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

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Author Topic: [0.98a] AI Tweaks  (Read 173436 times)

Genir

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Re: [0.98a] AI Tweaks
« Reply #360 on: May 18, 2025, 12:12:14 PM »

v2.1.2 is out. Download

Changes:
  • Custom AI: A group of ships assigned to the same Rally Task Force objective will form a line abreast, provided the objective is placed near the centerline of the map.
  • Custom AI: Fixed a bug where a ship captain's personality in the campaign layer could be changed to aggressive after a battle. Reported by Lelboihi.
  • Autofire AI: Fixed a bug where PD weapons sometimes did not fire at missiles and strikecraft when there was a hulk behind the target.

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eneaver

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Re: [0.98a] AI Tweaks
« Reply #361 on: May 19, 2025, 08:05:49 AM »

v2.1.2 is out. Download

Changes:
  • Custom AI: A group of ships assigned to the same Rally Task Force objective will form a line abreast, provided the objective is placed near the centerline of the map.
  • Custom AI: Fixed a bug where a ship captain's personality in the campaign layer could be changed to aggressive after a battle. Reported by Lelboihi.
  • Autofire AI: Fixed a bug where PD weapons sometimes did not fire at missiles and strikecraft when there was a hulk behind the target.



new update crashes

15619739 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: getTarget(...) must not be null
java.lang.NullPointerException: getTarget(...) must not be null
   at com.genir.aitweaks.core.shipai.movement.Movement.setFacing(Movement.kt:71)
   at com.genir.aitweaks.core.shipai.movement.Movement.advance(Movement.kt:40)
   at com.genir.aitweaks.core.shipai.CustomShipAI.advance(CustomShipAI.kt:95)
   at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.base/java.lang.Thread.run(Unknown Source)
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Genir

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Re: [0.98a] AI Tweaks
« Reply #362 on: May 19, 2025, 03:22:36 PM »

v2.1.3 is out. Download

Changes:
  • Fixed a NullPointerException in Custom AI navigation logic. Reported by WariousGaming and eneaver.
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Sarissofoi

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Re: [0.98a] AI Tweaks
« Reply #363 on: May 21, 2025, 07:24:15 AM »

Hello
Any chance that you will look into shield less ships hugging enemy close to death behavior?>
My ships often get lost especially when big ship explode.
Option to reduce or turn off explosion damage(or maybe make ship only explode when breaking) would be greatly appreciated.

I won't modify the game mechanics by disabling the explosions damage, but I can look into the AI.

I'll add your idea to the backlog. Unfortunately, with how slow the development is going, I don't think I'll be working on it soon.
I found solution. I used the xisting Hullmod that reduced death explosion radius and damage and reduced damage ro 1%. Slapped it on all ships outside tankers. Much better now.

Spacegoat

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Re: [0.98a] AI Tweaks
« Reply #364 on: May 26, 2025, 06:23:33 PM »

Hey Genir, can you try downloading from your link? It's probably nothing, I'm just not used to warnings on Starsector mods. Firefox security is worried about the newness of the file but I've never seen that on a repo link.
« Last Edit: May 26, 2025, 06:28:40 PM by Spacegoat »
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tantananan

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Re: [0.98a] AI Tweaks
« Reply #365 on: May 26, 2025, 07:58:05 PM »

I'm using the latest version. Looks like search and destroy is causing a crash.

edit: i was using it on the Arkas phase cruiser from RAT with an AI core officer.

Code
228995     1045593 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain java.lang.NullPointerException: null cannot be cast to non-null type com.fs.starfarer.combat.tasks.CombatTaskManager.DeployedFleetMember
228996     java.lang.NullPointerException: null cannot be cast to non-null type com.fs.starfarer.combat.tasks.CombatTaskManager.DeployedFleetMember
228997          at com.genir.aitweaks.core.SearchAndDestroyManager.getHasDirectOrders(SearchAndDestroyManager.kt:80)
228998          at com.genir.aitweaks.core.SearchAndDestroyManager.advance(SearchAndDestroyManager.kt:61)
228999          at com.genir.aitweaks.core.state.State.advance(State.kt:67)
229000          at com.genir.aitweaks.launcher.AITweaksCombatPlugin.advance(AITweaksCombatPlugin.kt)
229001          at com.fs.starfarer.title.C.L$Oo.o00000(Unknown Source)
229002          at com.fs.starfarer.combat.oOOO.A.o00000(Unknown Source)
229003          at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
229004          at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
229005          at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
229006          at com.fs.state.AppDriver.begin(Unknown Source)
229007          at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
229008          at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
229009          at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
229010          at java.base/java.lang.Thread.run(Unknown Source)
« Last Edit: May 26, 2025, 08:17:03 PM by tantananan »
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Genir

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Re: [0.98a] AI Tweaks
« Reply #366 on: May 28, 2025, 02:45:14 PM »

v2.1.4 is out. Download

Changes:
  • Custom AI: Fixed a bug where ships with an active Temporal Shell system behaved far more aggressively than intended.
  • Autofire AI: Fixed a bug where Voidblaster was firing at targets beyond its effective range.
  • Autofire AI: Fixed a bug that prevented beam weapons from firing at very small PD targets in some situations.
  • Autofire AI: Improved target selection logic for obligatory anti-armor weapons like the Voidblaster. They are now better at identifying opportunities to bypass enemy ship shields.
  • Autofire AI: It's now possible to configure staggered fire cycle threshold via LunaLib settings.
  • Fixed a bug where ships with the Search and Destroy hullmod could lose their initial assignment.
  • Fixed a NullPointerException caused by the Search and Destroy hullmod attempting to give orders to ships without an associated DeployedFleetMember object. Reported by tantananan.
  • Player Assist: Fixed a bug where Shield Assist attempted to control shields on certain phase ships, such as the RAT Gilgamesh. Reported by ?ios the Catweeb.
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Dru

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Re: [0.98a] AI Tweaks
« Reply #367 on: May 29, 2025, 03:09:20 AM »

Could you add a feature for ships to use Termination Sequence? In vanilla game they sometimes decide to not use it despite having low flux and 100% fighters rate. I had plenty situations where few tempest were just dancing around bigger ship not doing anything.
At low flux and 100% fighters rate they should just "waste" one drone.

That's an interesting request. Usually players want to save the drones for PD duty alone. I'm not sure how to balance it both ways.

Doesn't Advanced Gunnery Control have a simillar feature already?
I do use Advanced Gunnery Control but it can just spam them as soon as they are constructed.

I propose these conditions: 100% FR, all drones operational, flux < 20%, and either if replacement rate is at least 50% faster than default or just if player character has "Carrier Group" skill.
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Genir

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Re: [0.98a] AI Tweaks
« Reply #368 on: June 07, 2025, 02:50:49 PM »

Hey Genir, can you try downloading from your link? It's probably nothing, I'm just not used to warnings on Starsector mods. Firefox security is worried about the newness of the file but I've never seen that on a repo link.

Sorry, I didn't notice your message.

AI Tweaks sometimes triggers Windows Defender, not sure why. Time to add Firefox Security to the collection, I guess  :-\

I didn't put any malware in the code. The mod is open source, so there's always the option to build the jars yourself, if you're worried.
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Genir

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Re: [0.98a] AI Tweaks
« Reply #369 on: June 07, 2025, 03:10:25 PM »

I do use Advanced Gunnery Control but it can just spam them as soon as they are constructed.

I propose these conditions: 100% FR, all drones operational, flux < 20%, and either if replacement rate is at least 50% faster than default or just if player character has "Carrier Group" skill.

I think this change will be rather unpopular with most players. They prefer to hoard the drones.

I'll delegate you once more to Advanced Gunnery Control. In contrast to AI Tweaks, it's specifically designed to be fine-tuneable. You'll need to ask DesperatePeter to implement a new AI tag with the behavior you described above.
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Genir

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Re: [0.98a] AI Tweaks
« Reply #370 on: June 07, 2025, 03:12:43 PM »

v2.1.5 is out. Download

Changes:
  • Autofire AI: Fixed another bug where Voidblaster was firing at targets beyond its effective range.
  • Added Skirmisher hullmod. A ship with the hullmod will operate on the outskirts of the battlefield, engaging targets of opportunity.
  • Custom AI: Improved logic for disengaging due to high flux levels - ships now typically disengage sooner.
  • Autofire AI: In Incursion mode, the Voidblaster on Assault Units will now use spare ammo to fire at shields.
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Deathawaits4

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Re: [0.98a] AI Tweaks
« Reply #371 on: June 09, 2025, 01:13:15 PM »

I don't know how i should feel about this. Using custom AI just makes destroyers suicide instantly into the enemy fleet. 0 self preservance, they just instantly charge capitals and die. Without it, they play a lot safer and and more strategically. When switching the default aggresive to timid they don't do anything.
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Genir

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Re: [0.98a] AI Tweaks
« Reply #372 on: June 09, 2025, 02:29:11 PM »

I don't know how i should feel about this. Using custom AI just makes destroyers suicide instantly into the enemy fleet. 0 self preservance, they just instantly charge capitals and die. Without it, they play a lot safer and and more strategically. When switching the default aggresive to timid they don't do anything.

Thanks for the feedback.

That's one of the WIP aspects of the Custom AI. It will just engage, no matter what.

I don't really use destroyers. In my opinion they are pretty worthless (at least vanilla ones, not sure about modded), so I didn't test Custom AI on them extensively. For now, if Custom AI hullmod doesn't work for you, better stick to vanilla AI.
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Deathawaits4

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Re: [0.98a] AI Tweaks
« Reply #373 on: June 10, 2025, 02:18:10 PM »

Okay i understand. I actually find them very usefull as part of the wolfpack mechanic + Ship mastery system and second in command with the smallcraft skills. It is very very strong and i could easily just auto play with mediocre frigattes + destroyers and win against fleets double my FP. I'll stick to vanilla AI for now, the weapon and autofire changes are actually very good.
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Arisaka

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Re: [0.98a] AI Tweaks
« Reply #374 on: June 11, 2025, 10:13:16 AM »

Has anybody else had issues with rift lightning? I fitted my Eagles with it and had the displeasure of discovering that they don’t want to fire on the enemy. Is there some setting I can tweak to correct this or is it unintended behaviour?
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