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

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Author Topic: [0.98a] AI Tweaks  (Read 154625 times)

Genir

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Re: [0.98a] AI Tweaks
« Reply #330 on: April 15, 2025, 01:39:55 PM »

Hello! Some mild incompatibilities with another mod, Random Assortment of Things:
  • "Leanira" cruiser ship system "deploys" a turret (ship) onto the battlefield. When the ship is controlled by an NPC, the ship system is never used. However, if this ship is piloted by the player, the autopilot will use the ship system. This behavior occurs with and without the Custom AI hullmod.
  • "Hypatia" destroyer ship system causes it to enter "phase space", allowing it to travel very quickly, but prevents the usage of weapons or shields. The system acts as a toggle, with activation causing the ship to enter "phase space" and re-activation causing it to exit "phase space". When the ship is controlled by an NPC, after some period of time in battle, the ship activates the system, but never deactivates the system, causing to circle endlessly in "phase space".

Thanks for the report! Added to backlog.
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Genir

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Re: [0.98a] AI Tweaks
« Reply #331 on: April 15, 2025, 02:21:29 PM »

Man, conceptually this is really cool, so I guess I'll try it, though I'm wary of the balance impacts and even more than that the 'uncanny behavior' (immersion is important after all.)

Don't worry, it's not as bad as it sounds.

Quote
I assume AI is too complicated to do piecemeal and make more modular in the sense of being able to keep the 'it should just work this way already' changes like broadsides but have vanilla PD behavior instead of a constant laser lightshow? And also accuracy. Don't really want inhumanly accurate ships, lol.

It depends on the AI component. I can add a setting to disable the beam lightshow without much trouble. Also, you don't like it? It's one of my favorite improvements. But reverting completely to vanilla PD AI, that would be much more difficult. That's because weapon AI provides a lot of input for ship movement, at least in my AI implementation.

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Is the awful, awful, indescribably awful behavior exhibited by particularly Hyperions when there are fighters on the field something in the scope of this mod? It's the most obnoxious thing and probably the worst example of bad AI behavior I've seen. Imagine a Hyperion kitted out for anti-ship, it's got a reaper and some kinetic weapons, it's got 360 degree shields with extended shields. What does it do? It spins around in place trying to shoot little pirate fighters with machine guns or block their attacks from landing on its fully shielded self rather than... attacking the enemy carrier that's about a foot away from it.

Lol, it kind of is. I also get annoyed by that behavior from time to time, but right now I'm focused on bigger ship AI. I won't be moving to frigate AI any time soon.
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Norath

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Re: [0.98a] AI Tweaks
« Reply #332 on: April 15, 2025, 03:26:43 PM »

found this while testing some ship explotion stuff
with the mod on the turrets turn away and target some ghost ? (there is nothing up there) when geting close to other ship
without mod turrets stay on target and keep fireing

Interesting! This happens when the ship is under manual control, correct?

yes was testing vrs the stand still sim targets and was getting odd result depending on where i was
1. only 1 gun
Spoiler
[close]
2. only 1 gun
Spoiler
[close]
3. only 1 gun
Spoiler
[close]
4. No guns ?
Spoiler
[close]
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Genir

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Re: [0.98a] AI Tweaks
« Reply #333 on: April 19, 2025, 03:10:28 PM »

v2.0.2 is out. Download

Changes:
  • Custom AI: Fixed an issue where weapon logic delegated to vanilla AI overrode the ship target selection. The issue affected especially Invictus Lidar burst, causing weapons to hold fire.
  • Custom AI: Further improved collision avoidance logic: Ships will move pass each other more effectively and not bump into each other.
  • Heavy Adjudicators no longer conserve ammo for point-defense; with the right build, the Onslaught Mk I will now broadside while Heavy Adjudicators are reloading.
« Last Edit: April 19, 2025, 03:14:48 PM by Genir »
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Zoro89

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Re: [0.98a] AI Tweaks
« Reply #334 on: April 20, 2025, 03:39:41 PM »

Having an issue with the shield assist, where if it's toggled on when a battle ends, it starts enabled in the next battles, but it's nonfunctional - doesn't raise the shield, and if I raise it manually it doesn't control it at all.  toggling it off and on doesn't solve this, the only fix I've found is to make sure it's toggled off at the end of *that* battle, in which case it's functional again next time.  Possibly a mod incompatibility - if so, my immediate suspect is Puretilt's QOL pack, due to the shield facing settings in there.  I mainly use the qol pack for automatically toggling the transponder in hyperspace anyway, but also possible that something in the 0.98 update caused it maybe? Keep forgetting to try disabling the qol mod and I can't try now unfortunately, irl stuff going on (I only just happened to think to make a comment).
I have the same issue. I didn't use the QOL pack, but I think it's AdvancedGunneryControl 1.19.

Thanks! I'll add the issue to backlog.
After I remove the AdvancedGunneryControl (AGC) 1.19 mod the shield assist work again. Later I add AGC again to verify it and and the shield assist don't work anymore. Maybe it helps to reproduce it. Start a battle and turn on the shield assist - don't disable it again and finish the battle. The next battle should be automatically begin with shield assist = on. But the shield don't raise except you control it manually. Pressing the shield assist hotkey off/on don't fix it.
« Last Edit: April 20, 2025, 03:45:12 PM by Zoro89 »
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tantananan

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Re: [0.98a] AI Tweaks
« Reply #335 on: April 20, 2025, 07:47:20 PM »

Awesome mod! I just tried this on a ship with safety overrides and it blazed through enemies. Amazing what a smarter AI can do for ships. cheers!
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Lprsti99

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Re: [0.98a] AI Tweaks
« Reply #336 on: April 21, 2025, 05:38:32 AM »

Having an issue with the shield assist, where if it's toggled on when a battle ends, it starts enabled in the next battles, but it's nonfunctional - doesn't raise the shield, and if I raise it manually it doesn't control it at all.  toggling it off and on doesn't solve this, the only fix I've found is to make sure it's toggled off at the end of *that* battle, in which case it's functional again next time.  Possibly a mod incompatibility - if so, my immediate suspect is Puretilt's QOL pack, due to the shield facing settings in there.  I mainly use the qol pack for automatically toggling the transponder in hyperspace anyway, but also possible that something in the 0.98 update caused it maybe? Keep forgetting to try disabling the qol mod and I can't try now unfortunately, irl stuff going on (I only just happened to think to make a comment).
I have the same issue. I didn't use the QOL pack, but I think it's AdvancedGunneryControl 1.19.
Oh ***, you probably nailed it, I also run AGC. 
« Last Edit: April 21, 2025, 06:56:06 PM by Lprsti99 »
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syndrome

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Re: [0.98a] AI Tweaks
« Reply #337 on: April 23, 2025, 04:21:05 AM »

Could you please add an option to unconditionally enable «Custom AI hullmod» for all compatible ships? For allies and enemies. I'd like to test this mod, but i don't want my ships to be smarter than the enemy's.

In the simulation your AI appears to handle the Onslaught-class ship significantly better than the standard one.
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Genir

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Re: [0.98a] AI Tweaks
« Reply #338 on: April 25, 2025, 07:26:19 AM »

Could you please add an option to unconditionally enable «Custom AI hullmod» for all compatible ships? For allies and enemies. I'd like to test this mod, but i don't want my ships to be smarter than the enemy's.

In the simulation your AI appears to handle the Onslaught-class ship significantly better than the standard one.

Sure, I can add such option. I'll put it in Debug tab in LunaLib config.

But don't expect good results. Custom AI is far from being finished and doesn't work too well on the enemy side, especially when given orders by Admiral AI.
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Genir

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Re: [0.98a] AI Tweaks
« Reply #339 on: April 25, 2025, 07:29:00 AM »

Awesome mod! I just tried this on a ship with safety overrides and it blazed through enemies. Amazing what a smarter AI can do for ships. cheers!

Thanks!

I personally use the modded AI for long range artillery ships. For SO ships the AI tends to be suicidal, but I guess that can work well in some settings.
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Genir

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Re: [0.98a] AI Tweaks
« Reply #340 on: April 26, 2025, 09:13:54 AM »

v2.0.3 is out. Download

Changes:
  • Custom AI: Full assault order increases ship aggression.
  • Autofire AI: Fixed an issue where the Voltaic Discharge was not discharging. Reported by CrashToDesktop.
  • Autofire AI: Voidblaster does not attack enemy shields, same as Mining Blaster.
  • Autofire AI: Added LunaLib setting to enable/disable PD beam sweep (also known as "constant laser lightshow"). Suggested by Alkkaid.
  • Autofire AI: Added LunaLib setting to enable/disable AI behavior where weapons tagged USE_LESS_VS_SHIELDS (such as the Mining Blaster and IR Autolance) will not fire at shields, ever. Suggested by DR, undead Changed Bean of f-mes.
  • Debug: Added LunaLib setting to enable Custom AI in all eligible ships on both sides, without the hullmod. Suggested by syndrome.
  • Autofire AI: Fixed a bug that caused weapons positioned inside a target’s collision radius to aim away from that target. Reported by Norath.
  • Autofire AI: Staggered fire mode no longer applies to phase ships, allowing them to fire all weapons immediately after exiting P-space. Suggested by ymfah.
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Genir

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Re: [0.98a] AI Tweaks
« Reply #341 on: April 27, 2025, 12:04:13 PM »

Hello! Some mild incompatibilities with another mod, Random Assortment of Things:
  • "Leanira" cruiser ship system "deploys" a turret (ship) onto the battlefield. When the ship is controlled by an NPC, the ship system is never used. However, if this ship is piloted by the player, the autopilot will use the ship system. This behavior occurs with and without the Custom AI hullmod.
  • "Hypatia" destroyer ship system causes it to enter "phase space", allowing it to travel very quickly, but prevents the usage of weapons or shields. The system acts as a toggle, with activation causing the ship to enter "phase space" and re-activation causing it to exit "phase space". When the ship is controlled by an NPC, after some period of time in battle, the ship activates the system, but never deactivates the system, causing to circle endlessly in "phase space".

I ran both ships and wasn't able to recreate the issue. Both ships engaged and disengaged their systems, with or without Custom AI.

I talked about the bug with Lukas, RAT author. He said the issue may be on his side and he'll be working on the systems AIs.
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Genir

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Re: [0.98a] AI Tweaks
« Reply #342 on: April 27, 2025, 12:06:48 PM »

About the shield assist bug and incompatibility with Advanced Gunnery Control: the issue will be fixed in AGC 1.19.1.
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Lprsti99

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Re: [0.98a] AI Tweaks
« Reply #343 on: April 28, 2025, 03:09:06 PM »

Awesome, although funnily enough the bug morphed on me, now it works in subsequent battles without having to disable it beforehand, but instead it doesn't do the 'disable temporarily on right mouse click', it just immediately re-raises the shield lmfao.  Also I can confirm the Hypatia thing Archalieus mentioned. It's intermittent, like if I have four hypatias (hypatiae?) it usually only happens to one of them, and usually toward the end of a battle.
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turnop

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Re: [0.98a] AI Tweaks
« Reply #344 on: April 30, 2025, 09:14:17 AM »

About the shield assist bug and incompatibility with Advanced Gunnery Control: the issue will be fixed in AGC 1.19.1.

Very cool, glad to hear it. Just out of curiosity, how is retreating handled in AI Tweaks? I feel like retreats are always a tough point with the AI since it's a thin line between 'suicidally sticking around and getting blown up at 20% combat readiness' and 'leaving in the middle of the battle line and exposing a huge gaping vulnerability because they ticked down to 59% CR'.
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