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

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Author Topic: [0.98a] AI Tweaks  (Read 174440 times)

Ultrarattecoon

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Re: [0.98a] AI Tweaks
« Reply #345 on: May 01, 2025, 07:31:46 AM »

    i think this mod makes maneuverable capitals suicidal, cant check it easily because removing it is impossible from an ongoing save but my radiant was very suicidal even though his weapons were all 800+ range, its maneuverability was sufficient to break and change phase skimmer direction easily enough, nonetheless it would usually ram into the middle of everything and survive because of how good radiants are but not against endgame modded bounties. succubus from underworld tho was straight up memeing by spamming its' essentially plasma burn to chase littlest threats and getting cornered on the enemy side of the map eventually.

    damper field performance with this mod is different, i dont use damper field ships but noticed ai vanguards were much worse than vanilla, they wait to start taking hull damage before activating the field which makes them take actual damage while dampered

    rift beams (med pd) start firing at threats long before they are in range, looks dumb
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Genir

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Re: [0.98a] AI Tweaks
« Reply #346 on: May 02, 2025, 06:13:42 AM »

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'.

Retreat maneuver is completelly vanilla, I didn't change it. Even when you use the Custom AI hullmod, retreat is delegated to vanilla logic.
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Genir

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Re: [0.98a] AI Tweaks
« Reply #347 on: May 02, 2025, 06:24:04 AM »

    i think this mod makes maneuverable capitals suicidal, cant check it easily because removing it is impossible from an ongoing save

You have Starship Legends mod installed as well? That's the only way I know to make AI Tweaks unremovable.

Quote
but my radiant was very suicidal even though his weapons were all 800+ range, its maneuverability was sufficient to break and change phase skimmer direction easily enough, nonetheless it would usually ram into the middle of everything and survive because of how good radiants are but not against endgame modded bounties. succubus from underworld tho was straight up memeing by spamming its' essentially plasma burn to chase littlest threats and getting cornered on the enemy side of the map eventually.

Did you have Custom AI hullmod installed on those ships? If not, the behavior you describe is vanilla (or vanilla-modded for succubus, I guess). Both being suicidally aggressive and chasing smallest ships to the edge of the map is what vanilla excells at. For Radiant, you can change the AI core personality in AI Tweaks lunalib settings.

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    damper field performance with this mod is different, i dont use damper field ships but noticed ai vanguards were much worse than vanilla, they wait to start taking hull damage before activating the field which makes them take actual damage while dampered

I didn't touch the damper field AI at all. Did you notice the difference after switching from SS 0.97 to 0.98?

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    rift beams (med pd) start firing at threats long before they are in range, looks dumb

Oh yeah, that's on me. I added the issue to backlog.
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Genir

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Re: [0.98a] AI Tweaks
« Reply #348 on: May 02, 2025, 06:29:48 AM »

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.

The AGC issue is worse than just the shield assist. It disables all my custom ship ai and all the player assist. You need to pressure DesperatePeter to publish the hotfix ;D

As for Hypatia, the issue seems to be on RAT side. I hope.
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Genir

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Re: [0.98a] AI Tweaks
« Reply #349 on: May 02, 2025, 01:09:14 PM »

v2.1.0 is out. Download

Changes:
  • Player Assist: Fixed an issue where the omni shield AI kept toggling the shield on and off when the player ship wasn't in danger.
  • Added Search and Destroy hullmod. It makes ships default to Search and Destroy order.
  • Custom AI: Fixed a bug where ships ignored certain enemies when deciding if to vent. The bug was most apparent when fighting Shrouded Eyes.
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Hyperkayak

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Re: [0.98a] AI Tweaks
« Reply #350 on: May 04, 2025, 12:36:19 AM »

Just saw a post elsewhere about droneships with phase skimmers jumping in front of everyone Fearless-ly all the time, but refusing to jump away when it's time to vent.
So another behavior hullmod suggestion:

Reserve [suddenmove]* charges/cooldowns for evasion/catch-your-breath breaks (better name pending)
(and actually want to do it instead of overloading and getting murked, even if only because AGC tells you to)

*phase skimmers, stutterwarps and every other "short range teleport" shipsystem.
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Reshy

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Re: [0.98a] AI Tweaks
« Reply #351 on: May 08, 2025, 08:25:18 PM »

Not sure if the AI tracks this, but it should take note of how long it's venting time is esp since a lot of player ships tend to be heavy in dissipation and may have hullmods that further enhance the active venting times.
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Genir

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Re: [0.98a] AI Tweaks
« Reply #352 on: May 10, 2025, 07:15:35 AM »

Just saw a post elsewhere about droneships with phase skimmers jumping in front of everyone Fearless-ly all the time, but refusing to jump away when it's time to vent.
So another behavior hullmod suggestion:

Reserve [suddenmove]* charges/cooldowns for evasion/catch-your-breath breaks (better name pending)
(and actually want to do it instead of overloading and getting murked, even if only because AGC tells you to)

*phase skimmers, stutterwarps and every other "short range teleport" shipsystem.

Yes, that's definitely something I want to do in the future. Not only as a hullmod, but applied universally to all ships.
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Genir

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Re: [0.98a] AI Tweaks
« Reply #353 on: May 10, 2025, 07:18:07 AM »

Not sure if the AI tracks this, but it should take note of how long it's venting time is esp since a lot of player ships tend to be heavy in dissipation and may have hullmods that further enhance the active venting times.

Yes, custom AI takes vent time into account. For now this impacts only ships with Custom AI hullmod, but I plan to port the logic to all ships eventually. There's still a couple of improvements I need to do first, like not ignoring hellbore projectiles.
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Genir

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Re: [0.98a] AI Tweaks
« Reply #354 on: May 11, 2025, 07:58:12 AM »

v2.1.1 is out. Download

Changes:
  • Custom AI: Several minor improvement to ship movement.
  • Custom AI now targets strikecraft once all enemy ships have been destroyed. Suggested by Ruin.
  • Custom AI respects the DO_NOT_BACK_OFF flag. Suggested by Lukas04.
  • Autofire AI: Projectile PD weapons now utilize their full range more effectively when intercepting missiles.
  • Autofire AI: Rift Beam no longer fires at targets well beyond its effective range. Reported by Ultrarattecoon and CrashToDesktop.
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Dru

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Re: [0.98a] AI Tweaks
« Reply #355 on: May 11, 2025, 09:27:05 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.
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Sarissofoi

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Re: [0.98a] AI Tweaks
« Reply #356 on: May 12, 2025, 10:56:02 PM »

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.

2ScoopsPlz

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Re: [0.98a] AI Tweaks
« Reply #357 on: May 13, 2025, 07:57:26 PM »

It seems that enabling the auto aim setting, even briefly, will permanently break the "turn to cursor" setting. By that I mean no amount of inverting the behavior in the options will change it, and the game will be stuck thinking that you are using tank controls by default. There is kind of a way around this if you're fine using the toggle setting to switch between them, but you will have to do this at the start of every fight, and you will not be able to hold shift and release to go back and forth between the two modes.

I'm currently trying to figure out a way to fix this, but so far nothing has worked. And no, I don't know how to replicate it as I can't restore regular functionality in order to even attempt it.

Edit: Okay, it seems like the issue gets locked to a specific ship. Every other ship in my fleet is completely fine and functions as normal, it is only my flagship that is incapable of turning to cursor.

Edit2: It isn't just that singular ship, it is all *instances* of that ship. Making a completely new game does not fix it if I spawn that ship in and attempt to use it. Reinstalling both this mod and the the mod that ship is from had no effect.

I have no idea how to fix this at this point, beyond completely reinstalling starsector.

EDIT 3: FIXED IT. IT WAS SOME RANDOM HOTKEY FROM FLUX RETICLE(?). If you have this issue press k.
« Last Edit: May 14, 2025, 12:01:23 AM by 2ScoopsPlz »
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Genir

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Re: [0.98a] AI Tweaks
« Reply #358 on: May 18, 2025, 12:02:58 PM »

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?
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Genir

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Re: [0.98a] AI Tweaks
« Reply #359 on: May 18, 2025, 12:06:36 PM »

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.
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