[S][03.06.08][0.8b] GAIUS - Global AI Upgrade Scripts

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X-Freak Cartman
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[S][03.06.08][0.8b] GAIUS - Global AI Upgrade Scripts

Post by X-Freak Cartman »

German Topic

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GAIUS - Quite well, but not perfect...
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Description

GAIUS improves the AI of every ship in the game in the Navigation and Station Trade Commands, so they'll use the Docking Computer as well as the Jumpdrive. Station traders will use another method to get the next station to trade with, so they will trade more effectively.

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How does it work?

After the installation, you can choose between some AL-Options. Since 0.8b, you can deactivate the station traders if they're causing trouble.

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Additional

GAIUS takes a lot of performance, so it can cause traffic jams near the gate due to ignored movement commands. Unfortunately, it's a "problem" in the X3 Engine and not in the scripts themselves. You may have no choice than deactivating or uninstalling GAIUS if it happens more often.

GAIUS isn't anymore intended to be perfect, as it's not going to be finished all the way.

<=>

I won't create a PluginManager-Version, but you may try. Please make sure that the uninstallation can be performed perfectly.

<=>

Read the Readme!
The way you have to install it is complex, the uninstallation even more...
This script has a huge effect on the AI, so uninstalling it unproperly can cause lots of trouble.


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Update

Update to 0.7b or higherfrom 0.11a or lower
If you've got GAIUS 0.11a or the FCS MK3 1.0 to 1.15 installed, you have to perform a special update to either update or uninstall the software.

I suggest installing the latest version of GAIUS on top after performing the update, even if you want to completely uninstall it.
A clean uninstallation of the old package isn't possible as I made mistakes, so you will have to update first in order to keep your savegame working.

Update-Package
Mirror 1 by Blacky_BPG
Mirror 2 by Mixel
Mirror 3 by -Ford-

Image
Download

[ external image ] GAIUS 0.8b
Mirror 1 by Blacky_BPG
Mirror 2 by Mixel
Mirror 3 by -Ford-


Have fun with GAIUS
- EL

Keywords: Global AI Upgrade Scripts, improved AI, Flight Behaviour, GAIUS, Optimisation, Optimization, Replacement
Last edited by X-Freak Cartman on Tue, 3. Jun 08, 15:53, edited 18 times in total.
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X2-Eliah
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Post by X2-Eliah »

Well, it sounds great, I have to say, but- are there any predicted incompatibilities with XFP/XTM 0.7?
(I cant ask for anything certain, as obviously it has not been tested on mods, but.. perhaps there is something that is completely certainly incompatible?
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enenra
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Post by enenra »

X2-Eliah wrote:Well, it sounds great, I have to say, but- are there any predicted incompatibilities with XFP/XTM 0.7?
(I cant ask for anything certain, as obviously it has not been tested on mods, but.. perhaps there is something that is completely certainly incompatible?
As far as I know, GAIUS is replacing EGOSOFT-Commands and does not add new ones. So there shouldn't be problems with compatibility at all.
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X-Freak Cartman
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Post by X-Freak Cartman »

The only script, GAIUS is incompatible with, is this one. It does roughly the same, so i asked the author whether he wants to work together with me on GAIUS.

GAIUS is compatible with every mod, and especially with the XTended Mod, as I'm using it myself.

@ DSE
I don't replace the commands, i replace the scripts themselves... There was a german scripter replacing the commands, but that's too difficult, because he had to cops at least 200 of the scripts, just to make sure, it can be uninstalled by every user, no matter, how much he knows of scripting.
I manage it a bit different: I simply use an AL option to make sure, the player can deactivate the whole script package.
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Post by Cycrow »

it might not be compatable with the Advanced Jupdrive addon script as well, as that replaces the !move.jump script
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X-Freak Cartman
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Post by X-Freak Cartman »

GAIUS doesn't replace !move.jump, as this script didn't have to be changed.

Well, afaik, GAIUS is compatible with your script.
kamikazepenguin
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Post by kamikazepenguin »

Ships that have been issued a "Return to homebase" command do not use the docking computer.
KaZsaru
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Post by KaZsaru »

X-Freak, do you even take a break? :lol: Seriously, you've just stated the single most nagging thing in my head in X3:

"Since there's jumpdrives, why dont NPC's go and use them? Are they all sheep?"

Glad to see you're on that line of thought :)
xfir01
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Post by xfir01 »

KaZsaru wrote:"Since there's jumpdrives, why dont NPC's go and use them? Are they all sheep?"
Not enough goner faction :D That fix raises the question: is it even going to matter? From what I can tell most NPC ships don't bother carrying any Ecells anyway.
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Post by LV »

x-freak have you seen any issues with multiple ships attempting to jump, i've noticed when tweaking my ALC that there appears to be a bottleneck of ships with the jump command executed but not jumping for a good while and i believe it's the game engine stacking them up as it cant handle so many ships using move.jump at the same time...
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Post by jlehtone »

KaZsaru wrote:"Since there's jumpdrives, why dont NPC's go and use them? Are they all sheep?"
Pinching pennies?

More of a question is how jumping Freetraders will affect the economy? They will become more efficient. They will die less. Part of the consumption of wares is due to traders respawning rather than selling their load.

But if they do need fuel, they won't jump much. Not all traders buy ECells. Ever.
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Post by X-Freak Cartman »

kamikazepenguin wrote:Ships that have been issued a "Return to homebase" command do not use the docking computer.
hmm... I'll fix that :D
KaZsaru wrote:X-Freak, do you even take a break?
Well, I'll stop scripting after finishing FLAME and GAIUS.
I think, that's, when I've done much enough for the community. Or I'll just take a break ^^
xfir01 wrote:That fix raises the question: is it even going to matter? From what I can tell most NPC ships don't bother carrying any Ecells anyway.
Well, most NPC ships don't even have a jumpdrive. This fix is far more a general fix for the player ships.
That's the next question:
jlehtone wrote:More of a question is how jumping Freetraders will affect the economy? They will become more efficient. They will die less. Part of the consumption of wares is due to traders respawning rather than selling their load.
Well, Freetraders won't use the Jumpdrive anyway, as they don't have ECells - except, theyr'e MK3 traders, but then, they've got their own routines for that.
The only freetrader the player is able to use, is the MK3 trader (or any other unsigned or signed script), but all those freetraders are still told to use the JD.

So, what's the effect on the economy?
If the player buys a SPP and places it in the eastern sectors, he's able to let a TS sell the ECells much more easily as it doesn't take that much time to deliver the Cells. The ship won't be killed that often by pirates. The eastern economy will grow.
Well, if the player does the same thing in... Argon Prime, for example, he'll reduce the energy prices in the whole region. Cells will only be sold for 13 Credits or so.
BUT: If the player sets the jumping range to 50 sectors, He'll be able to support the whole universe with energy, getting the highest prices for them.

It's the same question as "How does the player influence the universe economy?"
jlehtone wrote:But if they do need fuel, they won't jump much. Not all traders buy ECells. Ever.
I'll tell them to do so ;)
The economy fix is rather for the station traders than for any other ship.
Why shouldn't you pay a real pilot, when the ship has got all the Softwares to do it on its own?
LV wrote:x-freak have you seen any issues with multiple ships attempting to jump, i've noticed when tweaking my ALC that there appears to be a bottleneck of ships with the jump command executed but not jumping for a good while and i believe it's the game engine stacking them up as it cant handle so many ships using move.jump at the same time...
The jumping problem is, afaik, that it's only possible to let 4 ships leave the gate at the same time - IS as well as OOS.
If you tell 200 ships to jump to the same gate, they'll wait until there aren't 4 ships leaving of the gate.

There's no problem with many ships using the same script, but with jumping to the same gate.

Well, that's it so far.
Back to work ^^
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Post by X-Freak Cartman »

As the next version is almost finished (release next week), I removed most of the mirrors, so you don't install it unnecessarily and be angry about the update.

The mirrors by Mixel will still be available, but be warned that the next update takes you a few minutes to an hour or so, in which you shouldn't move or start combat ships.
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Post by Jakesnake5 »

This looks interesting.
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Post by X-Freak Cartman »

And 0.7b will be released within the next 14 days ^^

I'm working at the update and uninstall-system atm, the operating scripts are ready for release ^^
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Post by X-Freak Cartman »

GAIUS 0.7b is finished, only the translation has to be written. The german version has already been released, but without readme and uninstaller.

I think that the english version will be released until next week.
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Post by Jakesnake5 »

<Grabs the German version and starts doing a quick and dirty 'Babylon' (translation software) translation on the texts>

MUAHAHAHAHAHAHAH!
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Post by X-Freak Cartman »

You don't have to. The new version has been released.

The download is in the release post.
bob hope
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Post by bob hope »

:lol: ad patience would of helped just a little :D

this seems good, i may actually reinstall and give this a go sometime
About the name - i was lost for a name on the forum and looking round, then a Bob Hope film came on, and i thought "that will do nicely"

i was born and raised argumentative i dont mean to offend ...... sorry
(----____JEFF____----)
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Post by (----____JEFF____----) »

Well I installed the new FCS MK3 and with it the new GAIUS. I really like the new features it has but I now also have a problem (I think).

The problem is that fighter drones get stuck in a infinite loop. I haven't seen any IS drones acting weird or something, but I do get these messages:

http://i101.photobucket.com/albums/m57/ ... loop_2.jpg
http://i101.photobucket.com/albums/m57/ ... loop_1.jpg

There are more of these messages and as far as I understand them they are all fighter drones.
As far as I'm concerned there are no problems but I at least don't want a message log full of error messages.

I'm running XTM and a bunch of other scripts, I can post the list of them if you need it to solve the problem (assuming it's solvable).

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