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Re: [RELEASE] Skilled NPCs (1.77 only)
Posted: Sat Oct 28, 2017 4:55 am
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.
Re: [RELEASE] Skilled NPCs (1.77 only)
Posted: Sat Oct 28, 2017 10:29 am
by Cody
These assassins go up to eleven!
Re: [RELEASE] Skilled NPCs (1.77 only)
Posted: Sat Oct 28, 2017 9:09 pm
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!
Re: [RELEASE] Skilled NPCs (1.77 only)
Posted: Thu Sep 21, 2023 2:51 am
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.
Re: [RELEASE] Skilled NPCs (1.77 only)
Posted: Thu Sep 21, 2023 11:20 am
by Nite Owl
Thank You Once Again.
Re: [RELEASE] Skilled NPCs (1.77 only)
Posted: Thu Sep 21, 2023 3:35 pm
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 -->
noticeable quick
Re: [RELEASE] Skilled NPCs (1.77 only)
Posted: Wed Oct 18, 2023 2:00 pm
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.