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Starsector 0.98a is out! (03/27/25)

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Messages - Genir

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346
Suggestions / Re: AI controlled ships switch targets too often
« on: June 30, 2023, 06:16:36 PM »
Quote
The AI definitely switches targets too often and it is a problem, but I don't think it's one that can be solved.

But it wasn't a problem in version 0.95, at least not noticeable. So the AI can definitely be designed to keep its target. It's a matter of trade-offs probably.

347
Suggestions / Re: AI controlled ships switch targets too often
« on: June 28, 2023, 05:41:17 PM »
The situation in the OP was chosen specifically to recreate the most severe case of the issue, for easy debugging. However, the problem does manifests itself with just two possible targets.

I'm fully aware the behavior may be the result of AI intricacies and difficult or even impossible to fix. But I'm certain the thing is indeed an issue. I keep seeing it mentioned in Discord discussions repeatedly.

I'll try to provide video examples, but I'll probably take me several days.


348
Suggestions / Re: AI controlled ships switch targets too often
« on: June 28, 2023, 04:38:04 PM »
Thank you for the reply.

Please, don't misunderstand me. I'm not talking about chasing ship, but about situations when the AI controlled ship switches between multiple targets that are in range and don't need to be chased. Sometimes switching back and forth.

Further, the issue is not necessarily related to finishing damaged opponents, but simply to the ability to effectively combat a selected target, even if it's high health. Dropping a successfully engaged target (that is often right in front of the ship), and switching to a fresh one is very dissatysfying, double so if the engaged target is close to death. Also, moving to avoid flanking does't imply the ship needs to change targets when the previous target is still within range.

To sum it up, the issue is related to the selection of targets from the pool of enemies within range, not the ai-controlled ship movement.

349
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

350

Hi Genir, thanks for letting me know!
I wasn't able to reproduce the issue exactly like you described (maybe I don't have the necessary actions per second? xD), but I was able to produce a very similar issue if I was also scrolling at the same time.
This happened in the campaign-GUI, right?
I now simply reset the current tag list view back to default when switching between modes (in both the combat and campaign GUIs), so that should hopefully fix the issue =) I will include this fix in the next release!
Just to make sure: Did the log contain something about TagListView ~line 50? If so, the fix I implemented should solve it!

Yes, the error was in campaign-GUI. Log contained mention of TagListView. And the issue also involved scrolling, which I failed to mention. I can confirm version 1.12.0 fixes the issue. Thanks!

351
Hi, I have a bug report.

Selecting "Switch to advanced mode" and immediately after that "Switch to simple mode" crashes the game with following message:



Versions:
Game: 0.96a-RC10
AGC: 1.11.2
LazyLib: 2.8
MagicLib: 1.0.0-dev01

[attachment deleted by admin]

352
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

353
What IDE are you using? I'm asking, because I was thinking about running IntelliJ autoformat on the entire code base.

Auto formatted code is not necessarily better that the current one, but having an agreed-upon format standard works well for projects developed by multiple people. And I guess IntelliJ auto format is the standard for Kotlin, since both are developed by the same company.

Autoformat touches about every file in the project. It also replaces deprecated function calls without introducing issues, how nice.

What's your opinion on that?

354
I don't think I'll be playing starsector long enough to implement gunnery control for AI weapons. Instead, I'm tweaking the existing base functionality of your mod and getting even better results than the default AI. So I want to focus on contributing to that part of the codebase.

I've published a little PR on github (as Halka1986), if you're interested :)

355
I'm going through the Kotlin code to try to understand how it works and how fire/don't fire decisions are made. And also making some modifications specific to my use case.

There's a lot of code required to make the mod work! Thank you for all the effort you had to put in it.

Anyway, the question is are you OK with me posting code-specific questions here?

356
Quote
I added a FAQ-section to the main page, I believe that it should answer this question. If "AI-controlled ship decides to manually control missile weapon groups" isn't the answer in this case, please let me know and ideally give me a more detailed description and I'll look into it!

Yes, this is indeed the case. Thank you for your answer.

Setting ForceAF made the ships really trigger happy with Breach SRM, compared to default AI. Even with the most restrictive tag combinations I tried. So unfortunate. But it show how well te dafault AI is written.

Regarding the FAQ, yes, I happen to know Kotlin, sort of. Now it's time to check if I feel masochistic... At least it's not Lua, with its 1-indexed arrays, used to mod Factorio.

357
I have a question about Breach SRM. In vanilla, ships do fire them at fighters, especially when fighting remnants. Can I use AdvancedGunnery to prevent this behavior?

I already tried different tags (NoFighters, Opportunist, BigShips). Those tags allow to reliably prevent other weapons from firing at fighters, but seem to have no effect on Breach SRM.

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