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 ... 20 21 [22] 23 24

Author Topic: [0.98a] AI Tweaks  (Read 152116 times)

Genir

  • Captain
  • ****
  • Posts: 350
    • View Profile
Re: [0.98a] AI Tweaks
« Reply #315 on: April 04, 2025, 08:41:47 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

Thanks for the report!

That sounds unortunate. Can you post a build screenshot (with all hullmods visible) of a ship that's experiencing the issue? Can be any of the ships. And also your mod list.
Logged

Hyperkayak

  • Lieutenant
  • **
  • Posts: 55
    • View Profile
Re: [0.98a] AI Tweaks
« Reply #316 on: April 05, 2025, 06:35:51 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?

I don't know that one. Is it "Avoid"?
Doesn't that only work on enemies?
Logged

Lprsti99

  • Ensign
  • *
  • Posts: 32
    • View Profile
Re: [0.98a] AI Tweaks
« Reply #317 on: April 05, 2025, 11:15:29 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).
Logged

Genir

  • Captain
  • ****
  • Posts: 350
    • View Profile
Re: [0.98a] AI Tweaks
« Reply #318 on: April 05, 2025, 01:25:31 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 haven't tried running the shield assist with QOL pack. It sounds very likely there's an incompatibility. I'll take a look at the issue.
Logged

Genir

  • Captain
  • ****
  • Posts: 350
    • View Profile
Re: [0.98a] AI Tweaks
« Reply #319 on: April 06, 2025, 09:04:17 AM »

v2.0.1 is out. Download

Changes:
  • Autofire AI: Improved aiming logic for low turn rate turrets. Now it's significantly less likely a ship will interrupt a burst when turning towards the target.
  • Autofire AI: Improved aiming logic for PD weapons, Paladin in particular. Now they defend against swarms of low-HP threats more effectively. As if Anubis didn't invalidate missiles and strikecraft hard enough.
  • Custom AI: Subsystems delegated to vanilla AI no longer exhibit fearless behavior on automated ships.
Logged

ShadowRhino

  • Lieutenant
  • **
  • Posts: 65
    • View Profile
Re: [0.98a] AI Tweaks
« Reply #320 on: April 07, 2025, 02:49:16 PM »

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

Thanks for the report!

That sounds unortunate. Can you post a build screenshot (with all hullmods visible) of a ship that's experiencing the issue? Can be any of the ships. And also your mod list.

The ship build

Spoiler
[close]

Mod List
Spoiler
Mods (171)
A Fleet Testing Mod  v0.8.1  [afleettestingmod]
AI Tweaks  v1.12.8  [aitweaks]
Additional Console Commands  v1.1.1a  [console_additions]
AdvancedGunneryControl  v1.18.0  [advanced_gunnery_control_dbeaa06e]
Adversary  v6.4.1  [adversary]
All the Domain Drones+ Vanilla  v0.1b  [all_the_domain_drones+Vanilla]
Amazigh's Ship Foundry  v1.3.1  [A_S-F]
An OK Portrait Pack  v1.00  [ANOKPP]
Angry Periphery  v1.5.02  [Angry Periphery]
Anubis  v1.4.0  [ANUBIS]
AoTD - Ashes of Ohm  v0.4.3  [ShoeyAshesOfOhm]
AoTD - Dreams of Past  v3.0.1  [Cryo_but_better]
AoTD - Question of Loyalty  v2.0.3  [aotd_qol]
AoTD - Virtue Of Society  v1.3.2  [aod_vos]
AoTD- Vaults of Knowledge   v3.1.6  [aotd_vok]
Apocrita Association  v0.3.2  [apocrita_association]
Aptly Simple Hullmods  v2.1.1d  [aptlysimplehullmods]
Ashlib  v1.1.5  [ashlib]
Autosave  v1.2b  [lw_autosave]
Better Colonies  v1.88  [timid_admins]
Better Vanilla Hullmods  v0.8.0  [BVH]
Better Variants  v1.4.3  [better_variants]
BigBeans Ship Compilation  v0.1.98.6  [BSC]
Bird's Collection of Trinkets and Rarities  v1.5.3  [bc]
Blackrock Drive Yards  v0.9.5b4  [blackrock_driveyards]
Brighton Federation  v0.0.3d  [HMI_brighton]
Building Menu Overhaul  v1.1.4  [bmo]
Bultach Coalition  v1.1.6 release  [ORK]
Buns - flag pack  v1.0.0  [nes_buns]
Captain's Log  v0.2.0  [CaptainsLog]
Carter's Freetraders  v2.7  [CFT]
Caymon's Ship pack  v1.2.2  [Csp]
Celestial Mount Circle  v1.5.0  [Celestial Mount Circle]
ClearCommands  v1.0.f  [clearCommands]
Combat Activators  v1.3.0  [combatactivators]
Combat Chatter  v1.14.2  [chatter]
Combat Misc Utils  v0.4.1  [cmutils]
Console Commands  v2024.10.04  [lw_console]
Content Unlocking Missions  v1.14  [timid_cum]
Customizable Star Systems  v2.1.3  [customizablestarsystems]
DA Junker's Guild  v0.4.1  [da_Junkers_Guild]
Dabbled Avionics  v0.2  [Dabble]
Demand Indicators  v1.0.c  [demandIndicators]
Deweebified Portrait Pack  v1.0  [deweebedportraits]
Diable Avionics  v2.9.2  [diableavionics]
Diktat Enhancement  v1.2.2c  [Diktat Enhancement]
Domain Explorarium Expansion  v0.0.20  [dex]
Domain Explorarium Expansion- Derelict Accessories  v0.0.20  [dex-ae]
Domain Phase Lab  v1.6.8  [dpl_phase_lab]
Emergent Threats  v0.9.5  [EmergentThreats_Vice]
Emergent Threats: IX Revival  v0.9.5  [EmergentThreats_IX_Revival]
Epta Consortium  v2.1.2  [seven_nexus]
Everybody loves KoC  v1.04.45a  [Everybody loves KoC]
Fleet Action History  v1.0.11  [fleethistory]
Galactic Constellate  v1.13.0d  [GalacticConstellate]
Gensoukyou Manufacture  v0.9.1_rc11, in dev  [FantasyM]
Goathead Aviation Bureau  v1.9.10  [Goat_Aviation_Bureau]
Grand.Colonies  v2.1.a  [GrandColonies]
Guarantee Rare Items  v0.3.1  [guarantee-rare-items]
HMI Supervillains  v0.0.5c  [HMI_SV]
Hazard Mining Incorporated  v0.3.8f  [HMI]
Hexagonal Shieldidgeridoos  v1.3.1  [HexShields]
High Tech Expansion  v2.0.4  [hte]
Hillock Prototype and Station Tech  v1.4.0  [hpst]
Hiver Swarm  v1.1.7  [HIVER]
Illustrated.Entities  v1.2.b  [illustrated_entities]
Indies Expansion Pack  v2.0  [aerialcombatsuit]
Industrial.Evolution  v3.3.e  [IndEvo]
Interesting Portraits Pack  v1.2  [interestingportraitspack]
Interstellar Imperium  v2.6.4  [Imperium]
Iron Shell  v1.18.3aj  [timid_xiv]
JaydeePiracy  v3.5.1  [jaydeepiracy]
Junk Yard Dogs  v3.4.2  [JYD]
Kazeron Navarchy  v1.6.1  [kazeron]
Keruvim Shipyards  v0.6.1  [keruvim_shipyards]
Knights of Ludd  v1.3.6  [knights_of_ludd]
Kyeltziv Technocracy  v1.10.3  [kyeltziv]
LOST_SECTOR  v0.6.2d  [lost_sector]
LazyLib  v2.8b  [lw_lazylib]
Legacy of Arkgneisis  vv1.9.12  [ArkLeg]
Legionarry Republic  v0.09.3  [leg]
Locked and Loaded  v0.12  [lockedAndLoaded]
Luddic Enhancement  v1.2.6e  [luddenhance]
LunaLib  v1.8.7  [lunalib]
MagicLib  v1.4.7  [MagicLib]
Mayasuran Navy  v11.0.0 RC5  [Mayasuran Navy]
Missile Ship Overhaul  v1.2.7  [MissileShipOverhaul]
Missing Auxiliary Ships  v1.0.3  [missinghegemonyauxiliaryships]
Missing Civilian Ships  v1.0.3  [missingshipscivilian]
Missing Dreadnoughts Ships  v1.0.3  [missingsuperships]
Missing Midline Ships  v1.0.3  [missingmidlineships]
Missing Path Ships  v1.0.3  [missingpatherships]
Missing Pirate Ships  v1.0.3  [missingshipspirate]
More Bar Missions  v0.0.5  [MoreBarMissions]
More Character Portraits (Mods)  v1.00  [more_character_portraits_mods]
More Combat Terrain Effects  v1.9.0  [niko_moreCombatTerrainEffects]
More HullMods  v1.12.0  [more_hullmods]
More Military Missions  v0.4.4  [MoreMilitaryMissions]
More Ship Names  v1.13.0  [more_ship_names]
NEON's ship pack  v2.6.2  [NSP]
Neoteric Advent  v0.5.0  [advent_seven]
Nes's SAW  v1.19.SSS  [ness_saw]
Nexerelin  v0.11.3c  [nexerelin]
Omega-Trauma  v0.1.1  [Omega_Psychasthenia]
Onslaught Radical Rearming  v0.1.2  [vice_orr]
Particle Engine  v0.73  [particleengine]
Pearson Exotronics  v0.8.0  [pearson_exotronics]
Planet Search  v1.2.2  [planet_search]
Planetary Shield: Access Control  v1.6  [wyv_planetaryShieldAccessControl]
Project Solace  v0.4.2a  [pigeonpun_projectsolace]
QoL Pack  v1.2  [pt_qolpack]
Quality Captains  v1.6.1  [QualityCaptains]
Random Assortment of Things  v2.5.15  [assortment_of_things]
Random Weapon Collection  v0.0.16  [randomweapons]
Refit Filters  v2.0.0  [refitfilters]
RetroLib  v1.0.1  [RetroLib]
Rigel Security  v0.2.3  [RigSec]
Roider Union  v2.1.1  [roider]
RotcesRats  v0.3.3  [rotcesrats]
SCAV-CO Ship Works  vX-7  [sv]
Salvage Ship Expansion  v0.4.5  [salshiexp]
ScalarTech Solutions  v0.9.2  [scalartech]
Scrapyard Armories  v0.0.18  [Scrapyard]
Scy Nation  v1.8.4  [SCY]
Seafood Shipworks  v0.0.8a  [Seafood]
Secrets of the Frontier  v0.14.2c  [secretsofthefrontier]
Sector Modding Service  v0.1.3a1(Alpha Test)  [Sector Modding Service]
Shackles Garrison - XXVII BattleGroup  v0.9.7  [SGB_EN]
Shadowyards (Wisp)  v0.9.6-rc1-Wisp-005  [shadow_ships]
Ship/Weapon Pack  v1.15.1  [swp]
Show Fleet DP  v1.0.0  [show_fleet_dp]
SpeedUp  v1.1.0  [speedUp]
Station Augments  v1.2.1  [niko_stationAugments]
Stop Gap Measures  vv 1.2.5  [StopGapMeasures3]
Support Ships Pack  v0.8.0  [supportships]
Symmetricators  v1.0.0  [symmetricators]
Tahlan Shipworks  v1.3  [tahlan]
Terraforming & Station Construction  v9.0.10  [Terraforming & Station Construction]
Terraforming Made Easy  v2.6.4g  [terraformingmadeeasy]
The Exalted  v1.4  [exalted]
The Metelson Federation  v2.0.3  [metelson_release]
The Star Federation  v0.99-RC5  [star_federation]
Thog's [REDACTED]  v0.0.1  [thongredacto]
Too Much Information  v0.98a  [timid_tmi]
Torchships And Deadly Armaments  v0.17rc2m  [TORCHSHIPS]
Traverser Design Bureau  v1.8.3  [TraverserDesignBureau]
Tri-Tac Expansion  v0.8.1  [TTE]
Tri-Tac Special Circumstances  v1.0  [TTSC]
Truly Automated Ships  v1.2.5  [TrulyAutomatedShips]
Underworld  v1.8.3  [underworld]
United Aurora Federation  v0.7.5c  [uaf]
Unknown Skies  v2.0.2  [US]
Unthemed Weapons Utilities  v0.6.7  [unthemedweaponsutils]
Valkyrian  v3.3.0  [valkyrian]
Vanidad y Afliction Operation  v1.2.1  [vanidad]
Variants Lib  v0.5.4  [variants_lib]
Vayra Merged  v3.3.14  [vayramerged]
Volantian Reclamation Initiative  v0.6.1a  [TouchOfVanilla_vri]
What we left behind  v4.2.0  [niko_morePlanetaryConditions]
WhichMod  v1.2.0  [whichmod]
WhichTMI  v1.2.0  [whichtmi]
Xhan Empire  v2.51 Gramada  [XhanEmpire]
ZZ Audio Plus  v1.2.1  [audio_plus]
prv Agni  vv1  [prvagni]
prv Extraworks  vv8  [prvextra]
prv Library  vv1.1  [prvlib]
prv Rust Belt  vv1.3  [prvrb]
prv Starworks  vv28.6  [prv]
zz BoxUtil  v1.1.1  [BoxUtil]
zz GraphicsLib  v1.9.0  [shaderLib]
zzz Mikohime Additionals Settings  v1.1.1  [Rouge_Redstar]
[close]

The ship will engage in range, then after a while will back up
Logged

Lprsti99

  • Ensign
  • *
  • Posts: 32
    • View Profile
Re: [0.98a] AI Tweaks
« Reply #321 on: April 10, 2025, 07:43:40 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 haven't tried running the shield assist with QOL pack. It sounds very likely there's an incompatibility. I'll take a look at the issue.

Followup, I got around to trying it without QoL, and it's not the cause.  I can't even begin to guess what other mod is causing it, but if you don't mind a suggestion, perhaps automatically toggle the assist mode off when the battlespace is clear of hostiles?
Logged

Norath

  • Ensign
  • *
  • Posts: 16
    • View Profile
Re: [0.98a] AI Tweaks
« Reply #322 on: April 13, 2025, 07:07:47 AM »

Move the image of the bug into a spoiler

Spoiler
[close]


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
« Last Edit: April 15, 2025, 09:51:50 AM by Norath »
Logged

Archalieus

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.98a] AI Tweaks
« Reply #323 on: April 13, 2025, 08:39:28 AM »

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".
Logged

Alkkaid

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.98a] AI Tweaks
« Reply #324 on: April 13, 2025, 10:19:32 AM »

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.)

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.

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.
Logged

Euripides

  • Commander
  • ***
  • Posts: 101
    • View Profile
Re: [0.98a] AI Tweaks
« Reply #325 on: April 13, 2025, 01:56:48 PM »

Not sure if it's vanilla or this tweak mod, but I've noticed a few times now that ships will preference shielding themselves from a possible collision with an asteroid over shielding themselves from a ship that is actually shooting at them.
Logged

Genir

  • Captain
  • ****
  • Posts: 350
    • View Profile
Re: [0.98a] AI Tweaks
« Reply #326 on: April 15, 2025, 01:33:02 PM »


The ship build

The ship will engage in range, then after a while will back up

I see you didn't equip the Custom AI hullmod. This means the ship is under (mostly) vanilla AI control. Backing off for no apparent reason is one of the vanilla issues that motivated me to start writing the custom AI. You can try equipping it and see how the ship behaves.
Logged

Genir

  • Captain
  • ****
  • Posts: 350
    • View Profile
Re: [0.98a] AI Tweaks
« Reply #327 on: April 15, 2025, 01:34:49 PM »

Followup, I got around to trying it without QoL, and it's not the cause.  I can't even begin to guess what other mod is causing it, but if you don't mind a suggestion, perhaps automatically toggle the assist mode off when the battlespace is clear of hostiles?

Thanks! I'll add the issue to backlog.
Logged

Genir

  • Captain
  • ****
  • Posts: 350
    • View Profile
Re: [0.98a] AI Tweaks
« Reply #328 on: April 15, 2025, 01:37:07 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?
Logged

Genir

  • Captain
  • ****
  • Posts: 350
    • View Profile
Re: [0.98a] AI Tweaks
« Reply #329 on: April 15, 2025, 01:39:08 PM »

Not sure if it's vanilla or this tweak mod, but I've noticed a few times now that ships will preference shielding themselves from a possible collision with an asteroid over shielding themselves from a ship that is actually shooting at them.

That's vanilla. I removed that behavior in Custom AI.
Logged
Pages: 1 ... 20 21 [22] 23 24