[RELEASE] Skilled NPCs (1.77 only)

Discussion and information relevant to creating special missions, new ships, skins etc.

Moderators: winston, another_commander

User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4830
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: [RELEASE] Skilled NPCs (1.77 only)

Post by phkb »

Version 1.5 has now been released. I've separated the pirate and assassin roles, so they can be skilled up individually. I've also added sliders for each role type, so you can make pirates really skilled, but have assassins at a much lower level. These new configuration options are only available using the Library Config OXP. Available from the download manager.
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: [RELEASE] Skilled NPCs (1.77 only)

Post by Cody »

These assassins go up to eleven!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4830
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: [RELEASE] Skilled NPCs (1.77 only)

Post by phkb »

Cody wrote:
These assassins go up to eleven!
Wha!? Eek! A typo, just a typo! I promise I wasn’t trying to destabilise the entire galaxy!
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4830
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: [RELEASE] Skilled NPCs (1.77 only)

Post by phkb »

V1.6 is available now, in which I've added in options to change the reactionTime of the various groups. Only adjustable via Library Config.
User avatar
Nite Owl
---- E L I T E ----
---- E L I T E ----
Posts: 556
Joined: Sat Jan 20, 2018 4:08 pm
Location: In The Dark

Re: [RELEASE] Skilled NPCs (1.77 only)

Post by Nite Owl »

Thank You Once Again.
Humor is the second most subjective thing on the planet

Brevity is the soul of wit and vulgarity is wit's downfall

Good Night and Good Luck - Read You Soon
User avatar
cbr
---- E L I T E ----
---- E L I T E ----
Posts: 1422
Joined: Thu Aug 27, 2015 4:24 pm

Re: [RELEASE] Skilled NPCs (1.77 only)

Post by cbr »

phkb wrote: Thu Sep 21, 2023 2:51 am
V1.6 is available now, in which I've added in options to change the reactionTime of the various groups. Only adjustable via Library Config.
all npc to 10 and reactionTime to 0.1 --> :shock: noticeable quick :wink: :lol:
User avatar
Nite Owl
---- E L I T E ----
---- E L I T E ----
Posts: 556
Joined: Sat Jan 20, 2018 4:08 pm
Location: In The Dark

Re: [RELEASE] Skilled NPCs (1.77 only)

Post by Nite Owl »

Methodology
Been slowly lowering the Reaction Time numbers prior to every jump into either a Feudal or Anarchy system. This lowering has been done in steps of 0.25 per event. Started with the default of 1.5 then went down to 1.25 then down to 1.0 etc. My ship is fully equipped with a very Iron Ass and is a bit on the Uber side. My combat skills are quite good.

Result
Most of the battles remained quite easy even when facing five or more opponents. That is until the Reaction Time setting got down to 0.25. That number appears to be the threshold at which your enemies start to fire at you very quickly. When this threshold is reached or crossed the opponents you face become much more aggressive. Occasionally they will even fire at you in large bunches. Combine this with a Pilot Difficulty Level of 7 or more and dog fighting gets very interesting.

If you go this low with your NPC Reaction Time and that high with your NPC Pilot Difficulty Level then you must Stay Frosty.
Humor is the second most subjective thing on the planet

Brevity is the soul of wit and vulgarity is wit's downfall

Good Night and Good Luck - Read You Soon
Post Reply