Save Our SOTS2 - A Fan Made Patch

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willdieh
Posts: 235
Joined: Mon May 08, 2017 4:41 pm

Re: Save Our SOTS2 - A Fan Made Patch

Post by willdieh » Wed Apr 03, 2019 3:21 pm

Awesome! Glad to hear it!

I'm pretty confident in the AI's economy and research at this point. Even on "Medium" difficulty, they behave pretty well.

I'm still working on some fleet mission priority balancing, so hopefully it will continue to improve.

Please keep the feedback coming, so I know where to focus my improvements! Thanks!
:any:

sqw82
Posts: 12
Joined: Sun Jul 08, 2018 7:54 am

Re: Save Our SOTS2 - A Fan Made Patch

Post by sqw82 » Wed Apr 03, 2019 11:31 pm

willdieh wrote:
Wed Apr 03, 2019 3:21 pm
Awesome! Glad to hear it!

I'm pretty confident in the AI's economy and research at this point. Even on "Medium" difficulty, they behave pretty well.

I'm still working on some fleet mission priority balancing, so hopefully it will continue to improve.

Please keep the feedback coming, so I know where to focus my improvements! Thanks!
:any:
Really appreciate what you've done. This game has been sitting in my lib for years and I just can't bring myself to delete or play it. lol

Hope once you've tackled the missions and defensive responses, you can shed some light on the diplomacy. I though SOTS prime's was opaque but SOTS II really takes the cake.

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willdieh
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Re: Save Our SOTS2 - A Fan Made Patch

Post by willdieh » Wed Apr 03, 2019 11:38 pm

Yes, it's pretty weak at the moment... I tried to add to the existing political framework a little, but have since been in bug squashing mode and haven't had time to get back to it.

At the moment, a strong political player (ie, has many diplomatic stations) SHOULD be able to use the "Lobby" political action to increase their political standing with other factions. To this end, you can then essentially "force" them to treaty with you. Morrigi do especially well in this area as I've given them 1/2 Lessor Glamor in all their political actions. If they then research Lessor Glamor, they get 1.5x Lessor Glamor effects. This is covered in the release notes.

It probably (certainly) requires more balancing but is fun at the moment. You can also do sabotage missions now which result in disrupting enemy research projects with a chance of catastrophic failure (also covered in the release notes).

I think there may still be some bugs in the political relationship effect scoring from events as the relationship graph, while usually correct, sometimes is not.

Hope I can get back to that someday... :sots1:

Haplo_Patryn
Posts: 67
Joined: Wed Dec 12, 2012 7:45 pm

Re: Save Our SOTS2 - A Fan Made Patch

Post by Haplo_Patryn » Thu Apr 04, 2019 9:52 pm

First CTD in turn 365. Here is the log:


T (2019/04/04 23:43:05) [game] ========================= TURN 365 =========================
W (2019/04/04 23:45:40) [data] DesignsCache.OnInsert: DesignInfo does not supply any DesignSections (player=2, stationType=INVALID_TYPE, stationLevel=0)
W (2019/04/04 23:45:40) [data] DesignsCache.OnInsert: DesignInfo does not supply any DesignSections (player=2, stationType=INVALID_TYPE, stationLevel=0)
T (2019/04/04 23:45:40) [design] Section type for role SCOUT not available. Defaulting to COMBAT.
W (2019/04/04 23:45:40) [game] System.InvalidOperationException: La secuencia no contiene ningún elemento coincidente

en System.Linq.Enumerable.First[TSource](IEnumerable`1 source, Func`2 predicate)

en Kerberos.Sots.Strategy.DesignLab.ChooseSectionForCombat(GameSession sim, ShipClass shipClass, RealShipClasses realClass, ShipSectionType sectionType, WeaponRole wpnRole, Int32 playerID, Nullable`1 role)

en Kerberos.Sots.Strategy.DesignLab.ChooseMissionSection(GameSession sim, ShipClass shipClass, ShipRole role, WeaponRole wpnRole, Int32 playerID)

en Kerberos.Sots.Strategy.DesignLab.DesignShipCore(GameSession game, IEnumerable`1 explicitSections, Nullable`1 nshipClass, Nullable`1 nrole, Nullable`1 nwpnRole, Int32 playerID, AITechStyles optionalAITechStyles)

en Kerberos.Sots.Strategy.DesignLab.DesignShip(GameSession game, ShipClass shipClass, ShipRole role, WeaponRole wpnRole, Int32 playerID, AITechStyles optionalAITechStyles)

en Kerberos.Sots.Strategy.StrategicAI.UpdateDesigns(AIInfo aiInfo, List`1 unsortedPriorities)

en Kerberos.Sots.Strategy.StrategicAI.DesignShips(AIInfo aiInfo)

en Kerberos.Sots.Strategy.StrategicAI.Update(UpdateInfo updateInfo)

en Kerberos.Sots.Strategy.GameSession.ProcessEndTurn()

en Kerberos.Sots.App.EndTurn()

en Kerberos.Sots.Engine.GameUICommands.<>c__DisplayClassc.<.ctor>b__0()

en Kerberos.Sots.Engine.UICommand.Trigger()

en Kerberos.Sots.GameStates.StarMapState.EndTurn(Boolean forceConfirm)

en Kerberos.Sots.GameStates.StarMapState.UIHandleCoreBehaviour(String panelName, String msgType, String[] msgParams)

en Kerberos.Sots.GameStates.StarMapState.UICommChannel_OnPanelMessage(String panelName, String msgType, String[] msgParams)

en Kerberos.Sots.GameState.UICommChannel_PanelMessage(String panelName, String msgType, String[] msgParams)

en Kerberos.Sots.Engine.UIEventPanelMessage.Invoke(String panelName, String msgType, String[] msgParams)

en Kerberos.Sots.Engine.UICommChannel.ProcessPanelMessage(String[] subStrings)

en Kerberos.Sots.Engine.UICommChannel.ProcessEngineMessage(String engMsg)

en Kerberos.Sots.Engine.UICommChannel.Update()

en Kerberos.Sots.App.Update()
W (2019/04/04 23:45:40) [game] Writing local game database for debugging...
T (2019/04/04 23:45:40) [data] Saving game database to 'C:\Users\Agus\AppData\Local\Sword of the Stars II\log\log-20190404191027_localgame.db'...
T (2019/04/04 23:45:41) [data] OK.

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willdieh
Posts: 235
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Re: Save Our SOTS2 - A Fan Made Patch

Post by willdieh » Thu Apr 04, 2019 10:10 pm

Does the crash reproduce if you reload your last turn? If so, can you post a zipped (7zip format is best) copy of your save game?

Looks like a design fail with a scout ship. I really don't like the ai trying to use scout designs because it doesn't even know how to use them so I might just remove the role entirely from the ai design logic.

Haplo_Patryn
Posts: 67
Joined: Wed Dec 12, 2012 7:45 pm

Re: Save Our SOTS2 - A Fan Made Patch

Post by Haplo_Patryn » Thu Apr 04, 2019 10:51 pm

No, it doesn't reproduce sorry.

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willdieh
Posts: 235
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Re: Save Our SOTS2 - A Fan Made Patch

Post by willdieh » Thu Apr 04, 2019 10:53 pm

Can you tell me what factions are in your game?

Haplo_Patryn
Posts: 67
Joined: Wed Dec 12, 2012 7:45 pm

Re: Save Our SOTS2 - A Fan Made Patch

Post by Haplo_Patryn » Fri Apr 05, 2019 12:18 am

All the factions except LOA. I'm playing with Morrigi. I cannot attach the savegame because the file is too large, so I put here a Dropbox link where you can download it.

https://www.dropbox.com/s/xyz2sffrfjdoc ... s.rar?dl=0

matveich
Posts: 21
Joined: Fri Jul 13, 2012 2:44 pm

Re: Save Our SOTS2 - A Fan Made Patch

Post by matveich » Fri Apr 05, 2019 3:20 pm

I am, probably, asking for impossible but could you, please, look into tactical AI as well? While strategic AI has been improved I see AI doing silly things on tactical layer. Specifically, when attacking my colonies AI ignores any defense fleets and goes straight for the colony. So, my fleets don't have any trouble killing AI ships which don't retaliate at all.

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willdieh
Posts: 235
Joined: Mon May 08, 2017 4:41 pm

Re: Save Our SOTS2 - A Fan Made Patch

Post by willdieh » Fri Apr 05, 2019 3:35 pm

I hear ya... But I'm not sure how much I can do. It's on my list to look into though, right after I get the strategic ai stabilized. It's still rolling death saving throws ;)

Haplo_Patryn
Posts: 67
Joined: Wed Dec 12, 2012 7:45 pm

Re: Save Our SOTS2 - A Fan Made Patch

Post by Haplo_Patryn » Fri Apr 05, 2019 5:09 pm

matveich wrote:
Fri Apr 05, 2019 3:20 pm
I am, probably, asking for impossible but could you, please, look into tactical AI as well? While strategic AI has been improved I see AI doing silly things on tactical layer. Specifically, when attacking my colonies AI ignores any defense fleets and goes straight for the colony. So, my fleets don't have any trouble killing AI ships which don't retaliate at all.
It's weird because in my testing games so far the IA always go first against my defense fleets. Maybe is because I put my combat fleets between them and the colony.

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willdieh
Posts: 235
Joined: Mon May 08, 2017 4:41 pm

Re: Save Our SOTS2 - A Fan Made Patch

Post by willdieh » Fri Apr 05, 2019 5:38 pm

Yeah, they usually stop and fight me too. The weirdness I've seen has been the standoff tactics of ships with that role (ie, command ships, supply ships) and a lot of "just sitting there doing nothing" behavior. The standoff tactics make sense but are a little overblown I think - the command ship will go park in another sector while the brawlers/planet attackers make a b-line straight for the enemy. Instead, to me at least, stand off should keep the ships together but once an enemy is encountered remain at the appropriate max range for their longest range weapon. At least that way they can still contribute to the fight. The "sitting there" behavior is probably just bugged - ships will just sit and not react while they're getting hammered by my fleet.

Haplo_Patryn
Posts: 67
Joined: Wed Dec 12, 2012 7:45 pm

Re: Save Our SOTS2 - A Fan Made Patch

Post by Haplo_Patryn » Fri Apr 05, 2019 5:42 pm

Another CTD. Does not reproduce if I play again. Seems same problems with Scouts, maybe something more.

T (2019/04/05 19:32:13) [game] ========================= TURN 378 =========================
T (2019/04/05 19:32:14) [sound] Speech: RESEARCH: The answer was quite simple, my Khan!
T (2019/04/05 19:32:30) [state] Preparing ResearchScreenState for transition from StarMapState.
T (2019/04/05 19:32:34) [state] Exiting StarMapState.
T (2019/04/05 19:32:34) [state] Entering ResearchScreenState.
W (2019/04/05 19:32:34) [eng] No tech tree model node matches 'DRV_Amplified_Gates'.
W (2019/04/05 19:32:34) [eng] No tech tree model node matches 'DRV_Hyperfields'.
W (2019/04/05 19:32:34) [eng] No tech tree model node matches 'DRV_Neutrino_Pulse_Accelerators'.
W (2019/04/05 19:32:34) [eng] No tech tree model node matches 'DRV_Node_Focusing'.
W (2019/04/05 19:32:34) [eng] No tech tree model node matches 'DRV_Rend_Drive'.
W (2019/04/05 19:32:34) [eng] No tech tree model node matches 'DRV_Stutter_Warp'.
W (2019/04/05 19:32:34) [eng] No tech tree model node matches 'NRG_Fusion_to_NRG_Anti-Matter'.
T (2019/04/05 19:32:59) [sound] Speech: RESEARCH: It is a fascinating problem, my Khan.
T (2019/04/05 19:33:00) [state] Preparing StarMapState for transition from ResearchScreenState.
T (2019/04/05 19:33:00) [state] Exiting ResearchScreenState.
T (2019/04/05 19:33:00) [state] Entering StarMapState.
W (2019/04/05 19:33:00) [state] Starmap refreshed.
W (2019/04/05 19:33:00) [state] Starmap refreshed.
W (2019/04/05 19:33:14) [data] DesignsCache.OnInsert: DesignInfo does not supply any DesignSections (player=2, stationType=INVALID_TYPE, stationLevel=0)
W (2019/04/05 19:33:14) [data] DesignsCache.OnInsert: DesignInfo does not supply any DesignSections (player=2, stationType=INVALID_TYPE, stationLevel=0)
T (2019/04/05 19:33:15) [design] Section type for role SCOUT not available. Defaulting to COMBAT.
W (2019/04/05 19:33:15) [game] System.InvalidOperationException: La secuencia no contiene ningún elemento coincidente

en System.Linq.Enumerable.First[TSource](IEnumerable`1 source, Func`2 predicate)

en Kerberos.Sots.Strategy.DesignLab.ChooseSectionForCombat(GameSession sim, ShipClass shipClass, RealShipClasses realClass, ShipSectionType sectionType, WeaponRole wpnRole, Int32 playerID, Nullable`1 role)

en Kerberos.Sots.Strategy.DesignLab.ChooseMissionSection(GameSession sim, ShipClass shipClass, ShipRole role, WeaponRole wpnRole, Int32 playerID)

en Kerberos.Sots.Strategy.DesignLab.DesignShipCore(GameSession game, IEnumerable`1 explicitSections, Nullable`1 nshipClass, Nullable`1 nrole, Nullable`1 nwpnRole, Int32 playerID, AITechStyles optionalAITechStyles)

en Kerberos.Sots.Strategy.DesignLab.DesignShip(GameSession game, ShipClass shipClass, ShipRole role, WeaponRole wpnRole, Int32 playerID, AITechStyles optionalAITechStyles)

en Kerberos.Sots.Strategy.StrategicAI.UpdateDesigns(AIInfo aiInfo, List`1 unsortedPriorities)

en Kerberos.Sots.Strategy.StrategicAI.DesignShips(AIInfo aiInfo)

en Kerberos.Sots.Strategy.StrategicAI.Update(UpdateInfo updateInfo)

en Kerberos.Sots.Strategy.GameSession.ProcessEndTurn()

en Kerberos.Sots.App.EndTurn()

en Kerberos.Sots.Engine.GameUICommands.<>c__DisplayClassc.<.ctor>b__0()

en Kerberos.Sots.Engine.UICommand.Trigger()

en Kerberos.Sots.GameStates.StarMapState.EndTurn(Boolean forceConfirm)

en Kerberos.Sots.GameStates.StarMapState.UIHandleCoreBehaviour(String panelName, String msgType, String[] msgParams)

en Kerberos.Sots.GameStates.StarMapState.UICommChannel_OnPanelMessage(String panelName, String msgType, String[] msgParams)

en Kerberos.Sots.GameState.UICommChannel_PanelMessage(String panelName, String msgType, String[] msgParams)

en Kerberos.Sots.Engine.UIEventPanelMessage.Invoke(String panelName, String msgType, String[] msgParams)

en Kerberos.Sots.Engine.UICommChannel.ProcessPanelMessage(String[] subStrings)

en Kerberos.Sots.Engine.UICommChannel.ProcessEngineMessage(String engMsg)

en Kerberos.Sots.Engine.UICommChannel.Update()

en Kerberos.Sots.App.Update()
W (2019/04/05 19:33:15) [game] Writing local game database for debugging...
T (2019/04/05 19:33:15) [data] Saving game database to 'C:\Users\Agus\AppData\Local\Sword of the Stars II\log\log-20190405190931_localgame.db'...
T (2019/04/05 19:33:15) [data] OK.

User avatar
willdieh
Posts: 235
Joined: Mon May 08, 2017 4:41 pm

Re: Save Our SOTS2 - A Fan Made Patch

Post by willdieh » Fri Apr 05, 2019 6:03 pm

Not sure why, but I can't load your save game... it just freezes on my PC.. I notice you're from another locale than en-US though, maybe that's why... Sorry!

Haplo_Patryn
Posts: 67
Joined: Wed Dec 12, 2012 7:45 pm

Re: Save Our SOTS2 - A Fan Made Patch

Post by Haplo_Patryn » Fri Apr 05, 2019 6:12 pm

No problem.

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