Nope, not yet.stylesrj wrote:I once encountered a Flagship that said it had its secondary rooms connected to the main ship, but when I got there, it was only the main guns as per usual. Has that been fixed too?
Flagship Randomizer 1.29 for AE, ACE and ACE Infinite
- Sleeper Service
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Re: [Beta Phase] Flagship Randomizer 0.6 for CE
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Re: [Beta Phase] Flagship Randomizer 0.6 for CE
I like that the main flagship guns can only be actual hull damaging weapons now, but maybe you should make it more likely (if not guaranteed) for the flagship to have ion and beam weapons as it's secondary (support) weapons. I don't want all of the flagships to end up like NarnKar's.
Especially since the flagship can only have 1 beam weapon, that makes it very rare for it to get ANY beam weapons.
Nice work on the GUI!!!

Nice work on the GUI!!!
- NarnKar
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Re: [Beta Phase] Flagship Randomizer 0.6 for CE
TBH when I first heard about the randomizer, I thought it would work like this:
-one ion or NHD weapon
-one laser weapon
-one missile weapon
-one beam weapon
Kinda like the original flagship, but with mild variants of weapons here and there.
I'm not sure if this is too far from your vision, rannl, but that's just what I first thought. As it were, it happens to avoid the "too many lasers and missiles" issue and the "too many NHD weapons" issue at the same time.
-one ion or NHD weapon
-one laser weapon
-one missile weapon
-one beam weapon
Kinda like the original flagship, but with mild variants of weapons here and there.
I'm not sure if this is too far from your vision, rannl, but that's just what I first thought. As it were, it happens to avoid the "too many lasers and missiles" issue and the "too many NHD weapons" issue at the same time.
- Sleeper Service
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Re: [Beta Phase] Flagship Randomizer 0.6 for CE
IMO that would take the magic out of it. I think a more restrictive randomizing routine would just box the flagship in again. And the whole idea is to create new challenges. I'll go on a leap and say that your roll is actually manageable with defense drones and good evasion. The dual burst lasers will be much less threatening in phase two and you won't suffer long time shield loss in phase one from ion weapons. In phase three you could even depower the shields between the surges.
- NarnKar
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Re: [Beta Phase] Flagship Randomizer 0.6 for CE
I suppose my rolled flagship is manageable. It's just a little...DIFFERENT...is all.
- Sleeper Service
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Re: [Beta Phase] Flagship Randomizer 0.6 for CE
Please note that there are some problems with the event generations in the current version. You might not be able to look at the data as intended. We will fix this soonish.
- NewAgeOfPower
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Re: [Beta Phase] Flagship Randomizer 0.6 for CE
Cloak, defense drones. My standard play is to Cloak, then reroute power from your engines & defense drones to shield overcharger drone(s), then swap right back as the missiles come at you, once your cloak is down and your Supershield has some charges in it.NarnKar wrote:Nice GUI!
I rolled an AE only ship, and I got:
"A breach missile and a triple burst missile launcher as its main guns"
And its secondary weapons were "a burst laser battery and a burst laser battery"
Oh boy. Ohhhhh boy.
Gold ranked Engineer and Pilot can push your evasion over 50%, which is a lifesaver.
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Re: [Beta Phase] Flagship Randomizer 0.6 for CE
I agree, I don't want the flagship to just half one of each weapon like vanilla. Then it couldn't have duplicate types of the same weapon.Sleeper Service wrote:IMO that would take the magic out of it. I think a more restrictive randomizing routine would just box the flagship in again. And the whole idea is to create new challenges. I'll go on a leap and say that your roll is actually manageable with defense drones and good evasion. The dual burst lasers will be much less threatening in phase two and you won't suffer long time shield loss in phase one from ion weapons. In phase three you could even depower the shields between the surges.



NarnKar's triple laser flagship is not a coincidence I think. I believe it is partly a result of the new Maths.
Also, 5thHorseman had a great idea of implementing a seed so that people can share their loadouts!



Last edited by Russian Rockman on Fri Sep 12, 2014 5:45 am, edited 1 time in total.
- NarnKar
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Re: [Beta Phase] Flagship Randomizer 0.6 for CE
A double laser, double missile flagship, Rockman. While not triple-laser, it's still kind of...boring, I guess?
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Re: [Beta Phase] Flagship Randomizer 0.6 for CE
Well, I'll start by explaining how the weapon selection algorithm works.
All weapons are selected from a single pool. The 4 weapons are selected - the first 2 are the main guns, the last 2 are the secondary guns.
Each weapon selection must obey a set of rules, which are of 2 types - limiting rules and at least rules.
The limiting rules reduce the amount of weapons in the weapon pool for all future selections, based on previously selected weapons.
So a LASER limit of 2 will remove all LASER weapon from the pool after 2 LASER weapons have been selected.
The at least rules make sure that a weapon type is selected at least a certain amount of times.
So a LASER at least of 2 will select only from the LASER type weapons untill 2 LASER weapons have been selected.
I used limiting rules for LASER/ION/MISSILE/NHD (non hull damaging) with a limit of 2 and BEAM with a limit of 1.
Then I added an at least rule on LASER+MISSILE of 2 - meaning that the first 2 selected weapons must be of the LASER or MISSILE types.
This means that after selecting the main guns, the secondary weapons are just as likely to be LASER/MISSILE types as they are to be BEAM/ION types.
So statistically the flagship will be more likely to have LASER/MISSILE type weapons.
There can be many solutions for a more uniform weapon selection.
The primary weapons could be selected from a LASER/MISSILE pool and the secondary weapons from a BEAM/ION/NHD pool. The limiting rules will be the same, the at least rule won't be needed.
I think this might appeal to the majority of opinions I've seen here.
All weapons are selected from a single pool. The 4 weapons are selected - the first 2 are the main guns, the last 2 are the secondary guns.
Each weapon selection must obey a set of rules, which are of 2 types - limiting rules and at least rules.
The limiting rules reduce the amount of weapons in the weapon pool for all future selections, based on previously selected weapons.
So a LASER limit of 2 will remove all LASER weapon from the pool after 2 LASER weapons have been selected.
The at least rules make sure that a weapon type is selected at least a certain amount of times.
So a LASER at least of 2 will select only from the LASER type weapons untill 2 LASER weapons have been selected.
I used limiting rules for LASER/ION/MISSILE/NHD (non hull damaging) with a limit of 2 and BEAM with a limit of 1.
Then I added an at least rule on LASER+MISSILE of 2 - meaning that the first 2 selected weapons must be of the LASER or MISSILE types.
This means that after selecting the main guns, the secondary weapons are just as likely to be LASER/MISSILE types as they are to be BEAM/ION types.
So statistically the flagship will be more likely to have LASER/MISSILE type weapons.
There can be many solutions for a more uniform weapon selection.
The primary weapons could be selected from a LASER/MISSILE pool and the secondary weapons from a BEAM/ION/NHD pool. The limiting rules will be the same, the at least rule won't be needed.
I think this might appeal to the majority of opinions I've seen here.