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

Author Topic: "Doomed Ball" combat AI behaviour  (Read 1605 times)

killtime101

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"Doomed Ball" combat AI behaviour
« on: August 13, 2023, 10:33:21 AM »

For some reason sometimes a bunch of my AI controlled ships will just clump up into a tight ball and start drifting in a random direction slowly. Even if there are actual paths for them to move out of this "Doomed Ball' behaviour they will not untangle. As a side effect, they will not attempt attacking even when being attacked by enemies. Prompting them to move separately with differing orders does not help.
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Alex

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Re: "Doomed Ball" combat AI behaviour
« Reply #1 on: August 13, 2023, 10:39:06 AM »

Thanks for the report! Is this vanilla or with mods?

Are your ships by chance facing exclusively (or almost exclusively) enemy phase ships?
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killtime101

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Re: "Doomed Ball" combat AI behaviour
« Reply #2 on: August 13, 2023, 11:14:44 AM »

Thanks for the report! Is this vanilla or with mods?

Are your ships by chance facing exclusively (or almost exclusively) enemy phase ships?

It happens both with mods and without mods, though it does tend to happen more with mods. This does not happen just with phase ships since some times it has occured with regular shielded ships as well. The ships I was using were mainly destroyers with a few frigates mixed in.

If I had to guess what could have caused it. It could be the ships trying to group up together and take out the enemy ships. They were mainly fighting other frigates and destroyers that came in a set of of 3 or less. I don't really know what kind of thing would necessarily cause this since they were noticably stronger then the enemy. That is assuming they actually would engage of course.
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Alex

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Re: "Doomed Ball" combat AI behaviour
« Reply #3 on: August 13, 2023, 11:41:44 AM »

Hmm. I'd really have to see this in action, preferably reproducing it on my end, to be able to say what might be going on.

This does not happen just with phase ships since some times it has occured with regular shielded ships as well.

Could you confirm? I mean *enemy* phase ships, not the ships you're fielding, and it's not 100% clear whether we're on the same page on that.

Also, if that happens again: does "full assault" change the ship behavior? And were your ships given any orders, such as e.g. a Defend or an Escort or anything at all?


If I had to guess what could have caused it. It could be the ships trying to group up together and take out the enemy ships.

Hmm, the AI doesn't do that generally speaking; if anything they try to spread out and outflank when they have the numbers. But if e.g. they are outranged by the enemy and get their flux driven up before they can close in, they could get herded into a ball. But, again, it's super hard to say anything without seeing it in action; that's just the case with pretty much any AI behavior, unfortunately.
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killtime101

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Re: "Doomed Ball" combat AI behaviour
« Reply #4 on: August 13, 2023, 11:57:25 AM »

Hmm. I'd really have to see this in action, preferably reproducing it on my end, to be able to say what might be going on.

This does not happen just with phase ships since some times it has occured with regular shielded ships as well.

Could you confirm? I mean *enemy* phase ships, not the ships you're fielding, and it's not 100% clear whether we're on the same page on that.

Also, if that happens again: does "full assault" change the ship behavior? And were your ships given any orders, such as e.g. a Defend or an Escort or anything at all?


If I had to guess what could have caused it. It could be the ships trying to group up together and take out the enemy ships.

Hmm, the AI doesn't do that generally speaking; if anything they try to spread out and outflank when they have the numbers. But if e.g. they are outranged by the enemy and get their flux driven up before they can close in, they could get herded into a ball. But, again, it's super hard to say anything without seeing it in action; that's just the case with pretty much any AI behavior, unfortunately.

For the first question, yeah I am talking about the enemy ships. In terms of orders, full assault does not appear to change this, along with exterminate/engage orders. They were just on engage initially, then I tried switching it to exterminate for each enemy ship and finally with full assault.

Yeah it is hard to show without any pictures or video. This mainly happens near the end of a larger battle in the cleanup phase when frigates and destroyers start duking it out with each other due to them being able to keep speed with each other.
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Alex

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Re: "Doomed Ball" combat AI behaviour
« Reply #5 on: August 13, 2023, 12:49:09 PM »

Thank you for the details! Hmm. How sure are you that this happens without mods? It just seems very surprising that something like this - provided it's not some kind of difference in interpretation, I suppose - would both slip through playtesting *and* remain unreported for a long time.

I'll keep an eye out for this, regardless!
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killtime101

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Re: "Doomed Ball" combat AI behaviour
« Reply #6 on: August 13, 2023, 01:18:24 PM »

Mainly since
Thank you for the details! Hmm. How sure are you that this happens without mods? It just seems very surprising that something like this - provided it's not some kind of difference in interpretation, I suppose - would both slip through playtesting *and* remain unreported for a long time.

I'll keep an eye out for this, regardless!

Mainly since it happens with a decent variety of ships within the frigate to destroyer class categories irrespective of what ships being modded in origin or not.  The run this had happened in had a mule, one of those seafood shipworks high tech destroyers, a scute from high tech expansion, and a couple other destroyers I cant remember the name of doing this.
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Alex

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Re: "Doomed Ball" combat AI behaviour
« Reply #7 on: August 13, 2023, 01:22:33 PM »

Ah, ok, thank you for clarifying! The AI is the same across all ships, so that wouldn't actually be a confirmation one way or another; e.g. it's entirely possible for a mod to mess with ship AI across the board, affecting the behavior of vanilla ships, ships from other mods, etc.

I'm going to move this to the modded section. It'd be helpful to see the list of mods you're running with!
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killtime101

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Re: "Doomed Ball" combat AI behaviour
« Reply #8 on: August 13, 2023, 02:33:11 PM »

Ah, ok, thank you for clarifying! The AI is the same across all ships, so that wouldn't actually be a confirmation one way or another; e.g. it's entirely possible for a mod to mess with ship AI across the board, affecting the behavior of vanilla ships, ships from other mods, etc.

I'm going to move this to the modded section. It'd be helpful to see the list of mods you're running with!

Honestly, this entire list runs excellently well, besides tweaking some outdated mod version files so they can run on .96a RC10 that is. It is ordered based on appearance in my currently used mods folder the game is running on so not necessarily perfectly alphabetical order.

Diktat Enhancement
Ko Combine
A New Level of Confidence (40 fast variant)
Amazingh's Ship Foundry
Adjustable Skill Thresholds
Advanced Gunnery Control
Adversary
Angry Periphery
Apex Design Collective
Apocrita Association
Aptly simple Hullmods
Bird's Collection
Bigbean's Ship Compilation
Bultach Coalition
Carter's Freetraders
Caymon's Ship Pack
Combat Chatter
Combat Activators
Commissioned Crew
Customizable Star Systems
Coherent Watermelon's Ship Pack
Detailed Combat Results
Diable Avionics
Domain Explorarium Expansion
ED shipyards
Emergent Threats
Epta Consortium
Exalted
Experimental Hull Modifications
Machina Void Shipyards
Extra Systems Reloaded
Extratential Lanestate Union
Star Federation
Fluff's Ship Pack
Fuzzy Ship pack
Grand Colonies
Graphicslib
Grytpype and Moriarty's Defense Authority
Hazard Mining Incorporated
Brighton Federation
HMI Supervillains
High Tech Expansion
Industrial Evolution
Interstellar Imperium
Junk Yard Dogs
Kadur Remnant
No Such Organization
Keruvim Shipyards
Kyeltziv Technocracy
LazyLib
Leading Pip
Legacy of Arkgneisis
Low Maintenance
Low Tech Armada
Luddic Enhancement
Luddic Enhancement IED
Lunalib
Magiclib
Mayasuran Navy
Missile Ship Overhaul
More Hullmods
More Combat Terrain Effects
More Military Missions
Nes's Ships and Weapons Pack
Nexrelin
Oculian Armada
Ocutek Pirates
Osiris Alliance
Planetary Shield Access Control
Planet Search
P9 Colony Group
Progressive S-Mods
PRV Path
PRV Starworks
Random Assortment Of Things
Roider Union
ScalarTech Solutions
Scan Those Gates
Scrapyard Armories
Seafood Shipworks
Secrets Of The Frontier
Ship and weapon pack by DarkRevenant
SpaceTruckin
SpeedUp
Arma Armatura
Starship Legends
Stop Gap Measure
Super Cool Faction Flags
Support Ships Pack
Tahlan Shipworks
Terraforming and Station Construction
Thog's Domain
Thog's Remnants
Tri-Tac Special Circumstances
United Aurora Federation
Underworld
Unknown Skies
Unusually Gullible Hullmods
Xhan Empire

That is all of them. All are in their latest version I could find.
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Alex

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Re: "Doomed Ball" combat AI behaviour
« Reply #9 on: August 13, 2023, 04:16:43 PM »

Thank you - wow, that's quite a list!

(For future reference, the game prints a list of the enabled mods to the logfile when it starts up - the file is named starsector.log.)
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killtime101

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Re: "Doomed Ball" combat AI behaviour
« Reply #10 on: August 13, 2023, 06:09:08 PM »

Thank you - wow, that's quite a list!

(For future reference, the game prints a list of the enabled mods to the logfile when it starts up - the file is named starsector.log.)

Huh, thanks for letting me know. I hope that you can reproduce this oddity of a behaviour.
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