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Better Auto Design and other mods

Posted: Tue Apr 05, 2022 10:55 am
by ioulaum
Please use the latest MOD Loader:
https://github.com/DW2MC/DW2ModLoader/releases

Better Auto Design (For both player & AI)

Fixed all auto design related issues in all tech levels for Civilian Ships as of version 1.0.3.7, if there's any additional fixing needed, please let me know.

For beta 1.0.3.9, this mod is still recommended as it fixed more than the update covers.

I can't seem to find a better way to fix insufficient reactor issue so the method I introduced in this mod is doubling up the attributes(cost/output) of fission reactor, which brings about 2 side effects:

1. Freed up one component slot as result of the doubled reactor, which I mitigated by tailoring most of the designs to have one slot free.
2. AI tends to use fission reactor more, that might leave fusion/quantum reactor unused depends on how tech goes.

I will update later if new schema/method is introduced.

Including one additional bugfix regarding Haakonish Heavy Escort's -90% construction speed.
BetterAutoDesign.zip
(4.67 KiB) Downloaded 117 times



Vector Engine Rebalance (credit SharkMolester)

Changes: Make vector thrusters actually useful start from the bottom tier, also add countermeasure to hybrid engine which can not stack with other vector thrusters.
VectorEngine.zip
(1.21 KiB) Downloaded 71 times



Faster Fighter (credit SharkMolester)

Changes: Make fighter thruster produce 25%/50%/100% more thrust at the cost of increasing energy drain.
FasterFighter (use only ONE folder please).zip
(3.47 KiB) Downloaded 74 times



50% More Maximum Hull Size

Changes: Make maximum hull size on ships and stations 50% larger so more components can be added.
50%MoreHullSize.zip
(2.88 KiB) Downloaded 100 times



Looking forward to hear your feedbacks. ;)
More mods might be added once upon a time.

Re: Ioulaum's Mods Thread

Posted: Fri Apr 22, 2022 4:47 am
by ioulaum
Bump for update.

Better Auto Design

Re: Better Auto Design and other mods

Posted: Fri Apr 22, 2022 11:59 am
by FlashXAron_slith
Yeah thanks,
hope it will make the AI perform better as I already only build my ships manual since the first game I played

Re: Better Auto Design and other mods

Posted: Fri Apr 22, 2022 3:19 pm
by Franky007
You did a great job !

But i would suggest 2 things:

1) The colony ship has the worst design because of the energy consumption of the Colony module.
Instead of doubling the output of the Fission Reactor, i would decrease the StaticEnergyUsed of the colonization module from 50 to 30.

2) For those that want civilian ships with PD defense, we could add to every designs:
WeaponInterceptCount: 1

Re: Better Auto Design and other mods

Posted: Sat Apr 23, 2022 1:06 am
by ioulaum
Franky007 wrote: Fri Apr 22, 2022 3:19 pm You did a great job !

But i would suggest 2 things:

1) The colony ship has the worst design because of the energy consumption of the Colony module.
Instead of doubling the output of the Fission Reactor, i would decrease the StaticEnergyUsed of the colonization module from 50 to 30.

2) For those that want civilian ships with PD defense, we could add to every designs:
WeaponInterceptCount: 1
1. Yeah I tried that solution before, but other ships are suffering power shortage too, so might as well use the double fission method.
2. AI always put interceptor missile as default PD, which is lackluster IMO, and civilian ships normally doesn't have 19ish size to spare.

Re: Better Auto Design and other mods

Posted: Sat Apr 23, 2022 1:09 am
by ioulaum
FlashXAron_slith wrote: Fri Apr 22, 2022 11:59 am Yeah thanks,
hope it will make the AI perform better as I already only build my ships manual since the first game I played
Now you don't have to update your design everytime when start a new game. :D

Re: Better Auto Design and other mods

Posted: Sat Apr 23, 2022 2:31 pm
by WiZz
Is the mod compatible with 1.0.3.3? I haven't the possibility to use beta versions. :(

Re: Better Auto Design and other mods

Posted: Sat Apr 23, 2022 9:49 pm
by ioulaum
WiZz wrote: Sat Apr 23, 2022 2:31 pm Is the mod compatible with 1.0.3.3? I haven't the possibility to use beta versions. :(
It should work with no problem

Re: Better Auto Design and other mods

Posted: Sun Apr 24, 2022 12:54 am
by Franky007
I did some test with the small exploration ship template:

By removing the line
ScannerShortRangeCount: 1
the auto design will put both kind of exploration sensors if you have them.

But if you put the line
ScannerExplorationCount: 2
and remove the ScannerShortRangeCount, the auto design will put the same exploration sensor twice !

Re: Better Auto Design and other mods

Posted: Sun Apr 24, 2022 7:06 am
by ioulaum
Franky007 wrote: Sun Apr 24, 2022 12:54 am I did some test with the small exploration ship template:

By removing the line
ScannerShortRangeCount: 1
the auto design will put both kind of exploration sensors if you have them.

But if you put the line
ScannerExplorationCount: 2
and remove the ScannerShortRangeCount, the auto design will put the same exploration sensor twice !
The short range scanner has a lower priority so if you start the game in Tier 1 tech or higher the exploration ship will have survey and resource scanner modules first then if there's any empty slot, short range scanner.

Apparently survey module just comes with exploration ship without the need to put a line in the template.

Re: Better Auto Design and other mods

Posted: Mon Apr 25, 2022 10:34 pm
by Franky007
Do you think there is a way to put small mining extractors on mining stations ?

I tried that without succes:
- add:
DesignTemplateId: 33 # Large Mining Station
Role: MiningStation
CargoBayCount: 2
CommerceCenterCount: 1
DockingBayCount: 1
MiningComponentCount: 4
EnergyCollectorCount: 1
FuelTankCount: 1
ArmorCount: 2
ShieldCount: 2
DamageControlCount: 1
RecreationCenterCount: 1
FighterBayCount: 1
HyperDenyCount: 1
IonDefenseCount: 1
ScannerTraceCount: 1
WeaponStandoffCount: 4
WeaponInterceptCount: 1
WeaponIonCount: 1
Priorities:
- Category: Extractor
Priority: 2
ComponentSelectionOverrideFactors:
SmallSizeFactor: 2

Re: Better Auto Design and other mods

Posted: Tue Apr 26, 2022 12:34 am
by ioulaum
Franky007 wrote: Mon Apr 25, 2022 10:34 pm Do you think there is a way to put small mining extractors on mining stations ?

I tried that without succes:
- add:
DesignTemplateId: 33 # Large Mining Station
Role: MiningStation
CargoBayCount: 2
CommerceCenterCount: 1
DockingBayCount: 1
MiningComponentCount: 4
EnergyCollectorCount: 1
FuelTankCount: 1
ArmorCount: 2
ShieldCount: 2
DamageControlCount: 1
RecreationCenterCount: 1
FighterBayCount: 1
HyperDenyCount: 1
IonDefenseCount: 1
ScannerTraceCount: 1
WeaponStandoffCount: 4
WeaponInterceptCount: 1
WeaponIonCount: 1
Priorities:
- Category: Extractor
Priority: 2
ComponentSelectionOverrideFactors:
SmallSizeFactor: 2
ComponentSelectionOverrideFactors never worked for me, and during my testing phase I wasn't able to mount small mining engine on mining station either.

Re: Better Auto Design and other mods

Posted: Tue Apr 26, 2022 1:13 am
by Franky007
I resized another bay to size 100, to add another large extractor:

ShipHull:
- update:
ShipHullId: 25
ComponentBays:
(item.ComponentBayId is 13):
MaximumComponentSize: 100