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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.81a] StarSector AI Overhaul, Alpha 0.91a  (Read 87686 times)

xenoargh

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Re: [0.81a] StarSector AI Overhaul, Alpha 6
« Reply #45 on: June 28, 2017, 07:15:59 PM »

Alpha 7 is now released.  I think this resolves all of the mods that require AIFlags to be set (there's an engine bug I've inadvertently exposed and worked around  ::)).

Tested with Ship / Weapon Pack and no crashes here.
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faram45

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Re: [0.81a] StarSector AI Overhaul, Alpha 6
« Reply #46 on: June 28, 2017, 07:17:34 PM »

Alpha 7 is now released.  I think this resolves all of the mods that require AIFlags to be set (there's an engine bug I've inadvertently exposed and worked around  ::)).

Tested with Ship / Weapon Pack and no crashes here.

I shall test. The Starcrasher might not have given up yet.
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xenoargh

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Re: [0.81a] StarSector AI Overhaul, Alpha 7
« Reply #47 on: June 28, 2017, 07:21:24 PM »

Hope this got that issue dealt with; the next step is to address issues where I want certain AIFlags set explicitly so that System AIs work a bit like in Vanilla.
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faram45

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Re: [0.81a] StarSector AI Overhaul, Alpha 7
« Reply #48 on: June 28, 2017, 07:26:09 PM »

Still got it.

322677 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.shipsystems.ai.SWP_PunisherJetsAI.advance(SWP_PunisherJetsAI.java:71)
   at data.scripts.shipai.StandardShipAI.advance(StandardShipAI.java:201)
   at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Used a Hedgemony ship against a Blackrock Hawkmoth Tanker.
Crashes after I unpause.
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xenoargh

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Re: [0.81a] StarSector AI Overhaul, Alpha 7
« Reply #49 on: June 28, 2017, 07:31:42 PM »

You've updated this mod, right?  I'll take a look at this and see if I can reproduce...
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xenoargh

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Re: [0.81a] StarSector AI Overhaul, Alpha 7
« Reply #50 on: June 28, 2017, 07:48:48 PM »

OK, I replicated this.  I put the initialization of the AIFlags in the wrong place and it got to hit the NPE before it got set properly.  I'll be uploading a new build shortly once I'm absolutely sure it's not going to crash due to this again.
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faram45

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Re: [0.81a] StarSector AI Overhaul, Alpha 7
« Reply #51 on: June 28, 2017, 07:56:13 PM »

Crashsector is a scary place.
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xenoargh

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Re: [0.81a] StarSector AI Overhaul, Alpha 8
« Reply #52 on: June 28, 2017, 08:05:54 PM »

Ok, I finally figured out the NPE issue with the System AIs.  Should be resolved now.  Not all System AIs will play nicely with this project yet, but I also included a few basic states so that most of them will work.
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Arkar1234

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Re: [0.81a] StarSector AI Overhaul, Alpha 8
« Reply #53 on: June 29, 2017, 06:02:47 AM »

Ok, I finally figured out the NPE issue with the System AIs.  Should be resolved now.  Not all System AIs will play nicely with this project yet, but I also included a few basic states so that most of them will work.

<3
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xenoargh

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Re: [0.81a] StarSector AI Overhaul, Alpha 8
« Reply #54 on: June 29, 2017, 07:47:09 AM »

Tonight I've got some real free time, for once. I'll try and work on missile-launcher logic, and make the AI use Harpoons wisely, etc.
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Darloth

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Re: [0.81a] StarSector AI Overhaul, Alpha 8
« Reply #55 on: June 30, 2017, 04:50:47 AM »

Looking forward to seeing where this goes, please keep it up :)

Thanks also especially for the documentation and explanations of how it's working as well, they are interesting to read through and look at.
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faram45

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Re: [0.81a] StarSector AI Overhaul, Alpha 8
« Reply #56 on: June 30, 2017, 12:15:14 PM »

One thing I noticed is that some ships just go brain dead in the corners are times.

And sometimes the two sides won't even attempt fighting, even with one much larger than the other.

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xenoargh

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Re: [0.81a] StarSector AI Overhaul, Alpha 8
« Reply #57 on: June 30, 2017, 04:39:04 PM »

On the first issue, I probably need to drive them out of corners if they aren't fighting the player's ship.

On the second, the AI's generally pretty cautious in certain situations, and it weighs ships "danger" values in ways that can sometimes create that phenomenon.  It's up to players to intervene and break the deadlock.
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OzarMidrashim

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Re: [0.81a] StarSector AI Overhaul, Alpha 8
« Reply #58 on: July 19, 2017, 02:44:05 PM »

Is there a way to lower AI priority to focus on Player ship?
I did had few battles where it was a little to drastic...most enemy ships just ignored my allies and focus on me whetever i go, so matter ship class. Its was so dumb they ware leaving alone almost dead ships just to focus on ship like frigate i just transfered to. It maked AI reletless but stupid like Cal Of Duty Modern Warfare on top difficulty. I wonder how is that computed, maybe ships of this faction i played was balanced wierd way around.
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Arkar1234

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Re: [0.81a] StarSector AI Overhaul, Alpha 8
« Reply #59 on: July 19, 2017, 11:01:51 PM »

Is there a way to lower AI priority to focus on Player ship?
I did had few battles where it was a little to drastic...most enemy ships just ignored my allies and focus on me whetever i go, so matter ship class. Its was so dumb they ware leaving alone almost dead ships just to focus on ship like frigate i just transfered to. It maked AI reletless but stupid like Cal Of Duty Modern Warfare on top difficulty. I wonder how is that computed, maybe ships of this faction i played was balanced wierd way around.

Yup, had about the same problem for me as well.

The ships tend to ignore flankers and bombers just to focus solely on their chosen target. Same scenario for my allied ships as well.
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