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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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Author Topic: [0.97a] AdvancedGunneryControl 1.18.0 - Updated for 0.97a  (Read 231032 times)

KalHirol

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Re: [0.97a] AdvancedGunneryControl 1.18.0 - Updated for 0.97a
« Reply #345 on: December 22, 2024, 10:40:30 PM »


So I finally tried this mod, anyone who is scared away because they think this mod is to complicated, let me tell you that it is not at all.
You can literally understand everything in 2 minutes, you should give it a try.

I think its working well with player auto fire which is probably what it was made for, but boy,
when it comes to AI it still isnt a fix sadly.
It does some things sometimes to help the AI make better choices,
but no matter what you try they still refuse to vent for example (unless you select the super risky option, but that doesnt really help).

Also no matter what I try, if I give certain ships torps they always fire them on first contact.....
Its really weird, but im not blaming the mod for this, this is most likely a base game issue, like hidden tags.

Still I basically wish there were more options, especially more drastic ones, but this might not be possible.
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crpg

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Re: [0.97a] AdvancedGunneryControl 1.18.0 - Updated for 0.97a
« Reply #346 on: December 28, 2024, 10:35:00 PM »

Hello, may I upload a copy of this mod to the StarSector Chinese forum ( https://www.fossic.org/ ) ?
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DesperatePeter

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Re: [0.97a] AdvancedGunneryControl 1.18.0 - Updated for 0.97a
« Reply #347 on: January 06, 2025, 11:35:05 PM »


So I finally tried this mod, anyone who is scared away because they think this mod is to complicated, let me tell you that it is not at all.
You can literally understand everything in 2 minutes, you should give it a try.

I think its working well with player auto fire which is probably what it was made for, but boy,
when it comes to AI it still isnt a fix sadly.
It does some things sometimes to help the AI make better choices,
but no matter what you try they still refuse to vent for example (unless you select the super risky option, but that doesnt really help).

Also no matter what I try, if I give certain ships torps they always fire them on first contact.....
Its really weird, but im not blaming the mod for this, this is most likely a base game issue, like hidden tags.

Still I basically wish there were more options, especially more drastic ones, but this might not be possible.

Hi!

Thanks for the feedback :)

For AI-controlled ships, if you want to make sure that a certain weapon group obeys the tags you assign, you might want to set it to ForceAF, that way it will always be set to autofire rather than the ship AI deciding to manually control it.

About the venting: If you open up LunaSettings, you can actually tweak the venting behavior, namely the "Vent Safety Factor". The ship will evaluate how much damage it is likely to take while venting and only vent if it thinks that it won't take too much damage. By default, it's set to 2, meaning the ship will only vent if it thinks that it won't take more than 50% of its current health as damage. If you set it to e.g. 1, your ships should vent more often.

But yeah, the main focus of this mod is to adjust autofire weapon behavior, so it's unlikely that it will fix other AI issues. You might want to have a look at the AI tweaks mod, maybe that will solve some other problems you have.

Hello, may I upload a copy of this mod to the StarSector Chinese forum ( https://www.fossic.org/ ) ?

Sure, go ahead!

Hyperkayak

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Re: [0.97a] AdvancedGunneryControl 1.18.0 - Updated for 0.97a
« Reply #348 on: January 08, 2025, 11:26:31 PM »

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 AITweaks?
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Meben

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Re: [0.97a] AdvancedGunneryControl 1.18.0 - Updated for 0.97a
« Reply #349 on: January 12, 2025, 08:18:47 PM »

Sorry if someone's asked this before, but I couldn't find a clear answer online (except for Google's AI assistant, which I am not prone to trusting. Mostly because it has told me both yes and no.) Can you add this mod to an existing save, or will that break something?
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krisslanza

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Re: [0.97a] AdvancedGunneryControl 1.18.0 - Updated for 0.97a
« Reply #350 on: January 12, 2025, 08:19:24 PM »

Sorry if someone's asked this before, but I couldn't find a clear answer online (except for Google's AI assistant, which I am not prone to trusting. Mostly because it has told me both yes and no.) Can you add this mod to an existing save, or will that break something?
It shouldn't break anything.
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Meben

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Re: [0.97a] AdvancedGunneryControl 1.18.0 - Updated for 0.97a
« Reply #351 on: January 12, 2025, 11:31:22 PM »

Sorry if someone's asked this before, but I couldn't find a clear answer online (except for Google's AI assistant, which I am not prone to trusting. Mostly because it has told me both yes and no.) Can you add this mod to an existing save, or will that break something?
It shouldn't break anything.
Thanks for the quick reply!
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DesperatePeter

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Re: [0.97a] AdvancedGunneryControl 1.18.0 - Updated for 0.97a
« Reply #352 on: January 14, 2025, 12:22:20 PM »

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 AITweaks?

To be honest, I cannot tell for sure. But it might be AGC, I don't think I implemented any logic to prevent this. I personally never encountered this issue, but will look into it.

krisslanza

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Re: [0.97a] AdvancedGunneryControl 1.18.0 - Updated for 0.97a
« Reply #353 on: January 15, 2025, 05:55:14 PM »

Actually speaking of friendly fire, given I use this mod so much I'm not sure if this is a vanilla issue or not.
But I've noticed the Metafalica's Phiras, for some reason, treat Strikecraft as friendly units it can hit, and will not fire on autofire. Other weapons know you can fire 'over' and work fine, just not the Phiras.
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Ioulaum

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Re: [0.97a] AdvancedGunneryControl 1.18.0 - Updated for 0.97a
« Reply #354 on: January 26, 2025, 02:14:32 AM »

Thanks for the great mod! I got two questions:
1. Is there a staggered firing tag available for weapon like mauler / hellbore?
2. And any option to turn it off for individual ship or firing group? Reset all tags doesn't turn it off, it's still overwriting the AI.

======================

Also found an issue, AI piloted Venture (P) keep spamming Hurricanes even with avoid shield tag.
« Last Edit: February 04, 2025, 06:42:53 AM by Ioulaum »
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DesperatePeter

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Re: [0.97a] AdvancedGunneryControl 1.18.0 - Updated for 0.97a
« Reply #355 on: February 04, 2025, 12:15:35 PM »

Actually speaking of friendly fire, given I use this mod so much I'm not sure if this is a vanilla issue or not.
But I've noticed the Metafalica's Phiras, for some reason, treat Strikecraft as friendly units it can hit, and will not fire on autofire. Other weapons know you can fire 'over' and work fine, just not the Phiras.

Hmmm, that is odd. I will try to see if I can reproduce the issue and hopefully fix it. Might be a little while, though, sorry.


Thanks for the great mod! I got two questions:
1. Is there a staggered firing tag available for weapon like mauler / hellbore?
2. And any option to turn it off for individual ship or firing group? Reset all tags doesn't turn it off, it's still overwriting the AI.

======================

Also found an issue, AI piloted Venture (P) keep spamming Hurricanes even with avoid shield tag.
Thank you!

Quote
1. Is there a staggered firing tag available for weapon like mauler / hellbore?
Right now, there isn't. Afaik, AI tweaks offers that, but I think you have to turn it on/off globally for all weapons. I might implement this at some point in the future, too :)


Quote
2. And any option to turn it off for individual ship or firing group? Reset all tags doesn't turn it off, it's still overwriting the AI.
I'm afraid I don't fully understand the question.
Weapon autofire behavior only gets modified by applied tags. So if you reset all tags, any tags should get removed (unless you have the option to automatically apply suggested tags enabled).
Just in case you are talking about the previously mentioned AI tweaks staggered firing: Afaik, you can't individually turn it on/off.

Quote
Also found an issue, AI piloted Venture (P) keep spamming Hurricanes even with avoid shield tag.
That sounds like intended behavior. Tags only modify autofire behavior. An AI piloted venture will very likely choose to "manually" control the hurricanes. You could enable the ForceAF-tag in addition, which would prevent the AI pilot from manually controlling the hurricanes. But in that case you probably need to make sure to give it some other restrictive tags to prevent waste of ammo.

Ioulaum

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Re: [0.97a] AdvancedGunneryControl 1.18.0 - Updated for 0.97a
« Reply #356 on: February 04, 2025, 02:12:27 PM »

Quote
1. Is there a staggered firing tag available for weapon like mauler / hellbore?
Right now, there isn't. Afaik, AI tweaks offers that, but I think you have to turn it on/off globally for all weapons. I might implement this at some point in the future, too :)

Quote
2. And any option to turn it off for individual ship or firing group? Reset all tags doesn't turn it off, it's still overwriting the AI.
I'm afraid I don't fully understand the question.
Weapon autofire behavior only gets modified by applied tags. So if you reset all tags, any tags should get removed (unless you have the option to automatically apply suggested tags enabled).
Just in case you are talking about the previously mentioned AI tweaks staggered firing: Afaik, you can't individually turn it on/off.

Quote
Also found an issue, AI piloted Venture (P) keep spamming Hurricanes even with avoid shield tag.
That sounds like intended behavior. Tags only modify autofire behavior. An AI piloted venture will very likely choose to "manually" control the hurricanes. You could enable the ForceAF-tag in addition, which would prevent the AI pilot from manually controlling the hurricanes. But in that case you probably need to make sure to give it some other restrictive tags to prevent waste of ammo.

1. Thanks and looking forward to it.

2. Did a quick test, it seems like with both AGC and AI tweaks, staggered fire doesn't work with or without tags

3. Yes only the ForceAF plus Overloaded tag can prevent AI waste ammo, but then it's overly restricted and not shoting target on high flux, it would be great if AI obey Avoidshields tag with ForceAF.

=======================

Some other thoughts:

1. IR autolance with Avoidshields and PrioFighter sometimes would still like to shot fighter behind enemy carrier's shield.

2. Complete tag list is quite useful, but in order to shortening it, maybe add dropdown for each group of options? For example there are couple of shield related tag and only one option can be picked, then we can click the shield tag and select the idea tag from a drop down list.
« Last Edit: February 04, 2025, 02:19:01 PM by Ioulaum »
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