Contacts are Annoying



This video is part of a series:
https://www.youtube.com/playlist?list=PL8gGpyKy-9fUrX8YostmTFnVZJLXsy5bp

Captain’s log:
https://fractalsoftworks.com/forum/index.php?topic=20161.msg310573#msg310573

Ship direction marker:
https://fractalsoftworks.com/forum/index.php?topic=18994.0

The mods above are currently not “up to date” so you have to change the version to 0.97 in the “mod info” to make them work.

Darksynth music (this one is up to date):
https://fractalsoftworks.com/forum/index.php?topic=26928.0

source

23 thoughts on “Contacts are Annoying”

  1. Totally head canon but, the food trade thing could be a matter of profitability. For example, lots of high food producing countries export so much food that they sometimes end up with local food shortages because selling the food locally would end up with a profit loss. Maybe it's cheaper for your barren colony to import food because your food planet is selling to markets with massive food shortages and they aren't willing to sell at a lower price locally even though they have an excess.

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  2. I really like midline fleets. It's kinda OP when you put elite field mod officers into monitors then have support doctrined conquests behind them. Just a big wall of practically invincible shields and flak with gauss cannons flying between them and enough missiles to block out the stars.

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  3. 34:29 his comment about dieing and being suboptimal got me thinking about ships. sometimes in space games we come across ships that are just pure dog shit and i thinking i understand why those ships exist…..

    what if those ships just exist so we can smash them and get the Joy" from killing them.. i find way more joy smashing a fleet in any game where every ship in every ship is a dangerous killer. and not just any killer a killers killers. so every battle is a true battle. i hate fighting easy battles against the enemy.

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  4. Sorry if you mention this later in the video, I'm only half an hour in, but I figure you've already done the upgrade from java 7 to 8 on your current install? The performance improvements just between those two versions is already pretty nuts. I wonder how much better java 17 will make it.

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  5. 51:42 Interesting talk about ship AI.
    As someone who wrote some AI algorithms (nothing comparable to something capable of driving a ship), it is really complicated to tweak it and also control the consequences of changing a parameter.
    It would be interesting to see how it currently works and be able to play with it. I wish I could have time to have a hobby like this one. It would suck too many time and attention. I can't do it.

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  6. If you're going to visit Hybrasil often, it would make sense to install one of those fancy wormhole thingies in a stable location in the system. Best use I've found for them so far, since Hybrasil doesn't have a gate.

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  7. If you use stop gap measures in your mod pack and you're going for midline might I recommend pirate Velites with safety overrides and built in frontal world shield. One of my favorite little frigates to run, as they have a decent number of small weapon slots that help them harass out ships really well 🙂
    Also the main reason I put safety overrides on them is they're very average compared to a lot of frigates even for midline. I also don't use overrides that often in my fleets but have been running it much much more often on my frigates as of late.

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  8. 50:54 yes, that. I managed to somehow setup Tamarisk class Cruiser from KoL mod such that it won't fire it's 4 missile slots ever.
    Turned out HV Drivers and an MkIX Autocannon outrange missiles so it won't ever get close enough to fire'em, AI being kinda stingy with launching their fish from max range to begin with.

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  9. 53:39 Interestingly enough, there's the "Advanced Gunnery Control" mod that implements what you're saying to a lesser degree. I don't think it changes actual ship ai behaviour, but having more control over how your fleet operates is always a positive. Hopefully something similar will be added into the base game.

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  10. The different AI behavior hullmod thing sounds like Stellaris combat computers. They have 4-6 different varieties all with different ranges and behaviors. Then there's war doctrines

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