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

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Author Topic: [0.98a] AI Tweaks  (Read 148209 times)

Malice

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Re: [0.97a] AI Tweaks
« Reply #300 on: March 17, 2025, 04:44:07 PM »

Good day! @Genir, I have an report, happened when I tried to save the game. It's seems my save's corrupted  8)
 
 
Code
6880543 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketConditionAPI.setSurveyed(boolean)" because "<local5>" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketConditionAPI.setSurveyed(boolean)" because "<local5>" is null
at com.fs.starfarer.campaign.econ.PlanetConditionMarket.convertToRegular(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.BaseCampaignEntity.getMarket(Unknown Source) ~[port_obf.jar:?]
at com.genir.aitweaks.launcher.MakeAITweaksRemovable$Companion.getEntitiesWithHullmods(MakeAITweaksRemovable.kt:64) ~[?:?]
at com.genir.aitweaks.launcher.MakeAITweaksRemovable$Companion.afterGameSave(MakeAITweaksRemovable.kt:26) ~[?:?]
at com.genir.aitweaks.launcher.AITweaksBaseModPlugin.afterGameSave(AITweaksBaseModPlugin.kt:30) ~[?:?]
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

 This is what I getting, when trying to load. *Forgor to clarify you shouldn't fix whatever with my save got into, I'm fine anyhow.

Code
295437 [Thread-2] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
295437 [Thread-2] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketConditionAPI.setSurveyed(boolean)" because "<local5>" is null
method              : com.fs.starfarer.campaign.CampaignPlanet.readResolve()
class               : com.fs.starfarer.campaign.CampaignPlanet
required-type       : com.fs.starfarer.campaign.CampaignPlanet
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 498151
class[1]            : java.util.ArrayList
required-type[1]    : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2]            : com.fs.util.container.repo.ObjectRepository
required-type[2]    : com.fs.util.container.repo.ObjectRepository
class[3]            : com.fs.starfarer.campaign.StarSystem
required-type[3]    : com.fs.starfarer.campaign.StarSystem
class[4]            : com.fs.starfarer.campaign.fleet.CampaignFleet
required-type[4]    : com.fs.starfarer.campaign.fleet.CampaignFleet
class[5]            : com.fs.starfarer.campaign.CharacterStats
required-type[5]    : com.fs.starfarer.campaign.CharacterStats
class[6]            : com.fs.starfarer.rpg.Person
required-type[6]    : com.fs.starfarer.rpg.Person
class[7]            : second_in_command.SCData
required-type[7]    : second_in_command.SCData
class[8]            : java.util.LinkedHashMap
required-type[8]    : java.util.LinkedHashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[9]            : com.fs.starfarer.campaign.rules.Memory
required-type[9]    : com.fs.starfarer.campaign.rules.Memory
class[10]           : com.fs.starfarer.api.impl.campaign.procgen.Constellation
required-type[10]   : com.fs.starfarer.api.impl.campaign.procgen.Constellation
class[11]           : data.scripts.campaign.bases.VayraRaiderBaseIntel
required-type[11]   : data.scripts.campaign.bases.VayraRaiderBaseIntel
class[12]           : data.scripts.campaign.bases.VayraRaiderActivityCondition
required-type[12]   : data.scripts.campaign.bases.VayraRaiderActivityCondition
class[13]           : com.fs.starfarer.campaign.econ.MarketCondition
required-type[13]   : com.fs.starfarer.campaign.econ.MarketCondition
class[14]           : com.fs.starfarer.campaign.econ.Market
required-type[14]   : com.fs.starfarer.campaign.econ.Market
class[15]           : com.fs.starfarer.campaign.CircularOrbit
required-type[15]   : com.fs.starfarer.campaign.CircularOrbit
class[16]           : exerelin.campaign.intel.fleets.NexOrganizeStage
required-type[16]   : exerelin.campaign.intel.fleets.NexOrganizeStage
class[17]           : exerelin.campaign.intel.raid.NexRaidIntel
required-type[17]   : exerelin.campaign.intel.raid.NexRaidIntel
class[18]           : exerelin.campaign.ai.action.fleet.RaidAction
required-type[18]   : exerelin.campaign.ai.action.fleet.RaidAction
class[19]           : exerelin.campaign.ai.concern.CommodityCompetitionConcern
required-type[19]   : exerelin.campaign.ai.concern.CommodityCompetitionConcern
class[20]           : exerelin.campaign.ai.EconomicAIModule
required-type[20]   : exerelin.campaign.ai.EconomicAIModule
class[21]           : exerelin.campaign.ai.StrategicAI
required-type[21]   : exerelin.campaign.ai.StrategicAI
class[22]           : com.fs.starfarer.campaign.Faction
required-type[22]   : com.fs.starfarer.campaign.Faction
class[23]           : indevo.industries.salvageyards.industry.SalvageYards
required-type[23]   : indevo.industries.salvageyards.industry.SalvageYards
class[24]           : exerelin.campaign.intel.fleets.BlockadeWrapperIntel
required-type[24]   : exerelin.campaign.intel.fleets.BlockadeWrapperIntel
class[25]           : exerelin.campaign.ai.action.fleet.BlockadeAction
required-type[25]   : exerelin.campaign.ai.action.fleet.BlockadeAction
class[26]           : exerelin.campaign.ai.concern.GeneralWarfareConcern
required-type[26]   : exerelin.campaign.ai.concern.GeneralWarfareConcern
class[27]           : exerelin.campaign.ai.MilitaryAIModule
required-type[27]   : exerelin.campaign.ai.MilitaryAIModule
class[28]           : com.fs.starfarer.rpg.OfficerData
required-type[28]   : com.fs.starfarer.rpg.OfficerData
class[29]           : com.fs.starfarer.campaign.fleet.FleetData
required-type[29]   : com.fs.starfarer.campaign.fleet.FleetData
class[30]           : boggled.scripts.BoggledTerraformingRequirement$RequirementContext
required-type[30]   : boggled.scripts.BoggledTerraformingRequirement$RequirementContext
class[31]           : boggled.campaign.econ.industries.BoggledCommonIndustry
required-type[31]   : boggled.campaign.econ.industries.BoggledCommonIndustry
class[32]           : boggled.campaign.econ.industries.BoggledBaseIndustry
required-type[32]   : boggled.campaign.econ.industries.BoggledBaseIndustry
class[33]           : com.fs.starfarer.api.impl.campaign.econ.impl.HeavyIndustry
required-type[33]   : com.fs.starfarer.api.impl.campaign.econ.impl.HeavyIndustry
class[34]           : exerelin.campaign.ai.action.industry.BuildEconAction
required-type[34]   : exerelin.campaign.ai.action.industry.BuildEconAction
class[35]           : exerelin.campaign.ai.concern.CloseAdversariesConcern
required-type[35]   : exerelin.campaign.ai.concern.CloseAdversariesConcern
class[36]           : exerelin.campaign.ai.DiplomaticAIModule
required-type[36]   : exerelin.campaign.ai.DiplomaticAIModule
class[37]           : exerelin.campaign.ai.action.industry.BuildHeavyIndustryAction
required-type[37]   : exerelin.campaign.ai.action.industry.BuildHeavyIndustryAction
class[38]           : exerelin.campaign.ai.concern.LowShipQualityConcern
required-type[38]   : exerelin.campaign.ai.concern.LowShipQualityConcern
class[39]           : exerelin.campaign.ai.concern.InterventionConcern
required-type[39]   : exerelin.campaign.ai.concern.InterventionConcern
class[40]           : com.fs.starfarer.campaign.CustomCampaignEntity
required-type[40]   : com.fs.starfarer.campaign.CustomCampaignEntity
class[41]           : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
required-type[41]   : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
class[42]           : com.fs.starfarer.campaign.ai.AssignmentModule
required-type[42]   : com.fs.starfarer.campaign.ai.AssignmentModule
class[43]           : com.fs.starfarer.campaign.ai.ModularFleetAI
required-type[43]   : com.fs.starfarer.campaign.ai.ModularFleetAI
class[44]           : com.fs.starfarer.campaign.CircularOrbitPointDown
required-type[44]   : com.fs.starfarer.campaign.CircularOrbitPointDown
class[45]           : exerelin.campaign.intel.agents.RaiseRelations
required-type[45]   : exerelin.campaign.intel.agents.RaiseRelations
class[46]           : exerelin.campaign.ai.action.covert.RaiseRelationsAction
required-type[46]   : exerelin.campaign.ai.action.covert.RaiseRelationsAction
class[47]           : exerelin.campaign.ai.concern.DevelopRelationsConcern
required-type[47]   : exerelin.campaign.ai.concern.DevelopRelationsConcern
class[48]           : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent$AvailableOfficer
required-type[48]   : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent$AvailableOfficer
class[49]           : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent
required-type[49]   : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent
class[50]           : com.fs.starfarer.campaign.CommDirectoryEntry
required-type[50]   : com.fs.starfarer.campaign.CommDirectoryEntry
class[51]           : com.fs.starfarer.campaign.CommDirectory
required-type[51]   : com.fs.starfarer.campaign.CommDirectory
class[52]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
required-type[52]   : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[53]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
required-type[53]   : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[54]           : com.fs.starfarer.campaign.econ.Economy
required-type[54]   : com.fs.starfarer.campaign.econ.Economy
class[55]           : com.fs.starfarer.campaign.CircularOrbitWithSpin
required-type[55]   : com.fs.starfarer.campaign.CircularOrbitWithSpin
class[56]           : exerelin.campaign.intel.agents.DestroyCommodityStocks
required-type[56]   : exerelin.campaign.intel.agents.DestroyCommodityStocks
class[57]           : exerelin.campaign.ai.action.covert.DestroyCommodityStocksAction
required-type[57]   : exerelin.campaign.ai.action.covert.DestroyCommodityStocksAction
class[58]           : java.util.HashMap
required-type[58]   : java.util.HashMap
class[59]           : exerelin.campaign.ColonyManager
required-type[59]   : exerelin.campaign.ColonyManager
class[60]           : java.util.LinkedHashSet
required-type[60]   : java.util.LinkedHashSet
class[61]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
required-type[61]   : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[62]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
required-type[62]   : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[63]           : com.fs.starfarer.campaign.Hyperspace
required-type[63]   : com.fs.starfarer.campaign.Hyperspace
class[64]           : com.fs.starfarer.campaign.CampaignEngine
required-type[64]   : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available

 **BIG UPDATE @Genir: I'm investigating more of this crash, because I'm literally got this issue with other mod, so don't invest much into it. I will update my comment as soon as I can with more info.
« Last Edit: March 19, 2025, 04:38:13 PM by Malice »
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Hexxod

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Re: [0.97a] AI Tweaks
« Reply #301 on: March 18, 2025, 10:06:29 PM »

I'm getting the same exact crash. Saves hosed, switched over to a backup save but the same issue popped up again.
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Malice

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Re: [0.97a] AI Tweaks
« Reply #302 on: March 20, 2025, 05:05:10 AM »

I'm getting the same exact crash. Saves hosed, switched over to a backup save but the same issue popped up again.

 Hey! I see, we have similiar issues, can you please send your full log here or to my discord, I'm currently trying to figure out what the heck is happening.
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Genir

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Re: [0.97a] AI Tweaks
« Reply #303 on: March 20, 2025, 10:40:51 AM »

Good day! @Genir, I have an report, happened when I tried to save the game. It's seems my save's corrupted  8)

Thanks for the report!

The issue here is triggered by AI Tweaks, but the actual bug is most likely in another mod. I had simillar issues reported several times already.

What happens is this: AI Tweaks traverses all markets and removes hullmods from them. This is to enable removing my mod from existing save. Without clearing the hullmods, you wouldn't be able to load the save after removing AI Tweaks.

Most likey AI Tweaks is the only mod visiting markets at game save and load stages. This unearths bugs in other mods, where markets are not initialized properly at game save or load (even though they should be), and visitng them crashed the game.

The instance you report seems more difficult than usual, because there's no mod name in the log, except AI Tweaks. I will do some more invastigation...
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andythem

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Re: [0.97a] AI Tweaks
« Reply #304 on: March 24, 2025, 10:33:15 AM »

Does this mod only affect the AI of my fleet or does it affect the AI of all fleets (including enemy fleets)? I am a new player and I am using the assist mode, but I am concerned that it is making the game harder/easier beyond the assist. Thank you very much and this mod is awesome!
« Last Edit: March 24, 2025, 10:35:33 AM by andythem »
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Genir

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Re: [0.97a] AI Tweaks
« Reply #305 on: March 25, 2025, 09:40:31 AM »

Does this mod only affect the AI of my fleet or does it affect the AI of all fleets (including enemy fleets)? I am a new player and I am using the assist mode, but I am concerned that it is making the game harder/easier beyond the assist. Thank you very much and this mod is awesome!

I'm glad you like the mod!

Most AI improvements affect both friendly and enemy fleets equally, so the overall difficulty stays about the same — you’ll just encounter fewer frustrating AI behaviors. One aspect that could upset the balance (which in vanilla already strongly favors the player) is the Custom AI hullmod. It's still early in development, but with certain fleet compositions it can significantly improve player fleet performance.
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Genir

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Re: [0.97a] AI Tweaks
« Reply #306 on: March 25, 2025, 11:12:03 AM »

v1.12.8 is out. Download

Changes:
  • Custom AI: Fixed a bug where ships were not attempting to intercept and block the escape route of retreating enemies.
  • Custom AI: Improved collision avoidance logic: Ships will now yield to allied vessels that are falling back to vent flux behind the line of battle.
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ludsoe

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Re: [0.97a] AI Tweaks
« Reply #307 on: March 25, 2025, 01:01:15 PM »

I'm getting the same exact crash. Saves hosed, switched over to a backup save but the same issue popped up again.

 Hey! I see, we have similiar issues, can you please send your full log here or to my discord, I'm currently trying to figure out what the heck is happening.

Signed up to the forum just to say I also got this bug, and could reliably recreate it from a save. (I had saved literally seconds before what i assume the catalyst to the save corruption happens.)

In my testing atleast for this particular save's case, it was caused by a colony 'Ligan' in 'Lagan star system' owned by 'Mbaye-Gogol' becoming decivilized.
This was a planet and system i never visited before this particular save.

As a experiment, I visited the star system and before mentioned planet. And explored the ruins on the planet, after which i was able to save and load just as normal.
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Genir

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Re: [0.97a] AI Tweaks
« Reply #308 on: March 25, 2025, 02:53:00 PM »

Hey! I see, we have similiar issues, can you please send your full log here or to my discord, I'm currently trying to figure out what the heck is happening.

Signed up to the forum just to say I also got this bug, and could reliably recreate it from a save. (I had saved literally seconds before what i assume the catalyst to the save corruption happens.)

In my testing atleast for this particular save's case, it was caused by a colony 'Ligan' in 'Lagan star system' owned by 'Mbaye-Gogol' becoming decivilized.
This was a planet and system i never visited before this particular save.

As a experiment, I visited the star system and before mentioned planet. And explored the ruins on the planet, after which i was able to save and load just as normal.

This crash is caused by Bionic Alteration. PigeonPun already fixed the bug and plans on releasing the fixed version in couple of days, after some additional testing. I think you can ask for the fixed version on Bionic Alteration thread.
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surfingnet

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Re: [0.97a] AI Tweaks
« Reply #309 on: March 29, 2025, 11:40:32 AM »

Hi, is 0.98 support planned?
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Genir

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Re: [0.97a] AI Tweaks
« Reply #310 on: March 30, 2025, 06:39:36 AM »

Hi, is 0.98 support planned?

Certainly! v2.0.0 is out. Download

  • Compatibility update with Starsector 0.98a-RC5.
  • Autofire AI: Fixed a bug where weapons would attack a target other than the ship’s designated attack target, even when the intended target was already within firing range.
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Hyperkayak

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Re: [0.98a] AI Tweaks
« Reply #311 on: April 01, 2025, 08:32:11 AM »

Preface: haven't updated to .98 yet.
I know this is mainly for maneuvering and guns,
BUT
Another 0pt hullmod suggestion.
[name pending, because "just *** GO already" doesn't fit with the others' theme]
What it does: Ship with this hullmod (and/or the strikecraft wings themselves, idk how the AI works) is/are made completely incapable of targeting friendly units with strikecraft actions.

Context: I'm sick and tired of carriers (even reckless ones) sending their swarms of bees to buzz around some expendable friggie that's off to the side capturing a POI and not even in any danger while there are valid enemy targets in strike range. Unless it's all bombers. Bombers seem to work okay-ish.
I'm slightly-less-but-still-substantially sick and tired of ppl going "bro just order strikes on every single enemy bro".
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Trouty

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Re: [0.98a] AI Tweaks
« Reply #312 on: April 03, 2025, 08:48:02 AM »

Context: I'm sick and tired of carriers (even reckless ones) sending their swarms of bees to buzz around some expendable friggie that's off to the side capturing a POI and not even in any danger while there are valid enemy targets in strike range. Unless it's all bombers. Bombers seem to work okay-ish.
I'm slightly-less-but-still-substantially sick and tired of ppl going "bro just order strikes on every single enemy bro".

Have you tried the Ignore order? Or does it not help your situation?
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ShadowRhino

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Re: [0.98a] AI Tweaks
« Reply #313 on: April 04, 2025, 06:03:26 AM »

One thing i've noticed now and again when custom AI is assigned is when my fleet comes into contact with the enemy some ships will retreat and back away from combat completely before even engaging and wont attack. It's like they get assigned a cowardly personality. Not restricted to just one ship it happens now and again and weapons are a mixture so it's not like it stand-off weaponry that would warrant it to say in the backlines
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Genir

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Re: [0.98a] AI Tweaks
« Reply #314 on: April 04, 2025, 08:37:11 AM »

Preface: haven't updated to .98 yet.
I know this is mainly for maneuvering and guns,
BUT
Another 0pt hullmod suggestion.
[name pending, because "just *** GO already" doesn't fit with the others' theme]
What it does: Ship with this hullmod (and/or the strikecraft wings themselves, idk how the AI works) is/are made completely incapable of targeting friendly units with strikecraft actions.

Context: I'm sick and tired of carriers (even reckless ones) sending their swarms of bees to buzz around some expendable friggie that's off to the side capturing a POI and not even in any danger while there are valid enemy targets in strike range. Unless it's all bombers. Bombers seem to work okay-ish.
I'm slightly-less-but-still-substantially sick and tired of ppl going "bro just order strikes on every single enemy bro".

Right, I see the problem. I don't use strikecraft im my builds, so the issue didn't occur to me.

I'll add this to backlog, but I'm 100% busy with ship AI now, so it'll probably take me a lot of time to implement your idea.
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