[Mod] Aggressive AI 2.5 (2019.01.18) - Support Ended.

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7ate9tin11s
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Re: [Mod] Aggressive AI 2.3 (2019.01.16)

Post by 7ate9tin11s » Thu, 17. Jan 19, 01:33

StonedMajorTom wrote:
Wed, 16. Jan 19, 19:23
1 case:
I gave my fleet (im on an other ship, not in this fleet) the command to attack a station, because i want the system red to me. After all was red, i ordered a destroyer to attack a target far away from him. I deleted his attack queue before. First it looks ok, but then, he become a new order from his commander to attack the station again. This command is now on position one in the queue and my manually command is on position two now. Result = he dont follow my command.

2 case:
After this try, i removed this destroyer from his fleet and repeat the command. Result = same s.... ^^
Case 1 is normal behavior as the commander will relay their orders down to subordinates for focus fire.

Case 2 is weird, the commander subordinates are recalculated for any orders. This may be a base game issue where the ship never cleared out the commander, nothing I do should cause this since the commands are just signals. For my information, was the commander a destroyer/carrier or something smaller?

To any prevent orders from being transmitted down for focus fire, disable the smart targeting module.

StonedMajorTom
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Re: [Mod] Aggressive AI 2.3 (2019.01.16)

Post by StonedMajorTom » Thu, 17. Jan 19, 01:50

7ate9tin11s wrote:
Thu, 17. Jan 19, 01:33
StonedMajorTom wrote:
Wed, 16. Jan 19, 19:23
1 case:
I gave my fleet (im on an other ship, not in this fleet) the command to attack a station, because i want the system red to me. After all was red, i ordered a destroyer to attack a target far away from him. I deleted his attack queue before. First it looks ok, but then, he become a new order from his commander to attack the station again. This command is now on position one in the queue and my manually command is on position two now. Result = he dont follow my command.

2 case:
After this try, i removed this destroyer from his fleet and repeat the command. Result = same s.... ^^
Case 1 is normal behavior as the commander will relay their orders down to subordinates for focus fire.

Case 2 is weird, the commander subordinates are recalculated for any orders. This may be a base game issue where the ship never cleared out the commander, nothing I do should cause this since the commands are just signals. For my information, was the commander a destroyer/carrier or something smaller?

To any prevent orders from being transmitted down for focus fire, disable the smart targeting module.

Ok. Then i have to disable smart targeting module, because sometimes i want to give a command manually.
The Commander was a Colossus.

Thank you.

Requiemfang
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Re: [Mod] Aggressive AI 2.3 (2019.01.16)

Post by Requiemfang » Thu, 17. Jan 19, 02:07

7ate9tin11s wrote:
Thu, 17. Jan 19, 01:33

Case 2 is weird, the commander subordinates are recalculated for any orders. This may be a base game issue where the ship never cleared out the commander, nothing I do should cause this since the commands are just signals. For my information, was the commander a destroyer/carrier or something smaller?

To any prevent orders from being transmitted down for focus fire, disable the smart targeting module.
It's a vanilla issue. I can be on a ship and have a pilot on it and I order said ship to go to X sector or go dock at X station. Once there that command stays in place and doesn't clear out of the orders list, so like if I take command even after this order I made was carried out and I get up from the chair or issue a new command after getting up from the chair the ship/npc piloting it goes to the previous order I had issued and he had already carried out instead of doing the new order I had just issued. This instance is without using the mod so yes it's a base vanilla game issue.

verdeboy2k
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Re: [Mod] Aggressive AI 2.3 (2019.01.16)

Post by verdeboy2k » Fri, 18. Jan 19, 14:27

In the most recent version of this mod, I notice that if I give an attack order, all my ships decide to hare off to attack anything else in the sector first, instead of the ship or station i told them to attack. Is there any way to disable or change this behavior? Or at least make it so manual commands from the player are given priority. They even override wing commander orders to attack whatever's closest, or whatever they feel like, instead.
Two things are certain: Death and Taxes. And I am not so sure about the former.

reanor
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Re: [Mod] Aggressive AI 2.3 (2019.01.16)

Post by reanor » Fri, 18. Jan 19, 15:35

Found a bug. With this mod in game, if I select multiple ships (didn't try with one) and give them command to Remove all orders, there is always one ship that is teleported to the very edge of the hexagon, expanding it to the max. So not just teleported to the edge, but expands the hexagon all the way it can be expanded.
“The dark and the light, they exist side by side." ... “It is often in the darkest skies that we see the brightest stars."

7ate9tin11s
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Re: [Mod] Aggressive AI 2.3 (2019.01.16)

Post by 7ate9tin11s » Fri, 18. Jan 19, 16:50

verdeboy2k wrote:
Fri, 18. Jan 19, 14:27
In the most recent version of this mod, I notice that if I give an attack order, all my ships decide to hare off to attack anything else in the sector first, instead of the ship or station i told them to attack. Is there any way to disable or change this behavior? Or at least make it so manual commands from the player are given priority. They even override wing commander orders to attack whatever's closest, or whatever they feel like, instead.
Please upgrade to 2.3, if you have not already, it directly tries to address this issue. Otherwise, turn off the smart targeting module and ships can then never retarget.

As so many people see issues with this, I plan to separate out the targeting into NPC versus PC branches where, by default, PC ships will just ignore other targets of opportunity more suited for their loadouts.

7ate9tin11s
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Re: [Mod] Aggressive AI 2.3 (2019.01.16)

Post by 7ate9tin11s » Fri, 18. Jan 19, 16:53

reanor wrote:
Fri, 18. Jan 19, 15:35
Found a bug. With this mod in game, if I select multiple ships (didn't try with one) and give them command to Remove all orders, there is always one ship that is teleported to the very edge of the hexagon, expanding it to the max. So not just teleported to the edge, but expands the hexagon all the way it can be expanded.
There are no teleportation or jump commands in this mod that could possibly cause this behavior. Nor does it affect the remove all orders command or its effects in any way. What version are you running and what mods do you have enabled?

verdeboy2k
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Re: [Mod] Aggressive AI 2.3 (2019.01.16)

Post by verdeboy2k » Fri, 18. Jan 19, 19:21

7ate9tin11s wrote:
Fri, 18. Jan 19, 16:50
Please upgrade to 2.3, if you have not already, it directly tries to address this issue. Otherwise, turn off the smart targeting module and ships can then never retarget.
I have already done so to fix the problem where the game would freeze in combat. That problem was fixed. But my ships will still retarget seemingly at random even if I disable the smart targeting module. I've not yet tried to disable the entire mod, or delete the files entirely. Is it possible it's an interaction with another mod or something that got baked into the savegame?

Edit: What they target really does seem random as my destroyers and carriers as well as fighters will decide to attack a random Xenon N across the sector instead of the station I told them to attack. Or, in Tharka's Cascade XV, they seem to think the indestructible debris needs to die above all else, even the blue NPCs seem to get distracted by those if nothing else shoots at them. Next time I get a chance I will completely uninstall the mod to see if this is something else unrelated.

Further Edit: They will also *keep* trying to attack unless I manually remove their orders from the behavior menu. Even 'remove all' will only work for a moment before they decide to attack something. But if if I manually click 'x' next to each attack order they will not get re-added. Sometimes 'recall subordinates' will work, but usually even that gets ignored.
Two things are certain: Death and Taxes. And I am not so sure about the former.

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Re: [Mod] Aggressive AI 2.3 (2019.01.16)

Post by 7ate9tin11s » Fri, 18. Jan 19, 19:57

verdeboy2k wrote:
Fri, 18. Jan 19, 19:21
But my ships will still retarget seemingly at random even if I disable the smart targeting module.

...

They will also *keep* trying to attack unless I manually remove their orders from the behavior menu. Even 'remove all' will only work for a moment before they decide to attack something. But if if I manually click 'x' next to each attack order they will not get re-added. Sometimes 'recall subordinates' will work, but usually even that gets ignored.
Ok, if smart targeting module is disabled then there is no way for my script to ever change the target and it comes down to the wing commander signals or default orders. Well, unless you never removed all the old files pre-2.1. Then I would be surprised the game is running to be honest :sceptic:

The sticky orders make it sound like the ships have default orders to protect something or default patrol orders are set (Either which would take effect when all other orders are cleared bringing the ship back into combat). Are the ships set on the default order of hold position? or are they just doing what their default order is supposed to do?

verdeboy2k
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Re: [Mod] Aggressive AI 2.3 (2019.01.16)

Post by verdeboy2k » Fri, 18. Jan 19, 21:33

7ate9tin11s wrote:
Fri, 18. Jan 19, 19:57
The sticky orders make it sound like the ships have default orders to protect something or default patrol orders are set (Either which would take effect when all other orders are cleared bringing the ship back into combat). Are the ships set on the default order of hold position? or are they just doing what their default order is supposed to do?
Their default orders are to 'escort ship' but even the lead ship or a solo ship with no wing mates will randomly pick new targets. IT's not 'stuck' it's more like they have minds of their own, and will slowly fill their order queue with targets to attack. Usually when I tell a ship to 'attack' something, it will gradually decide to add every single red object to it's order queue.

And the behavior went away when I completely removed all of this mods files, so it's not vanilla intended behavior. (Escort ships get 'defend position' orders from their leaders when I give the wing attack orders. Which is still a stupid behavior and I wish it would default to making the entire wing attack the indicated target, but I've given up and just disband wings when I want focus fire and just tell the loose group of ships to attack the target when I want that behavior.)
Two things are certain: Death and Taxes. And I am not so sure about the former.

7ate9tin11s
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Re: [Mod] Aggressive AI 2.3 (2019.01.16)

Post by 7ate9tin11s » Fri, 18. Jan 19, 22:07

verdeboy2k wrote:
Fri, 18. Jan 19, 21:33
Their default orders are to 'escort ship' but even the lead ship or a solo ship with no wing mates will randomly pick new targets. IT's not 'stuck' it's more like they have minds of their own, and will slowly fill their order queue with targets to attack. Usually when I tell a ship to 'attack' something, it will gradually decide to add every single red object to it's order queue.

And the behavior went away when I completely removed all of this mods files, so it's not vanilla intended behavior. (Escort ships get 'defend position' orders from their leaders when I give the wing attack orders. Which is still a stupid behavior and I wish it would default to making the entire wing attack the indicated target, but I've given up and just disband wings when I want focus fire and just tell the loose group of ships to attack the target when I want that behavior.)
Very interesting. Does it still do this with just the core module enabled and all the others disabled? I want to hunt down which module is causing this and if it is not the core it becomes much easier to find.

Oh, think I found it. Core attack orders were set to allow for preferential targeting on player ships as well as NPC ships by default:

Code: Select all

  <!-- 2.11 even playing field, player ships now actively look at other targets too -->
  <replace sel="//aiscript/order/params/param[@name='allowothertargets']/@default">true</replace>
Will split that our to the smart player targeting so it can be properly controlled by the player (I like my ships to have more a mind of their own...lazy commander here :lol: ).

Have to do testing then I will be able to release.

verdeboy2k
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Re: [Mod] Aggressive AI 2.3 (2019.01.16)

Post by verdeboy2k » Fri, 18. Jan 19, 22:34

At least I wasn't going insane. I just wish there were 'wing' commands. Like 'wing attack' that would override the default ****** wing behavior and force them to work more like a single 'ship' that's made up of smaller parts, like in previous X games. I guess what I'm saying is I wish that wings would treat direct orders as overrides and do them first before resuming whatever they were doing.
Two things are certain: Death and Taxes. And I am not so sure about the former.

7ate9tin11s
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Re: [Mod] Aggressive AI 2.3 (2019.01.16)

Post by 7ate9tin11s » Fri, 18. Jan 19, 23:26

verdeboy2k wrote:
Fri, 18. Jan 19, 22:34
At least I wasn't going insane. I just wish there were 'wing' commands. Like 'wing attack' that would override the default ****** wing behavior and force them to work more like a single 'ship' that's made up of smaller parts, like in previous X games. I guess what I'm saying is I wish that wings would treat direct orders as overrides and do them first before resuming whatever they were doing.
Uploaded a new version. Note that some fixes will take effect the next combat (choosing their own target right away), while others may require new ships entirely (To stop using smart targeting completely if it is still enabled for NPCs).

Actually, I should make a fix module and upload it for the second situation...done. Two releases in a day :lol:

Sirilius
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Re: [Mod] Aggressive AI 2.5 (2019.01.18)

Post by Sirilius » Mon, 21. Jan 19, 09:33

Is this working with the 1.6 beta patch or are you waiting for the release first?

o-papaya-o
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Re: [Mod] Aggressive AI 2.5 (2019.01.18)

Post by o-papaya-o » Mon, 21. Jan 19, 12:20

Would it be possible to have a missile replenishment command.
C’est en voyant un moustique se poser sur ses coui**** que l’on s’aperçoit qu’on ne peut pas régler tous les problèmes par la violence.

Wiesel No1
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Re: [Mod] Aggressive AI 2.5 (2019.01.18)

Post by Wiesel No1 » Mon, 21. Jan 19, 16:14

hello,

finally I bought an argon colossus attacker but somehow the AI seems not correctly working when my XL ship vs other XL ships battle.
Something similar happens when I flu to faulty logic 1 and wanted to attack/destroy the defense base.

1) XL vs XL: My turrets attack correct. But all opponent XL doesnt really use their weapons against me.
I scanned them and their command is attacking my colossus.
Strange think when I switch in my docked Gorgo destroyer than the AI changes to attack this ship and now using the turrets of the opponent XL.

2) When I am near to the defense station my ship does not really use the turrets. when drones are deployed the weapons attack. but when crushed they mostly stop.
When I now use Strg+D and let the AI take over my Colossus and give command attack the station the ship turrets start attacking. As ship positioning is bad I cant really use this.
I tried al modi for turrets.

does anybody has an idea what could be the challenge with 1) or 2)?

v2.5 is used, teste also without mod and lower than v2.5
game is at v1.5.

best regards
Eric
Last edited by Wiesel No1 on Mon, 21. Jan 19, 16:18, edited 2 times in total.

7ate9tin11s
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Re: [Mod] Aggressive AI 2.5 (2019.01.18)

Post by 7ate9tin11s » Mon, 21. Jan 19, 16:15

Sirilius wrote:
Mon, 21. Jan 19, 09:33
Is this working with the 1.6 beta patch or are you waiting for the release first?
Waiting for release. Egosoft is making changes to the combat scripts which prevent my changes from taking effect and there is no reason to update mine since every change they make would break my scripts again.

reanor
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Re: [Mod] Aggressive AI 2.3 (2019.01.16)

Post by reanor » Mon, 21. Jan 19, 20:24

7ate9tin11s wrote:
Fri, 18. Jan 19, 16:53
reanor wrote:
Fri, 18. Jan 19, 15:35
Found a bug. With this mod in game, if I select multiple ships (didn't try with one) and give them command to Remove all orders, there is always one ship that is teleported to the very edge of the hexagon, expanding it to the max. So not just teleported to the edge, but expands the hexagon all the way it can be expanded.
There are no teleportation or jump commands in this mod that could possibly cause this behavior. Nor does it affect the remove all orders command or its effects in any way. What version are you running and what mods do you have enabled?
I forgot to mention that this bug was related to the Instant Docking optional module that is provided as an optional download for Aggressive AI mod. This optional module fixes the issue, where subordinate ships get stuck on docking/undocking capital ships, by teleporting them TO and FROM the landing pads. I've adjusted the time it takes for ships to teleport from the dock and it seems to have fixed the issue. It was MIN 1 second, I adjusted to MIN 3 seconds, so the command has a few more seconds to queue up, before executing.
“The dark and the light, they exist side by side." ... “It is often in the darkest skies that we see the brightest stars."

reanor
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Re: [Mod] Aggressive AI 2.5 (2019.01.18)

Post by reanor » Tue, 22. Jan 19, 01:37

Also I've noticed that ships keep creating attack orders with list growing to some crazy several pages size...
“The dark and the light, they exist side by side." ... “It is often in the darkest skies that we see the brightest stars."

7ate9tin11s
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Re: [Mod] Aggressive AI 2.5 (2019.01.18)

Post by 7ate9tin11s » Tue, 22. Jan 19, 03:21

reanor wrote:
Tue, 22. Jan 19, 01:37
Also I've noticed that ships keep creating attack orders with list growing to some crazy several pages size...
Huh, I just assumed that signals overrode the current orders like in x3...if they are not and just queuing then I need to find a way to cancel orders so battles are more dynamic

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