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

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7ate9tin11s
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Re: [Mod] Aggressive AI 2.2

Post by 7ate9tin11s » Sat, 12. Jan 19, 18:29

Missing files added in and some small changes made for escorts to keep them in the proper sector better.

darthraven
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Re: [Mod] Aggressive AI 2.1

Post by darthraven » Sat, 12. Jan 19, 19:32

7ate9tin11s wrote:
Sat, 12. Jan 19, 16:51
darthraven wrote:
Sat, 12. Jan 19, 16:06
Just updated to the latest version 2.1. I noticed a new module player stations, is it normal that is only has a content xml file and no cat/dat files?
That's what I get for being tired and posting it right before bed. Thought of a small fix this morning anyways so hotfix incoming soon :roll:
You know I just had a thought about this aggressive player stations module of the mod. Your warning really putting me off turning it on *once you hotfix it*, I have this nightmare of the station accidentally hitting a faction ship while it's trying to kill a xenon or something and then becoming "red" to that faction which might make them send in bigger ships that I then have to kill and lose more faction standing (I'm guessing this might be the reason for your warning). But I was thinking, what if you changed it so that mod only affects defense stations? By that I mean when you make a station with an admin section and no production sections the game gives it the defense station icon and Betty says it is too when you select/target it.

Because defense stations don't make anything their docking traffic is almost non-existent just like the NPC ones (unless your doing a sort of roleplay build with habitats that house soldiers of your empire or something), it would mean a much-reduced chance a faction NPC will get hit by accident, plus it would make it worthwhile to make dedicated defense stations, it would be their job to engage enemies instead of factory or complex stations, and it would make the player put these defense stations in strategic places like near gates, superhighways, near/between your factories and such.

You can maybe set it so that the behavior only changes if the station has an admin section? I have little knowledge of modding so I'm just assuming that would be doable.

Any feedback would be great.
Last edited by darthraven on Sat, 12. Jan 19, 20:22, edited 1 time in total.

7ate9tin11s
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Re: [Mod] Aggressive AI 2.1

Post by 7ate9tin11s » Sat, 12. Jan 19, 19:43

darthraven wrote:
Sat, 12. Jan 19, 19:32
You know I just had a thought about this aggressive player stations module of the mod. Your warning really putting me off turning it on *once you hotfix it*, I have this nightmare of the station accidentally hitting a faction ship while it's trying to kill a xenon or something and then becoming "red" to that faction which might make them send in bigger ships that I then have to kill and lose more faction standing (I'm guessing this might be the reason for your warning). But I was thinking, what if you changed it so that mod only affects defense stations? By that I mean when you make a station with an admin section and no production sections the game gives it the defense station icon and Betty says it is too when you select/target it.

Because defense stations don't make anything their docking traffic is almost non-existent just like the NPC ones (unless your doing a sort of roleplay build with habitats that house soldiers of your empire or something), it would mean a much-reduced chance a faction NPC will get hit by accident, plus it would make it worthwhile to make dedicated defense stations, it would be their job to engage enemies instead of factory or complex stations, and it would make the player put these defense stations in strategic places like near gates, superhighways, near/between your factories and such.

You can maybe set it so that the behavior only chances if the station has an admin section? I have little knowledge of modding so I'm just assuming that would be doable.

Any feedback would be great.
As it is just a simple variable flag on the station (Egosoft built-in the capability, but without any way to activate it!), what is really needed is just a toggle for each station done by talking with the station manager. I just have not had the time to learn the whole conversation scripting and such. I put out a request for someone to make such a mod a while back with no responses at all...thus I assumed there was no real interest and just included this simple fix for those that want it.

Warnoise
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Re: [Mod] Aggressive AI 2.2

Post by Warnoise » Sun, 13. Jan 19, 16:12

Feedback (version 2.2)

-I set a squad to patrol HoP sector, i found them fighting xenon in Xenon sector (that one near HOP) :(

7ate9tin11s
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Re: [Mod] Aggressive AI 2.2

Post by 7ate9tin11s » Sun, 13. Jan 19, 17:06

Warnoise wrote:
Sun, 13. Jan 19, 16:12
Feedback (version 2.2)

-I set a squad to patrol HoP sector, i found them fighting xenon in Xenon sector (that one near HOP) :(
To narrow it down, was each squad member set to patrol that sector individually, or was there an escort leader? If there was a leader, were they in the Xenon sector with all their followers (i.e. the followers did nothing wrong and just stayed with the leader)?

My fixes have been concentrated on the followers as I had reports of escorts wandering off, but if the patrol command itself is messed up then there is more to do.

amox
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Re: [Mod] Aggressive AI 2.2

Post by amox » Sun, 13. Jan 19, 19:07

Well I have a defense station in Hatikvah next to xenon gate and I have a few ships assigned to protect the station resulting in them getting sector patrol order. What I noticed from time to time that those ships try to follow xenon into the xenon sector - happens not many times as xenon get shot down before arriving at the gate. So it should be the patrol cmd that is causing it ?

xwanderer
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Re: [Mod] Aggressive AI 2.2

Post by xwanderer » Sun, 13. Jan 19, 20:28

If my ships have aquired a target that goes through a gate there is always a chance that they will follow it no matter if my ships are set to patrol or defend station/position.

wanderer
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Re: [Mod] Aggressive AI 2.2

Post by wanderer » Sun, 13. Jan 19, 22:26

Question: Could you name the xml's or even outsource the explorer fix (...wandering off...) you mention as fixed in 2.1?
This, while the ego explore command still has this bug. Even 'Improved Explore Command Behaviour' could not prevent it completly.

Warnoise
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Re: [Mod] Aggressive AI 2.2

Post by Warnoise » Mon, 14. Jan 19, 01:35

7ate9tin11s wrote:
Sun, 13. Jan 19, 17:06
Warnoise wrote:
Sun, 13. Jan 19, 16:12
Feedback (version 2.2)

-I set a squad to patrol HoP sector, i found them fighting xenon in Xenon sector (that one near HOP) :(
To narrow it down, was each squad member set to patrol that sector individually, or was there an escort leader? If there was a leader, were they in the Xenon sector with all their followers (i.e. the followers did nothing wrong and just stayed with the leader)?

My fixes have been concentrated on the followers as I had reports of escorts wandering off, but if the patrol command itself is messed up then there is more to do.
Yes they all are assigned to an escort leader. The thing is (which I will talk about it later in this post) the leader is a carrier so the escorts (bunch of S and M ships) were docked inside it. The patrol went dashing towards xenon sector to fight a bunch of xenons.


Now, if it is ok with you, I have a couple of questions:

-Regarding the the situation where carrier is set as a patrol leader, it seems that S/M subordinates will automatically dock inside it. Ok, that's fine. However, here is the issue. When the carrier is under attack, it doesn't dispatch the docked ships. They just stay docked. Is there a way to fix this?

-This time perhaps a suggestion (since it is related to AI), is it possible to set Turrets or an owned AI ship to exclusively attack surface elements of target? (avoid main hull damage)

I think it is very helpful when boarding since currently they blow it away whenever i set them to attack despite the target being boarded...

StonedMajorTom
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Re: [Mod] Aggressive AI 2.2

Post by StonedMajorTom » Mon, 14. Jan 19, 02:57

xwanderer wrote:
Sun, 13. Jan 19, 20:28
If my ships have aquired a target that goes through a gate there is always a chance that they will follow it no matter if my ships are set to patrol or defend station/position.
Looks like they fix it in v1.51. I hope so!

Edit:
@7ate9tin11s

Hi,

Thank you for the latest update.
But there are now new problems with this version. (I hope not only for me)

1. Its impossible to give my ships an attack command in a enemy system, because they switch the command to attack the nearest one target. Thats realy annoying. I have no problem with that, that they add targets in the queue, but not at the first place. That removes my command! :(

2. I saw a NPC that switching his target 50 times in 3 seconds. (No joke) Think thats not normal and could be a reason that my game now freezed 4-5 times. This freeze is new for me. Dont had this before. Possible my cpu is to slow. Dont know. I didnt have this with the 2.1 version. Because of the NPC, he was sourrounded by a lot of defend drones. Think he swichted all the time to the nearest one. Same how in my point 1.

I hope it was understandable. I know that my english is shit.

Greetings.

Wonsz
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Re: [Mod] Aggressive AI 2.1

Post by Wonsz » Wed, 16. Jan 19, 08:05

7ate9tin11s wrote:
Sat, 12. Jan 19, 17:39
For the moment it is not beta compatible either (egosoft is tinkering with their broken fight scripts and our changes conflict :roll: )
Is there a specific file I can remove to use your mod with 1.51 beta?

Also, 1.51 beta seems to be ok with AAI 1.5. I had frequent crashes when I was using newest version of AAI, since I replaced it with AAI 1.5 everything seems to be working fine - if there's a conflict, I didn't notice its symptoms ;)

Checha
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Re: [Mod] Aggressive AI 2.2

Post by Checha » Wed, 16. Jan 19, 08:08

StonedMajorTom wrote:
Mon, 14. Jan 19, 02:57
2. I saw a NPC that switching his target 50 times in 3 seconds. (No joke) Think thats not normal and could be a reason that my game now freezed 4-5 times. This freeze is new for me. Dont had this before. Possible my cpu is to slow. Dont know. I didnt have this with the 2.1 version.
I have this freezings too, after try a lot of things I found they are related only to the Smart Targeting addon, keeping the one from January 9th works fine. In my game if I revert to the previous version of the addon after having used the new one for some time the turrets become buged and stop working.

darthraven
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Re: [Mod] Aggressive AI 2.2

Post by darthraven » Wed, 16. Jan 19, 18:24

Yeah, I'm getting freezes with the newest version too. It only happens during combat. Wasn't sure which part of the mod was the problem but the guy above me thinks it's the Smart Targeting addon, I'll turn it off and see how it goes. But there is certainly a problem with the new version.

7ate9tin11s
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Re: [Mod] Aggressive AI 2.2

Post by 7ate9tin11s » Wed, 16. Jan 19, 18:47

StonedMajorTom wrote:
Mon, 14. Jan 19, 02:57
1. Its impossible to give my ships an attack command in a enemy system, because they switch the command to attack the nearest one target. Thats realy annoying. I have no problem with that, that they add targets in the queue, but not at the first place. That removes my command! :(
Ah, that is because I am pre-targeting instead of post-targeting. Easy enough to fix.
StonedMajorTom wrote:
Mon, 14. Jan 19, 02:57
2. I saw a NPC that switching his target 50 times in 3 seconds. (No joke) Think thats not normal and could be a reason that my game now freezed 4-5 times. This freeze is new for me. Dont had this before. Possible my cpu is to slow. Dont know. I didnt have this with the 2.1 version. Because of the NPC, he was sourrounded by a lot of defend drones. Think he swichted all the time to the nearest one. Same how in my point 1.
:o that should not be possible, will take a look. Oh, ok. I think the commander control was very unhappy with ships having a mind of their own. Will pre-limit instead of post-limit the targeting, and that should fix both. Should not take long at all to test and publish.

Ok, hotfix uploaded, should fix both issues as ships will not retarget for at least 90 seconds now. Will degrade their capabilities a little for component targeting, but better than crashes.

...and I see the board is finally back up, wonder what happened :?

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

Post by StonedMajorTom » Wed, 16. Jan 19, 19:23

Thank you for invastigate this problems. :)
I hope that will fixed the freezes too.

Edit:
My first impression: The performance is now much better than before. Thank you!

but :)

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.... ^^

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."

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