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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - Genir

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1
Mods / Re: [0.97a] AI Tweaks
« on: March 20, 2025, 10:40:51 AM »
Good day! @Genir, I have an report, happened when I tried to save the game. It's seems my save's corrupted  8)

Thanks for the report!

The issue here is triggered by AI Tweaks, but the actual bug is most likely in another mod. I had simillar issues reported several times already.

What happens is this: AI Tweaks traverses all markets and removes hullmods from them. This is to enable removing my mod from existing save. Without clearing the hullmods, you wouldn't be able to load the save after removing AI Tweaks.

Most likey AI Tweaks is the only mod visiting markets at game save and load stages. This unearths bugs in other mods, where markets are not initialized properly at game save or load (even though they should be), and visitng them crashed the game.

The instance you report seems more difficult than usual, because there's no mod name in the log, except AI Tweaks. I will do some more invastigation...

2
Suggestions / Re: Unnerf the Hammerhead
« on: March 04, 2025, 06:16:58 AM »
I have to say I completely forgot the Shrike ???

Shrike exemplifies the issue with destroyers, at least in late game. They have to either snipe and stay away from enemy fire or pretend to be frigate, like a Medusa. Otherwise they just die. Shrike tries to go the frigate way, but is still too large and slow. So it just dies. (Thinking of it, Medusa can pull it off probably only because of its OP shields).

3
Mods / Re: [0.97a] AI Tweaks
« on: March 02, 2025, 10:32:16 AM »
v1.12.7 is out. Download

  • Fixed a NullPointerException related to empty weapon groups in CustomShipAI and ExtendedShipAI. Reported by multiple users.

4
Mods / Re: [0.97a] AI Tweaks
« on: March 01, 2025, 03:11:59 PM »
v1.12.6 is out. Download

Changes:
  • It is now possible to disable staggered fire mode for selected weapon types via the /data/weapons/*.ait configuration file. Suggested by Ioulaum.
  • Ships are less likely to select unusual attack angles, especially when equipped with front shields. This fixes the issue of Gryphons flying backwards. Reported on Fossic.
  • Autofire AI: Fixed an edge case where weapons would not fire on some shielded modular ships. Reported on Fossic.

5
Mods / Re: [0.97a] AI Tweaks
« on: February 22, 2025, 08:28:54 AM »
General Feedback!

I don't know if this is a major issue or not but sometime when in combat
my ships just ball in a cluster at the center on the map doing nothing. Doesn't happen that often but it does occur at random. Only really happens if I don't set any capture or rally orders to fleet. Also ship set to escort like for example a Heron will go to the front of the engagement and dies. Might be only me.

Thanks for the feedback!

What you describe looks like the vanilla AI anti-phase behavior, as Killer of Fate pointed out. If that's the case, ships with Custom AI hullmod should not behave like that.

I can't find the original reference (patch note, etc) documenting the anti-phase behavior. @Killer of Fate, perhaps you have a link?

6
Mods / Re: [0.97a] AI Tweaks
« on: February 22, 2025, 08:17:45 AM »
Seems like the Custom AI seems to be having trouble angling omni shields properly, either dropping them at low flux (like 20%), facing them away from the nearest/highest source of damage towards lower ones.  This was observed on 1.12.4, not sure if the recent patch fixes that specific issue.

Do you notice a difference in shield behavior between Custom AI and vanilla AI? I'm asking because shield AI is one of the few components of Custom AI that is delegated to vanilla code. There's just a single element I didn't port - angling shields to defend against ship collisions. Other than that, the shield behavior should be identical. If there are differences, do you remember in which AI tweaks version you noticed them first?

It's possible I botched the shield AI porting. If that's the case, I'll work on fixes.

7
Mods / Re: [0.97a] AI Tweaks
« on: February 21, 2025, 10:33:14 AM »
v1.12.5 is out. Download

  • Aim Assist now correctly handles attack and movement when the player ship in fast-time advance.
  • Fixed a bug where low rate of fire weapons, like the Hellbore, had their DPS estimated incorrectly, which led to improper aiming behavior.
  • Fixed a null pointer exception caused by incorrect use of Java WeakReference. Reported by prom.

8
Mods / Re: [0.97a] AI Tweaks
« on: February 21, 2025, 09:50:34 AM »
Edit: Ok just started and have AI tweaks disabled and just witnessed my Legion execute another ship from behind, in a what the hell are you doing sort of fashion, and a then it tried it again with another ship. Also something to note is that it's always the same weapon if they is anything, its the Azrael reaper missile launcher that seems to be the weapon that is causing. this

EDIT Update: i think it might be AGC as the ships that had it settings reset are now not shooting at friendly ships now?

I took a look the Azrael reaper definition, and there's nothing unusual about it. No scripts attached or weird collision classes.

Since AI Tweaks doesn't modifiy missile AI at all, I think you should continue the bug report on the AGC thread.

9
Mods / Re: [0.97a] AI Tweaks
« on: February 21, 2025, 09:30:41 AM »
Got it thanks,

Just come up with a suggestion, could staggered firing have additional options?
Say, toggle on and off for needlers.

Hmm, generally I would prefer to leave per-ship or per-weapon customisability to Advanced Gunnery Control, as that's what AGC is designed for. So, keep pressuring DesperatePeter ;D

In the mean time, I can extend the file-based config. It's not very user friendly, but will allow to configure staggered fire per weapon type.

10
Mods / Re: [0.97a] AI Tweaks
« on: February 19, 2025, 09:01:16 AM »
Mostly missiles, but i've seen the pirate onslaught will fire at friendly ships like they're enemies sometimes, so that's a projectile. Yes AGC is installed and i suspected that it could be screwing with it some how so some ships have it completely removed. I've finished for the day but i'll check later to see if the ships causing problems are A. using AGC and B. have custom ai enabled.

EDIT: checked today and no AGC not enabled but AI pilot is aggressive if that means anything but they still try to fire through friendly ships like it's not there.

This looks like it may be difficult to solve.

Thus far we know the issuse:
  • Causes ships to try to shoot through allies, as if the allies weren't in the line of fire.
  • Happens only for player ships, not for the enemy.
  • Affects both missile and non-missile projectile weapons.
  • AGC is not the cause.

Can you tell me if the issue happens only for ships with Custom AI hullmod, or for all ships? And does it happen when you remove AI Tweaks?

Can you post your mod list?

Quote
Quick question with the AI when giving orders does the type of AI decide how quickly it will carry it out? As i've seen some ships that are 25% life left, given the retreat order and have a way clear so don't need to move around any other ships, but will instead go all ramming speed on the enemy?

Retreat maneuver is handled by vanilla AI in all cases, even for ships with Custom AI hullmod. I'm not sure what governs how quickly vanilla AI carries out orders, but my experiance is that it considers them just a low priority suggestions.

11
Mods / Re: [0.97a] AI Tweaks
« on: February 18, 2025, 01:16:42 PM »
Seems like Cryoflammer target leading are bit off.

Same thing happens with the Symbiotic Void Creature's acid flame thrower.

Cryoflamer "projectiles" are scripted to use rope machanics. When the ship rotates, the flame turns with the ship. I'm not sure if it's even possible to predict their path when the ship doesn't rotate, much less when it does. The weapon design is inherently non-aimable. I added it to a blacklist, so that AI tweaks doesn't even attempt to aim the weapon. What you're seeing is vanilla aiming algorithm.

As for the acid flamer, I didn't know it does the same. Though I heard Jannes was implementing rope mechanics, so that's probably it.

So, unfortunately, I won't be able to fix this issue.

12
Mods / Re: [0.97a] AI Tweaks
« on: February 18, 2025, 01:03:40 PM »
Noticed now (i'll confirm if it's from just from one mod) but when the fleet is attacking, if there one ship going one to one with another ship and there's another ship behind it, the other ship will try to "shoot through" the other ship to get to the enemy which when it's a typhon missile boat isn't generally good. It's only with my fleet it's happening with not enemy fleet as am guessing their fleet makeup isn't random ships from other factions/mods.

Edit: the ships are from indies expansion pack, also watched one of my ships mercy kill another ship that was in front of it and was retreating.

Does this happen only with missiles, or with projectile and beam weapons? I'm asking, because I didn't modify missile behavior at all, just proj and beams. Do you have AGC installed?

13
Mods / Re: [0.97a] AI Tweaks
« on: February 14, 2025, 07:10:48 PM »
v1.12.4 is out. Download

Changes:
  • Fixed null pointer exception in ship maneuver logic. Reported by TimeDiver0.

14
Mods / Re: [0.97a] AI Tweaks
« on: February 14, 2025, 02:01:48 PM »
v1.12.3 is out. Download

Changes:
  • Shield Assist now works with front shields.
  • Aim Assist now has a Perfect Targeting mode, where it disregards the mouse input and aims precisely at the target center. Perfect Targeting can be enabled in LunaLib settings.
  • Fixed a special case in ship facing calculation when using unusual weapon groups, such as both back-facing weapon slots on a Harbinger
  • Pressing right ALT + K speeds up the combat by a factor of 5.

15
Mods / Re: [0.97a] AI Tweaks
« on: February 14, 2025, 07:49:12 AM »
Maybe make a AI budget for different stages, that the ship won't spend more than it's flux dissipation on weapons when using ineffective weapons (If shield's up, don't use explosives if it puts your flux over budget, if shields are down don't use kinetics if it puts your flux over budget).  That's probably how I'd do it, with a special case for when a ship's already taken substantial damage to their hull (like 33% to 50%) which at that point there's little to no armor remaining for using kinetic damage against hull/armor.

Yes, something along those lines, with a budget. So a different bahavior when engaging a fresh enemy vs engaging a damaged enemy.

I wonder how vanilla does it?

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