Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 14 15 [16] 17 18 ... 23

Author Topic: [0.98a] AI Tweaks  (Read 148409 times)

ShadowRhino

  • Lieutenant
  • **
  • Posts: 64
    • View Profile
Re: [0.97a] AI Tweaks
« Reply #225 on: January 03, 2025, 01:34:08 PM »

Quote
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?

It's the IX battleGroup version of the paragon

Quote
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?

Surprisingly, no none have SO, and no, ships will have not even 25% flux will take pot shots then just dance away, i've recently only seen ships back off when they get pressured by overwhelming numbers

Quote
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.

No, problem, though the venting when it feels safe, it could be that the ship is fast and quick enough to back off then re-engage, the problem with that is it will be targetting down a ship and another ship comes in to help but it will back off like (yer the other ship has got it) instead of finishing the kill. I've seen that the [REDACTED] actually do this as they will barrel down on a ship and some times pouch or even flank and cut off one of my ships that has been caught out of formation, then just steam roll through that part of the line, impressive but annoying to watch in equal measure.

I'll put all my ships in my fleet to custom AI and see how it pans out as i've only done it with one or two, lets see how setting them all works out.
« Last Edit: January 03, 2025, 05:26:50 PM by ShadowWraith »
Logged

ShadowRhino

  • Lieutenant
  • **
  • Posts: 64
    • View Profile
Re: [0.97a] AI Tweaks
« Reply #226 on: January 03, 2025, 05:41:30 PM »

Further update, just finished a session with all ships using custom AI and some interesting results

1. It seems it could be a IX ship thing as the Paragon was acting strange, would use about 1000 flux for moving then stop and vent and repeated for a few minutes before i gave it a move command, it went there then i cancelled it (which was near the front lines) then it started to engage the enemy.

2. Same for the IX radiant, it would take one or two alpha strikes which would be about 1/4 to 1/3 its total flux then vent, only issue being this was when it was when a (redacted capital was in front of it) they were having a slug match which my Radiant was winning then decided to take a vent break and got punished by the ship in front and another two that came round the sides of that one.

3.The Alexander class from (SCAR_CO SHIP) was the one that would loiter around. One of my energy ships was getting cut up by three others, and it just instead of coming in and help decided to just stay back, stay out of range and let it's PD just get rid of the missiles coming it's way. Funny thing was it's beams had range and could have hit the enemy ships, it just decided to not fire or assist.

4.Finally the last thing i noticed was my Hel Scaith wouldn't sometimes finish off it's kills. One being it had a ship dead to right, last shots had caused the ship to overload and two more shots would have destroyed it, flux was about 50% and the moment the enemy ship when into overlord, it decided to vent??? it had enough flux to finish it off and then vent like a human player would do but just half vented while enemy ship was overloaded, lucky it vented quick and managed to finish the ship off, but i was looking at it like "what are you doing venting, you could have finished it off".

That's all to report for now. Oh PS the custom AI isn't available on some phase class ships, noticed on the Phase paragon and Exotech ship the option was in the hullmod menu??

Edit: I think i might know what the venting after every shot is, i saw a ship after two shots vent but there were no enemies near by, i think where a human pilot would just move to a new location and continue the fight and just let the flux dissipate on it own automatically, the AI is just venting whenever it gets a chance, which can leave it wrong footed sometimes. I think in this case it would need to be set to, Is enemy near by, is flux high? if yes back off then vent or is flux high? No then continue to engage. Enemy destroyed, are any more near by, No then vent.
« Last Edit: January 04, 2025, 06:34:44 AM by ShadowWraith »
Logged

Genir

  • Captain
  • ****
  • Posts: 346
    • View Profile
Re: [0.97a] AI Tweaks
« Reply #227 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.
Logged

Genir

  • Captain
  • ****
  • Posts: 346
    • View Profile
Re: [0.97a] AI Tweaks
« Reply #228 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.
Logged

ShadowRhino

  • Lieutenant
  • **
  • Posts: 64
    • View Profile
Re: [0.97a] AI Tweaks
« Reply #229 on: January 07, 2025, 10:44:06 AM »

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.

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.
Logged

Genir

  • Captain
  • ****
  • Posts: 346
    • View Profile
Re: [0.97a] AI Tweaks
« Reply #230 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.
Logged

Genir

  • Captain
  • ****
  • Posts: 346
    • View Profile
Re: [0.97a] AI Tweaks
« Reply #231 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.
Logged

Hyperkayak

  • Lieutenant
  • **
  • Posts: 54
    • View Profile
Re: [0.97a] AI Tweaks
« Reply #232 on: January 08, 2025, 11:26:09 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 Adv.GunneryControl?
Logged

Genir

  • Captain
  • ****
  • Posts: 346
    • View Profile
Re: [0.97a] AI Tweaks
« Reply #233 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.
Logged

Genir

  • Captain
  • ****
  • Posts: 346
    • View Profile
Re: [0.97a] AI Tweaks
« Reply #234 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.
Logged

Trinity99

  • Ensign
  • *
  • Posts: 20
    • View Profile
Re: [0.97a] AI Tweaks
« Reply #235 on: January 13, 2025, 11:12:58 AM »

"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?
Logged

Genir

  • Captain
  • ****
  • Posts: 346
    • View Profile
Re: [0.97a] AI Tweaks
« Reply #236 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.
Logged

Reshy

  • Admiral
  • *****
  • Posts: 1258
  • White
    • View Profile
Re: [0.97a] AI Tweaks
« Reply #237 on: January 18, 2025, 07:01:10 PM »

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.

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.
« Last Edit: January 18, 2025, 07:18:05 PM by Reshy »
Logged

Genir

  • Captain
  • ****
  • Posts: 346
    • View Profile
Re: [0.97a] AI Tweaks
« Reply #238 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!

Quote
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.
Logged

Genir

  • Captain
  • ****
  • Posts: 346
    • View Profile
Re: [0.97a] AI Tweaks
« Reply #239 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.
Logged
Pages: 1 ... 14 15 [16] 17 18 ... 23