Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 2 [3] 4 5 6

Author Topic: [0.97a] AI Tweaks  (Read 29056 times)

Genir

  • Commander
  • ***
  • Posts: 160
    • View Profile
Re: [0.97a] AI Tweaks
« Reply #30 on: February 23, 2024, 12:14:03 PM »

v1.4.0 is out. Download

Changes:
  • Added the ability to change personality of AI core captains in player fleet. The personality can be changed via LunaLib settings.
  • Default personality of AI cores in player fleet is now aggressive instead of reckless (aka fearless).
  • Fixed a bug that caused weapons to try to shoot through indestructible parts of space stations.
Logged

IGdood

  • Commander
  • ***
  • Posts: 198
    • View Profile
Re: [0.97a] AI Tweaks
« Reply #31 on: February 26, 2024, 02:33:55 PM »

Neat mod!  Though I'm not sure if my friendly fire incident went up from the AI being very nuke friendly.  But that's on me for using UAF though
Logged

xiaolanchun

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.97a] AI Tweaks
« Reply #32 on: February 27, 2024, 04:41:41 PM »

Author, your mod will cause the Ravager cannon not to fire on fighters with shields, I think it needs to be optimized.
Logged

Genir

  • Commander
  • ***
  • Posts: 160
    • View Profile
Re: [0.97a] AI Tweaks
« Reply #33 on: February 27, 2024, 04:51:31 PM »

Neat mod!  Though I'm not sure if my friendly fire incident went up from the AI being very nuke friendly.  But that's on me for using UAF though

Thanks!

If the nuke you mention is a missile weapon, it shouldn't be affected by this mod. It changes only projectile and beam weapons.
Logged

Genir

  • Commander
  • ***
  • Posts: 160
    • View Profile
Re: [0.97a] AI Tweaks
« Reply #34 on: February 27, 2024, 04:52:58 PM »

Author, your mod will cause the Ravager cannon not to fire on fighters with shields, I think it needs to be optimized.

The AI shouldn't do that, it ignores fighter shields. What mod is this Ravager cannon from?

Edit: I found the Ravager cannon in Seeker - Unidentified Contact, 0.53-rc1 mod. I tested it with AI Tweaks, and the cannon had no issues attacking shieleded fighters. The issue is caused by a different mod perhaps?
« Last Edit: February 28, 2024, 05:48:53 AM by Genir »
Logged

Genir

  • Commander
  • ***
  • Posts: 160
    • View Profile
Re: [0.97a] AI Tweaks
« Reply #35 on: February 28, 2024, 06:59:50 AM »

v1.4.1 is out. Download

Changes:
  • Improved the personality picker for automated ships in player's fleet. Now it works reliably in all cases.
  • Personality setting for automated ships now applies also to automated ships without AI cores assigned. In vanilla, they are always reckless.
Logged

NikoTheGuyDude

  • Commander
  • ***
  • Posts: 231
    • View Profile
Re: [0.97a] AI Tweaks
« Reply #36 on: February 28, 2024, 03:56:11 PM »

Whats the performance impact for this mod? Has it been sampled (If you dont know what I mean, you can download visualvm and sample starsector to see the performance cost of specific methods and such)?

EDIT: Brief sampling shows autofire ai has near negligible perf impact
« Last Edit: February 28, 2024, 04:30:26 PM by NikoTheGuyDude »
Logged

Genir

  • Commander
  • ***
  • Posts: 160
    • View Profile
Re: [0.97a] AI Tweaks
« Reply #37 on: February 28, 2024, 04:21:35 PM »

Whats the performance impact for this mod? Has it been sampled (If you dont know what I mean, you can download visualvm and sample starsector to see the performance cost of specific methods and such)?

CPU wise it's on par with vanilla, maybe slightly faster. So anywhere between 1% to 4% of total CPU usage, depending on battle configuration. My code allocates more memory though (maybe that's a Kotlin thing?). Measured with Intellij profiler.

I try to optimize the code. For example, AI Tweaks uses a custom bounds collision checker that's about 5 to 6 times faster than the one in LazyLib. I use the saved cycles to run more logic more often, for better fire precision.
Logged

NikoTheGuyDude

  • Commander
  • ***
  • Posts: 231
    • View Profile
Re: [0.97a] AI Tweaks
« Reply #38 on: February 28, 2024, 04:30:50 PM »

Whats the performance impact for this mod? Has it been sampled (If you dont know what I mean, you can download visualvm and sample starsector to see the performance cost of specific methods and such)?

CPU wise it's on par with vanilla, maybe slightly faster. So anywhere between 1% to 4% of total CPU usage, depending on battle configuration. My code allocates more memory though (maybe that's a Kotlin thing?). Measured with Intellij profiler.

I try to optimize the code. For example, AI Tweaks uses a custom bounds collision checker that's about 5 to 6 times faster than the one in LazyLib. I use the saved cycles to run more logic more often, for better fire precision.

I believe you, thanks for such a nice mod.
Logged

Genir

  • Commander
  • ***
  • Posts: 160
    • View Profile
Re: [0.97a] AI Tweaks
« Reply #39 on: February 29, 2024, 03:02:38 PM »

v1.4.2 is out. Download

Changes:
  • Automated ships personality setting does not try to take over the control when a player is piloting the ship manually.
Logged

Genir

  • Commander
  • ***
  • Posts: 160
    • View Profile
Re: [0.97a] AI Tweaks
« Reply #40 on: March 06, 2024, 09:58:35 AM »

v1.4.3 is out. Download

Changes:
  • Changed the default keybind for automatic omni shield toggle to "]" to avoid conflicts with vanilla functionality.
  • Added setting to enable/disable title screen fire.
  • Added alpha version of custom Lidar Array AI. The AI should make Invictus much more focused on killing enemies instead of wobbling around. Can be enabled by uncommenting lines in AITweaks/data/config/shipsystems/lidararray.system.
Logged

Rehcko

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.97a] AI Tweaks
« Reply #41 on: March 07, 2024, 04:44:45 AM »

Hello, i got this error.

Reading the logs i see that it's related to ai tweaks so i post this here.

Spoiler
3761648 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.genir.aitweaks.features.autofire.AttackRules.avoidExposedHull(AttackRules.kt:71)
   at com.genir.aitweaks.features.autofire.AttackRules.avoidWrongDamageType(AttackRules.kt:54)
   at com.genir.aitweaks.features.autofire.AttackRules.<init>(AttackRules.kt:32)
   at com.genir.aitweaks.features.autofire.AutofireAI.calculateShouldFire(AutofireAI.kt:143)
   at com.genir.aitweaks.features.autofire.AutofireAI.advance(AutofireAI.kt:82)
   at com.fs.starfarer.combat.systems.G.super(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
Logged

Genir

  • Commander
  • ***
  • Posts: 160
    • View Profile
Re: [0.97a] AI Tweaks
« Reply #42 on: March 07, 2024, 04:46:26 AM »

Hello, i got this error.

Reading the logs i see that it's related to ai tweaks so i post this here.

Thank you for the report! I'm on it.
Logged

Genir

  • Commander
  • ***
  • Posts: 160
    • View Profile
Re: [0.97a] AI Tweaks
« Reply #43 on: March 07, 2024, 02:31:09 PM »

v1.4.4 is out. Download

Changes:
  • Fixed null pointer exception in autofire AI logic reported by Rehcko.
Logged

cghhj

  • Ensign
  • *
  • Posts: 13
    • View Profile
Re: [0.97a] AI Tweaks
« Reply #44 on: March 08, 2024, 04:40:50 AM »

How do I make anti-shield weapons form other mods Strictly Anti Shield?
Which part should be edit?
Logged
Pages: 1 2 [3] 4 5 6