I just filed a new bug report. Grey Tempest debris is giving nothing. Not tech, not generic research, nothing but a notification that I finished researching the debris.
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Another of the main issues was that if the AI is meeting 90% of the target goals, it will consider a plan "complete" and look for a more advanced plan to move to. (But it'll fall back to the original plan if it's no longer meeting those goals at some point.)
Dealing with all the fleets and such, why not remove travel time entirely once within the same system, meaning as ships filter into a system the transit from the hyperlane to their assigned fleet, nearest fleet, or largest fleet until filled? Its not exactly a joy to watch reinforcement chase a fleet and never really catch it. trading a little immersion for performance is one I would make given most fleets filling are off screen anyway.
a possible fleet performance fix is reduce how many of each ship is rendered. Titans would always be rendered. Battleships in multiples of three, cruisers and destroyers by five, and corvettes and frigates by ten. There can be a floating segmented bar indicating how many remain. It could be a simple advance options check box for those who want the clutter.
One thing that comes to mind is that shields and/or armor could apply a flat reduction in damage...
I think I would prefer a setup where you start with all four of the basic ship types unlocked (or at least corvettes, destroyers, and cruisers), and then tech allows you to unlock more advanced/specialized sections.
One thing that comes to mind is that shields and/or armor could apply a flat reduction in damage. I remember shields working this way back in my MoO2 days, so you'd have to upgrade to higher-tech weapons if you wanted to do any appreciable damage. A similar approach (and one which I think is preferable) would be something like
damage_taken= incoming damage**2/(incoming_damage+damage_reduction).
E.g., if you're firing at a target that hasdamage_reduction=50
, let's say, with a weapon that would do 60 damage to an unarmored target, the actual damage you'd do would be 60^2/(60+50)= 32.7 (a 45% reduction), but if your weapon did 600 base damage, the damage taken would be 600^2/(600+50)= 554, which is only an 8% decrease.
With this kind of set-up (which I think is more or less how armor worked in Morrowind, although it's been a few years!), larger ships would have more armor/shielding, and thus high values fordamage_reduction
. These ships would be stronger against weapons that do low damage per shot, and so you'd need larger weapons to be effective. I can also imagine this framework providing a (potentially) better way to handle penetration: rather than bypassing shields or armor entirely, you'd just get to ignore some of thedamage_reduction
stat.
Obviously this would require a significant rebalancing of both weapon damage and ship protection, but I think it could be sufficiently beneficial to justify the time spent.
The design around fleet reinforcements needs reconsideration, but this brute-force proposal just pushes us into micromanagement hell.I propose to prohibit the expansion of flotillas outside the shipyard
Alternatively, when you click to replenish the flotilla, a window should open with a choice of shipyards to use and design the player's path.The design around fleet reinforcements needs reconsideration, but this brute-force proposal just pushes us into micromanagement hell.
I need some reinforcements ASAP, not all reinforcements "when they're ready".Reinforcements should be sent only after all ships are ready, not 1.
Solving performance issues requires compromises.I need some reinforcements ASAP, not all reinforcements "when they're ready".
(Also, if I can reinforce my fleets, then the bot players need to be able to reinforce their fleets.)
If I need reinforcements urgently, I want to start pushing new ships to the front, through the territory I have already occupied, from my nearest shipyards.If you need reinforcements urgently, it makes sense to send a new manned flotilla, rather than sending one ship at a time.
If I understood you correctly, then you are engaged in some kind of micromanagement, which 99% of the players definitely do not do.Once the first replacements start arriving, I merge them into the existing fleet and start splitting off the worst-damaged ships to be either scrapped or sent home for repairs.
At the moment, micromanaging fleet reinforcements is not necessary because we push a button and new ships get sent towards the front as they are completed. A particularly fanatical micromanaging player (i.e. one that actually likes micro) might be able to get marginally better results, but in general it's not worth the effort.If I understood you correctly, then you are engaged in some kind of micromanagement, which 99% of the players definitely do not do.
I would like to note that the replenishment of the flotilla does not cancel the unification and separation of the flotillas.At the moment, micromanaging fleet reinforcements is not necessary because we push a button and new ships get sent towards the front as they are completed. A particularly fanatical micromanaging player (i.e. one that actually likes micro) might be able to get marginally better results, but in general it's not worth the effort.
Replacing performance hell with micromanagement hell that causes performance hell is very far from a satisfactory solution.
Technically, no. But for all practical purposes, the two systems are incompatible. If you order reinforcement for a fleet, then merge it with another, the reinforcements will arrive as dozens of individual ships, at some unknown later date, and it takes fairly annoying fiddling to sort things out again (especially if you have any kind of fleet composition which isn't just "80 cruisers with the same loadout").I would like to note that the replenishment of the flotilla does not cancel the unification and separation of the flotillas.
If you want to engage in micromanagement, you're welcome. Create 1 ship each and send it to the flotilla for replenishment, and then combine and disassemble the ships.
I'm sure that AI is not currently replenishing in the same way that you are doing.
Redesign the warfare model so that it doesn't rely on tracking individual ships as discrete on-map entities that move around like RTS units.What is the alternative way to avoid the load on the PC?