Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - GOForce3

Pages: [1] 2
1
News / Re: Beta Branch Patch 0.20.2 Patchnotes
« on: January 07, 2019, 10:54:45 PM »
Yes Yes Yes!  FINALLY got the AI not shooting civil ships fixed.  Thanks!  That was really annoying.  I agree that if you set AI to aggressive, they'll shoot anything that's not part of a friendly faction.

2
News / Re: Beta Branch Patch 0.20 Patchnotes - AI & Map Commands
« on: December 05, 2018, 07:51:49 PM »
Are there any plans to fix a super annoying problem where my AI fleet ships attack Civil ships?  I didn't see they mentioned. That really sours the game for me. This will really be bad if you send your ships to attack enemies in another sector and while doing that, they also destroy civil ships and ruin your rep with friendly factions.  It happens a lot with some of my ships escorting me through friendly territory.

3
Gameplay Discussion / Re: Fleet AI?
« on: September 21, 2018, 08:29:55 PM »
Awesome, thanks.  I'll try that mod.  The civil ship destruction is by far the most annoying bug to me.  I hope the devs give fleet AI some love soon.

4
Gameplay Discussion / Fleet AI?
« on: September 19, 2018, 10:51:46 PM »
I haven't seen any mention in recent change logs about fixing the problems with fleet AI.   Are the devs going to put any attention to this?  I have to constantly babysit my ships when we're in friendly space because they will sometimes attack civil ships that are from unfriendly factions and if they destroy them, I get massive rep loss from all factions in the area.  It would be nice to have a behavior setting to have your fleet ignore civil ships.

Another problem I have is my miner or salvaging ships just freeze up and stop doing work.  The only way I know how to get them working again is to ram them (I have collision damage turned off) and once they get straightened out, they'll start working again.  Sometimes I'll tell my ships to escort me so we can get out of the sector and one or two ships will just ignore me and stay frozen in place until I ram them and "wake" them up.

These issues are annoying and really need to be fixed.  Many times I'll just go it alone and leave them in a sector because I get tired of them misbehaving.

5
Gameplay Discussion / Re: Please Stop Destroying Civil Ships!
« on: July 26, 2018, 11:12:23 PM »
Good idea.  I've never modded this game before, but I'll take a look at that and see if I can figure that out.  But for someone who's an experienced modder, this would be a pretty easy project, including adding the UI options.

6
Gameplay Discussion / Please Stop Destroying Civil Ships!
« on: July 13, 2018, 06:24:19 PM »
One easy (or I think it would be easy) fix that would solve a major problem for me is if there will be a behavior setting to tell your ships NOT to attack civil ships that way if they're escorting you or your fighters are defending you they don't go off and destroy a civil ship and ruin your rep with a friendly faction.  Kind of like the behavior setting in the inventory tab where you can choose whether or not to pick up stolen goods, but I would probably put the setting in question in the menu where you can see all your ships.

It would also be really nice because you can tell your ships to patrol a sector and not worry about them attacking every transport from an enemy faction and wreck your rep, just attack military ships, Xsotan and pirate ships.  Or maybe even have a third option to only attack Xsotan and pirate ships and not other faction ships. 

7
Suggestions / Fleet Management Suggestions
« on: February 22, 2017, 08:18:14 PM »
Creating a fleet is a fun aspect of the game.  I came up with a few things that could really help with fleet management, which right now, can be almost like herding cats.

  • Ship List Tab, ship list:  In the list of ships, add a couple more columns.  (1) Current ship orders, (2) Current ship status (idle, attacking, moving, mining, salvaging, etc...), (3) Hyperdrive charge status
  • Ship List Tab, ship details:  Next to each ship, have a small triangle that you could expand the view of that ship to see detailed information about it, pretty much everything that the Ship Info Tab would show you
  • Ship List Tab, hyperspace with me checkbox:  You can put a check mark on all the ships that you would like to hyperspace along with you regardless of what their orders are.  Plus, the ships' orders will remain the same when you arrive to the new sector.  Ships that have hangar bays and have launched fighters will only hyperspace once all fighters have been recalled.
  • Hyperspace Orders:  In the orders menu, there'll be 3 additional options: (1) Recall Fighters (if it has hangar bays and has launched fighters), (2) Emergency hyperspace, will jump as soon as possible regardless of where its fighters are, (3) Hyperspace to me. The ship will immediately hyperspace over to your sector.  This could take some time depending on how many jumps it needs to make and its hyperdrive cooldown

Another thing that would be good is to have your ships reliably follow you through a gate.  Or if you issue them an order to go through (in tactical view), they don't bunch up on each other when they arrive to the other sector.  That could destroy ships because they're constantly hitting each other.

8
I noticed that if for some reason the AI ships become non-responsive, they won't jump with you.  What I've learned to deal with this problem is to move and look back to see if my ships are in deed escorting me (of course, make sure you give them the command first).  If one or more don't respond, then I have to go back and give them a little bump.  That'll wake them up, and then I'll notice that they're now following me.  That's the only way I've found to "wake up" a non-responsive AI ship.  As long as the ship is following you properly in escort mode and has the proper jump range to make the jump, then you should be good to go.  After I learned that trick, I stopped having that problem.  I also make sure to have my fleet ships have a longer jump range than my main ship so I don't accidentally outjump them.

9
Bugs / Re: AI Escort behaviour is hyperaggressive.
« on: February 13, 2017, 10:00:53 PM »
I too have had this problem cost me several ships and a couple of good relationships with previously friendly factions.  One of them went from Admired to Abhorrent in one horrible case of this. This erroneous behavior is the only thing that really aggravates me and something that should be patched as soon as possible.  I've found ways to deal with the other AI idiosyncrasies, so they aren't too much of a problem.

One of which is when an AI ship is non-responsive I found that just giving them a nudge wakes them up and they'll obey your commands again.   I also found that if any of your ships are in this non-responsive state and you jump to another sector, they won't jump with you. You'll have to "wake" them up before jumping.

10
Suggestions / Re: jump to me, autopilot, strategy mode hotkey
« on: February 10, 2017, 08:47:41 PM »
A "jump to me" or "jump to sector" command would be awesome!  There are several times where I've jumped to a sector and one or more of my fleet ships didn't make the jump with me.  It would be a huge time saver to just tell that ship to jump here.

I would also like to be able to see the cargo manifest of any of my ships regardless of where they're at.  Another cool feature is to be able to take control of any of your ships regardless of what sector they're in.

11
Suggestions / Re: [Ship Command] Salvage (not Mining)
« on: February 10, 2017, 08:43:39 PM »
+1000  ;D

12
General Discussion / Re: this game is great
« on: February 10, 2017, 08:40:21 PM »
I agree.  It has its share of bugs and issues, but overall, I'm having a lot of fun with it.  I really like the build your own ship (or fleet) and do whatever you want aspect of it.  You're not tied to a certain story line, ship design or method of play.  This game is very well made, especially considering that it was made by a one or two people and still in early access.  Kudos to the developers of this game :)  Keep up the good work guys!

13
Gameplay Discussion / Re: Dangerous cargo license?
« on: February 09, 2017, 01:25:24 AM »
I've also had fits with losing rep with friendly factions for stupid things.  One idea that I have is for the ship talking to you to offer a chance to buy a license.  That license will only stay in effect while you're in their territory.  Once you leave their territory, it'll expire and next time you reenter it, you'll need to buy another license.  If you choose not to buy a license, you can allow them to confiscate the goods and pay a lesser fee, and lose a little rep.  Of if you ignore them completely, you lose a lot of rep, and  the ship becomes hostile, like it does now.

14
Gameplay Discussion / Re: Dealing With Your AI Fleet
« on: February 02, 2017, 08:41:31 PM »
I agree with that tweak to the AI. Also, how about the faction of the offending ship also grants you some $ or status with them  to say sorry... As well if you have a stray shot, the same... You can loose a little status with them or pay a small fine equal to the damage. Sound good?

Good idea too.  Maybe in the diplomacy tab in the player menu, there's a way to offer a tribute for a recent infraction to say "Sorry, my bad, here's compensation.  We good?".  What's really annoying is that if you destroy a fighter from a friendly faction, you lose tons of rep too.  I was attacking a pirate, and no other ships in my firing line, and all of a sudden I lost around 50,000 rep to the friendly faction.  I was like, WTF?!?  When I got closer, I then noticed that there was a swarm of fighters attacking that pirate too. I didn't even see them, as I was around 4 or 5km out.  That was VERY annoying, and something that needs to be fixed too.  When I see friendly fighters near me attacking pirates, I just move to another target or just go away so I won't accidentally swat and kill a fly (fighter) and pay dearly for it.

15
Gameplay Discussion / Re: Inventory Management
« on: February 02, 2017, 06:59:33 PM »
Really, all that needs to happen is add a scroll bar to the cargo menu and also the cargo transfer menu.  I went to a station that was buying HCLs, and it showed that I have them, so I didn't lose them, just can't see them.  That's sort of a relief.  The major problem is when I go to craft the weapons that require that ingredient.  As far as I know, you need to have that item in the ship that's docked to the turret factory, correct?  If that's the case, and there's no way to transfer the cargo from my transport ship to my main ship, then that's the dilemma lies.  I can try transferring all my cargo to the transport ship, if it'll let me and dock to the turret factory with it instead.  I'll have to try that.

One cool thing that would make it much easier to manage cargo is if you're dealing with stations or merchants, you can utilize the cargo of any ship that's within 1km of your ship.  That way all you have to do is have your cargo ship escort your main ship to the depot and you won't have to hop ships or shuffle cargo around.  That'll be cool, right?  I really don't want my main ship to have lots of cargo space because that'll make it big and sluggish.

Pages: [1] 2