Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Genir

Pages: 1 2 [3]
31
I discovered a weapon group feature in AI controlled ships that allows to focus autofire weapons on a single enemy target. Let's call it autofocus. Usually, weapons in autofire mode are free to choose their own targets independently, while weapons in "manually" controlled group follow the manually selected ship. Using the autofocus feature overrides targeting logic for autofire weapons. Instead of selecting targets individually, they all follow the enemy towards which the friendly ship wants to face. This includes PD weapons, which will ignore incoming missiles and fighters, effectively becoming anti-ship weapons. Note that the target manually selected by AI, and target towards which the ship attempts to faces is not necessarily the same, as illustrated in one of the attached images.

How to activate autofocus: Autofocus is enabled automatically for the first weapon group if and only if all weapon groups are in autofire mode. To achieve this, all groups must be forced into autofire by including at least one non-ammo PD weapon like Mining Laser or Flak Cannon (but not Burst PD Laser or simillar). This works beause ship AI avoids manually controlling groups with PD weapons. Additionally, all groups must have "Autofire starts enabled" ticked in the group manager.

Attached image shows an example Paragon weapon group manager with autofocus enabled. Turreted weapons are gathered in the first group, along with a single Mining Laser. This Laser loses its PD functionality, but is required to force autofire. Hardpoints and weapons which are meant to select targets individually are in the second group. Puting hardpoints into the first group makes beam weapons miss their target occasionally. Note: on Onslaught the built-in hardpoints must go into the first group, otherwise autofocus is disabled.

What's the benefit of Autofocus? Doesn't the ship AI do the same already, by manually controlling weapons? No, not even close, especially if you use weapon groups auto assign.
  • With autofocus, the fire is much more concentrated and decisive. The ship focuses fire on the target it faces, meaning both turrets and harpoints can be used together. With manually controlled weapons the AI can decide to focus fire on ship not in front.
  • Autofocus is the only vanilla method (that I know of) to abuse PD weapons into strictly anti-ship role.
  • Autofocus is the only method of maintaining coherent fire if you want to take away AI's ability to disable weapons for saving flux - useful for solving https://fractalsoftworks.com/forum/index.php?topic=27247.0 and making ships more deadly in general.

I wonder if the feature intentional or a bug? If it's a bug, I hope it remains unfixed, as I find it extremaly useful.

32
Modding / [0.96a] AI Tweak for High Energy Focus
« on: August 16, 2023, 02:32:57 PM »
AI Tweak for High Energy Focus



Description

This mod changes the way AI controlled ships use the High Energy Focus system. AI will no longer
be tempted to activate HEF just because there's a fighter or missile in range of PD lasers or because
an enemy ship can barely be reached by a Graviton Beam. The precious HEF charges will be preserved
for big guns instead.

The mod is in early stages of development and the logic used by the new HEF AI is in no way perfect.
Best use case is of course the mighty Executor. With two linked Gigacannons and officer with System
Expertise almost every salvo will be spiced up by High Energy Focus!

Worst use case is when a ship relies on different energy weapons for shield damage and armor/hull damage.
Currently, the modified AI struggles to prioritise the different weapon groups accordingly, as observed
by CapnHector.


Installation

Just download the zip and unpack it into the mods directory. There's no configuration required.
The mod affects all ships, there's no possibility to toggle it on/off for selected ships.

Requires LazyLib.

Details

The logic used by the modified AI is Very simple. Triggering HEF is tied directly to firing the largest
energy weapon installed on a ship. This means a ship with at least one large weapon will never activate HEF
when firing just medium or small weapons. Additionally:

- firing at fighters and missiles will not trigger HEF
- firing at ships in phase will not trigger HEF
- firing anti-armor weapons (weapons with High Explosive damage or with USE_LESS_VS_SHIELDS tag) will not trigger HEF

The simple solution is subject to change in next releases.
 

33
The hotkeys for selecting ship groups don't work when selecting ships for pursuit.

34
I'm not sure if this shouldn't go to suggestions instead, but I'll try anyway.

I noticed ships droping shields when there are enemy frigates with finisher torpedos *right next* to them, with torpedos basically already aimed. This happens to capital ships, when there are no enemy destroyers or bigger ships around.

I haven't recorded the moment it happens, but I attach an example aftermath.

35
"The population of VeldName is in the millions."

36
Suggestions / AI controlled ships switch targets too often
« on: June 27, 2023, 05:01:09 PM »
The issue:

The issue we're encountering involves AI-controlled ships struggling to maintain a focus on their target when multiple adversaries are present. This problem becomes apparent when the AI prematurely switches its offensive focus from one enemy to another, even when the initial target is nearly destroyed (with just a few percentage points of hull integrity remaining and no shields). This switching occurs despite the fact that the original target remains well within the ship's engagement range.

Steps to reproduce:

Run the attached savefile, Run Simulation using one of the Executors (I used the one with Aggresive officer). As enemies chose all available Hammerheads and Falcons (7 ships in total). The Executor should:
  • drop targets still within range
  • attempt to drop target, rotate by a small degree, and return to target
  • wobble undecidely when switching targets and presented with multiple close opportunities
  • switch to targets that are at a considerable angular distance, even when other targets are available within range at much closer angular distance

Savefile

37
The issue:

AI controlled ship often doesn't fire High Intensity Laser despite:

- targeted ship is in range and has shields down
- attacking ship is low on flux
- there are no obstacles between attacking ship and targeted ships

The issue is not permanent, attacking ship will eventually fire the HIL, but will continue to toggle it on and off.

What I expected to see:

AI controlled ship fires HIL non-stop as long as the above criteria are met.

Example screenshot
Ship loadout
Save file with a battle where the behavior can be observed

Pages: 1 2 [3]