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Author Topic: [0.97a] AI Tweaks  (Read 28971 times)

Thaago

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Re: [0.97a] AI Tweaks
« Reply #15 on: February 11, 2024, 01:52:29 PM »

A lot of these changes seem very nice, but I question this one: "non-PD weapons do not attack fighters, unless the entire ship selects a fighter as target"

That's a dealbreaker for me as many weapons are excellent against fighters and should be used against them - and PD weapons are distracted by flares.
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Genir

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Re: [0.97a] AI Tweaks
« Reply #16 on: February 11, 2024, 02:56:11 PM »

That's a dealbreaker for me as many weapons are excellent against fighters and should be used against them - and PD weapons are distracted by flares.

Yes, I'm aware it's not a change that suits all play styles. It's simillar case to changed Needler AI, where the weapon attacks only shields.

I don't want to roll the change back. Not yet, anyway. Main weapons attacking fighters is one of the vanilla behaviors that I find frustrating and which ultimately motivated me to write this mod. I use the modded AI in my own playthroughs. But your point is noted.

What I can propose for now is adding ANTI_FTR tag to non-PD weapons you want to use against fighters. I already did that to IR Autolance. The long-term solution is integration with Advanced Gunnery control. AGC can already override my AI, just as it can override vanilla AI, but proper intagration will require some work.
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Genir

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Re: [0.97a] AI Tweaks
« Reply #17 on: February 12, 2024, 05:42:05 AM »

many weapons are excellent against fighters

Which weapons do you have in mind in particular?

I've been thinking about the problem you mentioned. Perhaps I'll find a solution that meets both ours expectations.

What I want to avoid most is:
  • weapons thinking they can hit a fighter but miss horribly because of low accuracy or turn rate
  • weapons with long firing cycles like Needler or Tach Lance, that will use their charge on a fighter and then can't shoot at a proper target
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Not_a_cat

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Re: [0.97a] AI Tweaks
« Reply #18 on: February 12, 2024, 01:22:55 PM »

Hi Genir!
That's an excellent mod many thanks!
Do you plan to work on AI for missile weapons ? 
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Genir

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Re: [0.97a] AI Tweaks
« Reply #19 on: February 12, 2024, 02:38:14 PM »

Hi Genir!
That's an excellent mod many thanks!
Do you plan to work on AI for missile weapons ?

Thank you!

I already have some AI for missiles implemented. Specifically for torpedoes and other unguided missiles. The difference in behavior compared to vanilla is significant. Imagine not wasting Reapers on frigates or missing horribly when shooting from max range!

Still, the code is not production ready and I have different priorities. First I want to implement automatic omni shields for player controlled ship. So not anytime soon.
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Not_a_cat

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Re: [0.97a] AI Tweaks
« Reply #20 on: February 12, 2024, 11:01:23 PM »

Quote
Imagine not wasting Reapers on frigates or missing horribly when shooting from max range!
Does dragonfly got the same treatment ?

Aside from that AI tends to use one rocket at a time which is usually cause just minor inconvenience to the opposing ship would it be possible to implement something like:
Code
if shouldKaboom(worldState) {
    kaboom(); // Fire every missile available in the right order
}
In order to make bigger impact on the enemy

And one more thing I've noticed AI is hesitant to finish off overcharged ships, -- is it a bag?
« Last Edit: February 13, 2024, 12:53:03 AM by Not_a_cat »
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SpiralMatai

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Re: [0.97a] AI Tweaks
« Reply #21 on: February 14, 2024, 10:52:17 AM »

Since this mod prevents AI from firing non-PD at fighters, does it also impact interceptors and fighter vs fighter combat, making them ignore each other in favor of the bigger ships?
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Genir

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Re: [0.97a] AI Tweaks
« Reply #22 on: February 14, 2024, 04:16:39 PM »

Does dragonfly got the same treatment ?

Not anytime soon. I'm mostly fixing AI issues I experiance in my own playthroughs, otherwise I could not properly QA the changes. And I don't use missiles, at all. I attach a screenshot of my current test bed fleet - not a single missile launcher on it. I do experiment from time to time with torpedoes, but it's low priority.

Quote
And one more thing I've noticed AI is hesitant to finish off overcharged ships, -- is it a bag?

What you describe is vanilla AI issue, but not something Alex, the game developer, would likely consider a bug.
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Genir

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Re: [0.97a] AI Tweaks
« Reply #23 on: February 14, 2024, 04:24:29 PM »

Since this mod prevents AI from firing non-PD at fighters, does it also impact interceptors and fighter vs fighter combat, making them ignore each other in favor of the bigger ships?

No, it shouldn't impact fighters. As of now, I didn't change ship AI, just weapons and systems. So vanilla AI still choses the target, and my AI does not interfere - if a ship or fighter focuses on another fighter, then even non-PD weapons will fire at the target.

Also, I relaxed the "do not attack fighters" rule a bit in the newest release.
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Genir

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Re: [0.97a] AI Tweaks
« Reply #24 on: February 14, 2024, 04:27:26 PM »

v1.1.3 is out.

Changes:
  • Fixed weapon AI behavior on ships with Escort assignment; it's still slightly worse than default AITweaks behavior, due to limitations of vanilla API.
  • Non-PD weapons now attack fighters, but only when there are no bigger ships in range.
  • Modified Storm Needler to attack only shields. Now the enemy ships can forget about having shields!
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SpiralMatai

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Re: [0.97a] AI Tweaks
« Reply #25 on: February 14, 2024, 05:01:41 PM »

Since this mod prevents AI from firing non-PD at fighters, does it also impact interceptors and fighter vs fighter combat, making them ignore each other in favor of the bigger ships?

No, it shouldn't impact fighters. As of now, I didn't change ship AI, just weapons and systems. So vanilla AI still choses the target, and my AI does not interfere - if a ship or fighter focuses on another fighter, then even non-PD weapons will fire at the target.

Also, I relaxed the "do not attack fighters" rule a bit in the newest release.
I see. Thanks for the fix anyways. Would be cool to have more control over AI target selection at some point - forcing interceptors to prioritize bombers or frigates to avoid engaging bigger hulls.
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Genir

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Re: [0.97a] AI Tweaks
« Reply #26 on: February 16, 2024, 05:45:57 PM »

v1.2.0 is out.

Changes:
  • Added automatic omni shields for player controlled ship (left CTRL to deploy).
  • Fixed a bug where autofire weapons attacked R-selected friendly ships.
« Last Edit: February 16, 2024, 06:44:43 PM by Genir »
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twetyy

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Re: [0.97a] AI Tweaks
« Reply #27 on: February 18, 2024, 04:11:07 AM »

Can you config file to rebind hotkey to turn off / on shields. CTRL is used for so many things!
Just randomly my shield is automated, turns around to block salamander? that i have two burst lasers covering my back. and i get blown from front by 8 atroposes cause auto shield turned randomly..
Edit: right ctrl+1-7 turn on/off weapon groups. i turned off my anti shield guns to be efficient, and yeah.
« Last Edit: February 18, 2024, 04:13:07 AM by twetyy »
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Genir

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Re: [0.97a] AI Tweaks
« Reply #28 on: February 18, 2024, 01:54:29 PM »

Can you config file to rebind hotkey to turn off / on shields. CTRL is used for so many things!

Sure, will do.
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Genir

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Re: [0.97a] AI Tweaks
« Reply #29 on: February 19, 2024, 04:18:21 PM »

v1.3.0 is out. Download

Changes:
  • Integrated AI Tweaks with LunaLib. Now LunaLib is a required dependency.
  • Automatic omni shield toggle keybind is now configurable via LunaLib settings.
  • Ammo based PD weapons like Burst Laser conserve ammo when attacking non PD targets, similar as vanilla.
  • Ammo based non-PD weapons like Antimatter Blaster conserve ammo when attacking PD targets.
  • Fixed bug where automatic omni shield indicator was displayed for ships with front shields.
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