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Mods / Re: [0.98a] AI Tweaks
« on: April 27, 2025, 12:06:48 PM »
About the shield assist bug and incompatibility with Advanced Gunnery Control: the issue will be fixed in AGC 1.19.1.
Starsector 0.98a is out! (03/27/25)
Hello! Some mild incompatibilities with another mod, Random Assortment of Things:
- "Leanira" cruiser ship system "deploys" a turret (ship) onto the battlefield. When the ship is controlled by an NPC, the ship system is never used. However, if this ship is piloted by the player, the autopilot will use the ship system. This behavior occurs with and without the Custom AI hullmod.
- "Hypatia" destroyer ship system causes it to enter "phase space", allowing it to travel very quickly, but prevents the usage of weapons or shields. The system acts as a toggle, with activation causing the ship to enter "phase space" and re-activation causing it to exit "phase space". When the ship is controlled by an NPC, after some period of time in battle, the ship activates the system, but never deactivates the system, causing to circle endlessly in "phase space".
Awesome mod! I just tried this on a ship with safety overrides and it blazed through enemies. Amazing what a smarter AI can do for ships. cheers!
Could you please add an option to unconditionally enable «Custom AI hullmod» for all compatible ships? For allies and enemies. I'd like to test this mod, but i don't want my ships to be smarter than the enemy's.
In the simulation your AI appears to handle the Onslaught-class ship significantly better than the standard one.
Man, conceptually this is really cool, so I guess I'll try it, though I'm wary of the balance impacts and even more than that the 'uncanny behavior' (immersion is important after all.)
I assume AI is too complicated to do piecemeal and make more modular in the sense of being able to keep the 'it should just work this way already' changes like broadsides but have vanilla PD behavior instead of a constant laser lightshow? And also accuracy. Don't really want inhumanly accurate ships, lol.
Is the awful, awful, indescribably awful behavior exhibited by particularly Hyperions when there are fighters on the field something in the scope of this mod? It's the most obnoxious thing and probably the worst example of bad AI behavior I've seen. Imagine a Hyperion kitted out for anti-ship, it's got a reaper and some kinetic weapons, it's got 360 degree shields with extended shields. What does it do? It spins around in place trying to shoot little pirate fighters with machine guns or block their attacks from landing on its fully shielded self rather than... attacking the enemy carrier that's about a foot away from it.
Hello! Some mild incompatibilities with another mod, Random Assortment of Things:
- "Leanira" cruiser ship system "deploys" a turret (ship) onto the battlefield. When the ship is controlled by an NPC, the ship system is never used. However, if this ship is piloted by the player, the autopilot will use the ship system. This behavior occurs with and without the Custom AI hullmod.
- "Hypatia" destroyer ship system causes it to enter "phase space", allowing it to travel very quickly, but prevents the usage of weapons or shields. The system acts as a toggle, with activation causing the ship to enter "phase space" and re-activation causing it to exit "phase space". When the ship is controlled by an NPC, after some period of time in battle, the ship activates the system, but never deactivates the system, causing to circle endlessly in "phase space".
Not sure if it's vanilla or this tweak mod, but I've noticed a few times now that ships will preference shielding themselves from a possible collision with an asteroid over shielding themselves from a ship that is actually shooting at them.
found this while testing some ship explotion stuff
with the mod on the turrets turn away and target some ghost ? (there is nothing up there) when geting close to other ship
without mod turrets stay on target and keep fireing
Followup, I got around to trying it without QoL, and it's not the cause. I can't even begin to guess what other mod is causing it, but if you don't mind a suggestion, perhaps automatically toggle the assist mode off when the battlespace is clear of hostiles?
The ship build
The ship will engage in range, then after a while will back up
Having an issue with the shield assist, where if it's toggled on when a battle ends, it starts enabled in the next battles, but it's nonfunctional - doesn't raise the shield, and if I raise it manually it doesn't control it at all. toggling it off and on doesn't solve this, the only fix I've found is to make sure it's toggled off at the end of *that* battle, in which case it's functional again next time. Possibly a mod incompatibility - if so, my immediate suspect is Puretilt's QOL pack, due to the shield facing settings in there. I mainly use the qol pack for automatically toggling the transponder in hyperspace anyway, but also possible that something in the 0.98 update caused it maybe? Keep forgetting to try disabling the qol mod and I can't try now unfortunately, irl stuff going on (I only just happened to think to make a comment).
I'm asking out of genuine curiosity, and I hope this doesn’t come off as condescending—please excuse me if it does. How did a bug like this manage to slip through testing, especially when it’s so apparent in every battle?
Well, because its not a bug per se, its a bug fix that ironically resulted in the AI beingw orse at the game. There's lots of ways that can happen. Game AIs are a teetering pile of weighted action priorities that interact in sometimes surprising and sometimes unfortunate ways when subject to the chaos of the actual simulation in a complex game like Starsector. It's more common than you think for literal bugs stopping a game AI from working 'properly' to actually result in an AI that looks smarter to the player because its making more optimal decisions, even if it's ultimately doing them for the wrong reasons.
On the testing end of things, the proper behavior of AI ships is very subjective. You won't even notice the AI messing up if you're just slamming enemy ships with a salvo of Reapers the moment their flux gets high. Plus, on some level, AI messing up shields is intentional. Theoretically the AI could be so good at shield management it would basically never overload except as a last ditch. God knows its better at flicking omni shields around than a player ever could be. So judging the line there can be difficult.