[RELEASE] Skilled NPCs (1.77 only)

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phkb
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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.
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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!
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phkb
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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!
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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.
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Nite Owl
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Re: [RELEASE] Skilled NPCs (1.77 only)

Post by Nite Owl »

Thank You Once Again.
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Brevity is the soul of wit and vulgarity is wit's downfall

Good Night and Good Luck - Read You Soon
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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:
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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.
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