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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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31
Mods / Re: [0.97a] AI Tweaks
« on: January 23, 2025, 03:08:02 PM »
Say is there a way to allow this human like "intentional delay" with Ai tweaks?

I do want to see how the Humanely  part of the Ai from Alex and your Ai's ability to not make the OG Ai be stupid could work together.

Oof, I need to remove that part of the description. It was my initial goal, but in the end the AI does have intentional delays, just as in vanilla. Not because I don't want it to be frame perfect, but because of performance concerns. Calculating AI logic every frame is simply too expensive.

The only place where the AI does adhere to the no-delay goal is missile targeting by beam weapons. You can see it on the AI Tweaks OP. I chose to make it frame perfect, because even several frames of delay when acquiring a new target greatly diminishes the PD effectiveness when defending from swarms of low-hp missiles.

32
Mods / Re: [0.97a] AI Tweaks
« on: January 23, 2025, 11:16:09 AM »
I haven't used the most recent version yet, but one request I'd have is probably changing a ship targeting priority.  I've had issues where capital ships will, when facing off against another capital ship turn around and expose their backside because there's a phase frigate nearby behind it even if it can't threaten your ship. This also happens to a lesser extent with smaller ships, any that lack like a serious threats like unfired torpedos, prioritizing diving through a mass of other enemy ships for the kill confirm.  The biggest problem is this behavior happens even when ships have say Frontal shields that don't cover the back of the ship, so turning away from larger ships tends to be a very dumb way the AI can die.

Just to be sure, the capital ships you're talking about are equipped with Custom AI hullmod?

If yes, do they drop the current target when still firing at it? Or only when they back off to vent or when the target itself backs off and is out of range? Custom AI definitely shouldn't drop the target it's firing at and focus on a lone frigate somewhere in the back instead. If it does that, it's definitely a bug for me to fix.

33
Mods / Re: [0.97a] AI Tweaks
« on: January 20, 2025, 11:54:21 AM »
v1.11.5 is out. Download

Changes:
  • Custom AI: Several bugfixes and improvements to ship maneuvering logic, especially when attacking stations. Now the ships are less likely to block allies and their own line of fire.
  • Custom AI: AI now estimates weapon attack range for broadside builds with additional precision. Back slot will not be left out of action, even on the weirdest broadside ships.
  • AI Tweaks-specific weapon tags are now added via a custom /data/weapons/weaponId.ait file. This improves mod interoperability and eliminates the need to override definitions in weapon_data.csv.
  • Fixed a bug that prevented High Energy Focus from triggering on ships with a lot of energy PD weapons. Reported by Marq.
  • Autofire AI now correctly handles out-of-range targets. It accounts for projectile and target velocity, aiming and initiating attacks in advance, before the target enters maximum firing range. This increases the window of opportunity to deal damage, strongly benefiting projectile PD weapons, among others.

34
Mods / Re: [0.97a] AI Tweaks
« on: January 20, 2025, 11:52:16 AM »
For the Custom AI it will start venting immediately when using a long ranged weapon that fires volleys, cutting off the volley prematurely.  This is best shown with Domain Phase Lab's Acuity ships with their Note launchers.

Thanks for the report! I added this to my todo list. Venting logic still needs a lot of improvement!

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A request, since this might just be vanilla behavior, but I'd try tweaking the Omnishield settings to heavily deprioritize shielding towards friendly ships that are nearby.  Often, this behavior happens even if there's a much larger ship nearby actively unloading it's entire arsenal onto a ship and they're worried about scratching the paint on another ship.

This is indeed vanilla behavior and I can't do much about it right now, at least for ships with vanilla AI. But I think the issue may be already solved on ships with Custom AI mod, simply because I didn't port exactly this part of vanilla shield AI.

35
Mods / Re: [0.97a] AI Tweaks
« on: January 13, 2025, 01:19:17 PM »
"Just imagine how strong an LP Brawler is when it can actually hit its target!"

Am I blind or the custom ai hullmod is not available for the LP Brawler?

All frigates rotate to aim weapons, both hardpoints and turrets, by default without the custom AI hullmod. For now, the hullmod is required only for larger ships.

36
Mods / Re: [0.97a] AI Tweaks
« on: January 12, 2025, 09:23:37 AM »
v1.11.4 is out. Download

Changes:
  • Fixed a bug that caused ships to incorrectly estimate range to their targets.
  • Fixed a bug where staggered fire logic could prevent weapons from firing on ships equipped with Lidar Arrays, such as the KoL Lunaria.
  • Fixed "parentStation must not be null" crash caused by detached ship modules. Reported on Fossic.
  • Fixed NoSuchElementException crash caused by ships with negative deployment points. Reported on Fossic.

37
Mods / Re: [0.97a] AI Tweaks
« on: January 10, 2025, 06:51:59 AM »
Is "unintentional friendly fire, that's caused by a ship with burst beams (such as tachlances) turning itself and/or its weapons to either target a new target or back into 'default' facing,  while the beam is still on (finishes firing), immediately on the previous target's death" from this? Or is it from Adv.GunneryControl?

I'm not sure to be honest. It does happen with AI Tweaks when the target gets destroyed. But it's also a thing in vanilla, isn't it? If anything, AI Tweaks is designed to avoid the frustrating vanilla tendency of changing the target mid-attack, so the issue should happen less often.

38
Mods / Re: [0.97a] AI Tweaks
« on: January 08, 2025, 02:35:43 PM »
v1.11.3 is out. Download

Changes:
  • Fixed a major bug where staggered fire logic could prevent weapons from firing under specific conditions.
  • Custom AI: Ship will not vent if it has an opportunity to finish a heavily damaged target.
  • Custom AI: Improved ship movement algorithm. Now the AI will not approach larger targets closer than necessary.
  • Custom AI: Ships equipped with Burn Drive now coordinate their movement more effectively and block each other’s paths less often.

39
Mods / Re: [0.97a] AI Tweaks
« on: January 08, 2025, 08:26:51 AM »
Bit more update on the venting, my ships unless they are going toe to toe, (and some even when they are) will vent after every firing of their weapons leaving them to the mercy of enemy guns, also there's times when it would be just easier to let the flux just decrease naturally and carry on, but will vent and leave itself open to attack.

Thanks again for the feedback!

Yes, I'm tunning the venting behavior down in the next release. Especially when ships are low on flux or have an opportunity to kill a low health target, as you suggested. But I still prefer to leave it more aggressive than vanilla, because I don't like how conservative the vanilla AI is. As for leaving ships on mercy of the enemy fire, there's still a lot I need to implement. E.g. inbound missiles and projectiles are completely ignored by my logic.

Can you post the build that's causing the issues with venting for you? I could playtest it and maybe do some additional improvements.

40
Mods / Re: [0.97a] AI Tweaks
« on: January 04, 2025, 02:22:46 PM »
v1.11.2 is out. Download

Changes:
  • Custom AI: Improvements to burn drive AI. Reduced the number of occasions the ship will overexpose itself when using the burn drive.
  • Custom AI: Ships no longer ignore the fog of war during the early stages of a battle, before opposing fleets have made contact.
  • Custom AI: Ships with temporal shell will use the system when backing off.
  • Eligible enemy ships in the simulator are controlled by AI Tweaks custom AI. This feature can be disabled in LunaLib settings.
  • Number of minor fixes and improvements.

41
Mods / Re: [0.97a] AI Tweaks
« on: January 04, 2025, 01:40:14 PM »
Report.

Nice, thanks for the detailed report! I'll be fixing the issues in the next release.

As for the Custom AI mod not being available for some ships, that's by design. Different ships should behave in different ways, and my AI is designed mostly for bigger, normal ships. So no frigates, phase ships or carriers. Battle carriers like Mora or Legion are eligible, but they will behave exactly the same as non-carrier battleships, to the point of treating Fighter Strike assignment like Eliminate.

42
Mods / Re: [0.97a] AI Tweaks
« on: January 03, 2025, 11:47:55 AM »
Whoops, no, that's my bad I was using the base AI; the custom AI actually fix the issue as well as removes the face-hugging tendencies of aggressive AI, with the Ship becoming rooted to its max range. Disregard.

Cool, thanks!

I'm just testing the ship. It seems it doesn't want to use its system when backing off, which is a problem. Maybe it should hoard one charge just for escaping and venting in safety?

Edit: It was a quick fix. Now the ship works way better.

43
Mods / Re: [0.97a] AI Tweaks
« on: January 03, 2025, 11:28:19 AM »
Ive actually noticed this myself, but with a steady captain instead which maybe makes a non issue. The Chronos class battlecruiser from ship/weapon pack would use temporal shell to briefly get in rage with all weapons, including its pulse lasers, and then scoot back immediately after the system effect wore off to where only a single plasma cannon was in range. Putting an aggressive officer in a way fixed this by making it so the ship no longer cared about trying to stay at max range with its weapons in most situations. The weapons range was boosted with ITU and gunnery implants

Just to absolutely sure, the ship had AI Tweaks Custom AI hullmod installed?

Could you post the Chronos build?

44
Mods / Re: [0.97a] AI Tweaks
« on: January 03, 2025, 08:54:28 AM »
Yer I’ve stuck the Custom AI hullmod on a few ships to see how they act, need to watch them some more but I’ve noticed that some capitals (not carriers) will drag their feet when it comes to battles. Enemy fleet spotted, most move to engage, then i go to full map and there's one or two hanging by the deployment zone just floating then, and putting them on search and destroy just makes them passive. Have to sometimes waste a CP to get them to a spot close to the enemy then remove it and that gets them active :-\.

Hmm, that's a weird bug. When the ships finally start fighting, they don't get passive anymore? What is the ship name, from what mod?

Quote
That indecisiveness i noticed in other ways as i had ships that have aggressive captains will engage then just back off and will hover outside combat and firing range and just wont want to engage, just skirting some invisible combat line, which is annoying as they are some of my powerhouse ships and they just don't want to fight, till a hoard of ships come after them.

Do the ships have Safety Override, or are incapable of venting for some other reason? Do they back off when overfluxed? And, same as above, what is the ship name, from what mod?

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How does your tweaks work with the venting as this is sometimes a make or break with fleet AI as I’ve seen sometimes when a lot of debris is in the way they'll vent as there's no threat or after destroying a ship and nothing else is in range and vent, though sometimes I’ve seen them vent after one or two shots and only about 5/10% of flux has been used, and will do that a few times, kind weird.

There are several thresholds to venting. First, AI will vent if it's at 10% flux or above, feels safe and is not firing any weapons. The resoning is that it's not doing anything useful and that's a good opportunity to vent. Maybe I'll rise this threshold to 20%. Second, when at 50% flux, it will vent when safe even when using weapons. Finally, at 70% (or 80%, I don't remember exactly) it will back off from danger and try to find a safe place to vent.

Anyway, many thanks for the reports! They help me a lot with the development - there's no way I can find all the special cases in my own playtesting.

45
Mods / Re: [0.97a] AI Tweaks
« on: January 02, 2025, 12:23:03 PM »
Not sure if it's just normal behaviour but i've seen sometimes that when in a battle there could be two ships fighting an enemy ship in front of them with space either side, and i'll have another ship that will just hide behind on of the others and just stay in it's shadow and not try move around to get a good shot of the enemy (which i've seen them do sometimes). It also feels that to get to the enemy the quickest way is to ram the ship in front which sends it flying into and behind the enemy line to be jumped by 5 other ships.

Yes, I’ve also noticed this kind of indecisiveness. AI ships tend to hover near an ongoing battle without engaging, even when they’re at full health and low flux. I guess that’s the intended behavior of the vanilla AI.

The custom AI I’m working on fixes this issue, although at its current stage of development, it might be overtuned in the opposite direction.

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