two weapons, those "Fusion Bursters" and what is essentially rapid firing photon torps. It is the latter I am not very happy with.

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I will always prefer PH's depiction of the heavier torps over vanilla.

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The aforementioned photon torps I'm not satisfied with.

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And now we return to your regular schedule of every single turn doing about 9 rounds of combat.

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AI really loves their asteroid belts.

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This was the moment when I decided to half the range of beam weapons.

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Have to admire the courage of Solforce sometimes...

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While I'm not technically losing this war, I am losing planets. Which is... a first to the AI.

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The Very Hard AI does like its DNs.

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Between the Locust attacks and the AI, I might actually have to focus on actually playing properly.

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It is a good thing the Liir don't get space sick.
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