[Mod] Aggressive AI 2.5 (2019.01.18) - Support Ended.
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Re: [Mod] Aggressive AI 1.2
is it possible to add disabled boost mechanic fo this as optional? hate that they always use they shield drown to zero with this boost...
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Re: [Mod] Aggressive AI 1.2
It's a bit of an annoyance is all, I had my ship sitting a few meters away while I was space walking and as I said before in the other post, I placed the bomb and set it off, I do my scan ect and get back into my ship and run off. Though the ship never ever gained aggro before while I was spacewalking. I did encounter an issue without this mod when my wing mates decided to stray too close to the station and well... easy pickings for station turrets. But that was before this mod was added. Sufficient to say my ship went boom and I was left hanging out in space in my spacesuit without a ship in the vicinity and well... since the spacesuit DOES have a limited air supply I have to 1. move far enough away from the station so my next ship doesn't get shot but and 2. call a spare ship to swoop by so I can get onboard, so in essence I am waiting minutes, precious minutes for the ship to arrive before I run out of air lol7ate9tin11s wrote: ↑Sat, 29. Dec 18, 05:25Well, you did just bomb their station, makes them a bit unhappy you knowRequiemfang wrote: ↑Sat, 29. Dec 18, 04:43 Okay ran into a drawback to this mod, if you use a EMP bomb on a station it immediately turns red to you. Before I installed this mod I could exit my ship, place emp bomb, explode bomb and do my scanning. Cannot do this now, this mod makes it impossible now since ships now immediately aggro the ship I was in.![]()
So this is an unintended side-effect of making stations respond seriously to things smaller than destroyers.
Hmmm...Does failing at a hack, summoning the police, but escaping also cause a station attack? or only being caught by the police?![]()
Three possible solutions to mull over:I, of course, prefer the final option but the first one is not bad if someone feels like hacking a couple station and escaping/being caught for testing purposes (My time available to game is very low for a bit
- If the police side from hacks is working then I can have them investigate a bomb like they do a hacker before the station kills you.
- Alternatively I can probably make them just ignore bombs altogether for unrealistic compatibility.
- Or we can leave it as-is and you better hack their defenses successfully before bombing! (and make sure they have no defensive drones on standby too!)
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Re: [Mod] Aggressive AI 1.2
thank you for adding win 7 cat file
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Re: [Mod] Aggressive AI 1.2
Draining shields to zero is bad, though not using boost at all on fighters can also be bad. Perhaps limit it based on current shields and pilot/morale skill (bad pilots panic and use more boost, better ones keep more shields to live).
Something like only boost if your shield is greater than 45% (zero pilot/morale) to 75% (max pilot/morale). Will take a bit of testing to fine-tune but should be decent ballpark numbers.
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Re: [Mod] Aggressive AI 1.2
Blackrain tried to do something similar but apparently the ability to fire weapons on S ships gets messed up. he had it set up so that ships wouldn't boost if shields were at 50% or below and people reported that S ships stopped firing alltogther.7ate9tin11s wrote: ↑Sat, 29. Dec 18, 05:44Draining shields to zero is bad, though not using boost at all on fighters can also be bad. Perhaps limit it based on current shields and pilot/morale skill (bad pilots panic and use more boost, better ones keep more shields to live).
Something like only boost if your shield is greater than 45% (zero pilot/morale) to 75% (max pilot/morale). Will take a bit of testing to fine-tune but should be decent ballpark numbers.
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Re: [Mod] Aggressive AI 1.2
Huh, will have to do some careful testing then. Don't see why changing that part would affect the guns in any way though. Perhaps it was the patch he was using. I do a full script-level replace which has solved so many weird aiscript patching issues and conflictsRequiemfang wrote: ↑Sat, 29. Dec 18, 05:55 Blackrain tried to do something similar but apparently the ability to fire weapons on S ships gets messed up. he had it set up so that ships wouldn't boost if shields were at 50% or below and people reported that S ships stopped firing alltogther.

After testing, all different size ship guns working fine both in and out of sector...plus I need to make anti-missile turrets target mines too ...my Improved Kha'ak drop friend or foe seeker mines, poor corvette took a face full of them and died.

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Re: [Mod] Aggressive AI 1.2
lol ouch7ate9tin11s wrote: ↑Sat, 29. Dec 18, 06:18Huh, will have to do some careful testing then. Don't see why changing that part would affect the guns in any way though. Perhaps it was the patch he was using. I do a full script-level replace which has solved so many weird aiscript patching issues and conflictsRequiemfang wrote: ↑Sat, 29. Dec 18, 05:55 Blackrain tried to do something similar but apparently the ability to fire weapons on S ships gets messed up. he had it set up so that ships wouldn't boost if shields were at 50% or below and people reported that S ships stopped firing alltogther.
After testing, all different size ship guns working fine both in and out of sector...plus I need to make anti-missile turrets target mines too ...my Improved Kha'ak drop friend or foe seeker mines, poor corvette took a face full of them and died.![]()
might want to gander at this mod then about mines.
https://www.nexusmods.com/x4foundations/mods/165
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Re: [Mod] Aggressive AI 1.2
As I may not have much time in the next couple days, I've tossed up an unstable build for testing. There are three main changes:
The download can be found as on optional file on Nexus: https://www.nexusmods.com/x4foundations ... ?tab=files
- Boost usage limited by piloting/morale skills and the amount of shields remaining. Ships will no longer use up all their shield (I hope!)
- Patrols, escorts, and other ship defenders will default to prioritize overlapping fields of fire and close support over chasing down enemies. This needs some major testing!
- Player and non-player NPC flown ships will teleport dock and undock onto carriers and other ships (This is the RapidDocking extension that will likely be an optional or entirely different release eventually)

The download can be found as on optional file on Nexus: https://www.nexusmods.com/x4foundations ... ?tab=files
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Re: [Mod] Aggressive AI 1.2
I will test this until the day Egosoft fixes their stuffs. Huzzah! this mod is quickly shaping up to be something else. Thank you, thank you, thank you!7ate9tin11s wrote: ↑Sat, 29. Dec 18, 07:46 As I may not have much time in the next couple days, I've tossed up an unstable build for testing. There are three main changes:These are are pretty major changes on the universe and I could use help finding the inevitable errors and problems they cause
- Boost usage limited by piloting/morale skills and the amount of shields remaining. Ships will no longer use up all their shield (I hope!)
- Patrols, escorts, and other ship defenders will default to prioritize overlapping fields of fire and close support over chasing down enemies. This needs some major testing!
- Player and non-player NPC flown ships will teleport dock and undock onto carriers and other ships (This is the RapidDocking extension that will likely be an optional or entirely different release eventually)
![]()
The download can be found as on optional file on Nexus: https://www.nexusmods.com/x4foundations ... ?tab=files

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Re: [Mod] Aggressive AI 1.2
There is a crash occurring using this but I haven't been able to pinpoint why it is happening. It could be due to excessive amounts of ships this is running on or something else. This was for version 1.1, I was running seta, crashed 3 times. Removed aggressive AI, ran seta and no crash. Again, no idea why. I will try running again, maybe there is a conflict somewhere
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Re: [Mod] Aggressive AI 1.2
Interesting, I've had no issues using SETA so far and that's with 1.2 and had no issues using it in 1.1 either. I had weird save crash happening though, but that could be due to so many other things its hardly worth mentioning.BlackRain wrote: ↑Sat, 29. Dec 18, 14:45 There is a crash occurring using this but I haven't been able to pinpoint why it is happening. It could be due to excessive amounts of ships this is running on or something else. This was for version 1.1, I was running seta, crashed 3 times. Removed aggressive AI, ran seta and no crash. Again, no idea why. I will try running again, maybe there is a conflict somewhere
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Re: [Mod] Aggressive AI 1.2
No crashes here, but I have noticed occasional stuttering, FPS lags, and the UI becoming much less responsive while in seta when running this mod for a few hours. Out of seta it's no problem. I'm running a 2080 which is typically butter smooth in X4, so a drag on this card could very well be a crash on others.BlackRain wrote: ↑Sat, 29. Dec 18, 14:45 There is a crash occurring using this but I haven't been able to pinpoint why it is happening. It could be due to excessive amounts of ships this is running on or something else. This was for version 1.1, I was running seta, crashed 3 times. Removed aggressive AI, ran seta and no crash. Again, no idea why. I will try running again, maybe there is a conflict somewhere
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Re: [Mod] Aggressive AI 1.2
Also I should say I'm running the shipyard supply fix mod, which spawns a lot more faction ships into the galaxy, so that's probably related. If Ego changes things in the future such that the vanilla game spawns this many ships (and they should, it's awesome), performance could become an issue with this mod.leecarter wrote: ↑Sat, 29. Dec 18, 16:00 No crashes here, but I have noticed occasional stuttering, FPS lags, and the UI becoming much less responsive while in seta when running this mod for a few hours. Out of seta it's no problem. I'm running a 2080 which is typically butter smooth in X4, so a drag on this card could very well be a crash on others.
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Re: [Mod] Aggressive AI 1.2
The shipyard supply fix mod does not "spawn more faction ships". It just helps with building the ships stuck in the queue's. As for me, I am using it with my own mod FOCW which has way more ships than in vanilla. That is why I said, it may be due to the excessive amount of ships, or the way larger amount of ships in my game than in vanilla.leecarter wrote: ↑Sat, 29. Dec 18, 16:05Also I should say I'm running the shipyard supply fix mod, which spawns a lot more faction ships into the galaxy, so that's probably related. If Ego changes things in the future such that the vanilla game spawns this many ships (and they should, it's awesome), performance could become an issue with this mod.leecarter wrote: ↑Sat, 29. Dec 18, 16:00 No crashes here, but I have noticed occasional stuttering, FPS lags, and the UI becoming much less responsive while in seta when running this mod for a few hours. Out of seta it's no problem. I'm running a 2080 which is typically butter smooth in X4, so a drag on this card could very well be a crash on others.
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Re: [Mod] Aggressive AI 1.2
I think you have a deployable problemsBlackRain wrote: ↑Sat, 29. Dec 18, 14:45 There is a crash occurring using this but I haven't been able to pinpoint why it is happening. It could be due to excessive amounts of ships this is running on or something else. This was for version 1.1, I was running seta, crashed 3 times. Removed aggressive AI, ran seta and no crash. Again, no idea why. I will try running again, maybe there is a conflict somewhere
I bet since you are testing your mod changes you have satellites everywhere and with your ware and jobs changes you have constant ship pumping and fighting
with AI mod ships deploy mines and towers all the time, the game crashes with all that math and seta
I dont have any crash so far but I remove your structure and wares changes from your mod and satellite coverage is minimal
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
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Re: [Mod] Aggressive AI 1.2
Definitely try out using 1.2 (or the 1.3 unstable)...there was a reason the 1.2 mod was subtitled as the 'dear gods, giant FOCW battle deployables destroy my framerates' update. Massively slashing the number of deployables has really helped. Further tuning can be done by altering the 3 timing lines in the fight script files (Let me know what ends up as a stable value for you):BlackRain wrote: ↑Sat, 29. Dec 18, 16:48 The shipyard supply fix mod does not "spawn more faction ships". It just helps with building the ships stuck in the queue's. As for me, I am using it with my own mod FOCW which has way more ships than in vanilla. That is why I said, it may be due to the excessive amount of ships, or the way larger amount of ships in my game than in vanilla.
Code: Select all
<set_value name="$nextdeployablelaunch" exact="player.age + 2min + ((1.0 - (this.assignedcontrolled.combinedskill / 100.0)) * 5min)"/>
Lastly, any clues from the debug log or crash dump data on what error is being caused?
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Re: [Mod] Aggressive AI 1.2
I didn't see anything in the debug log and I didn't check the crash dump data.7ate9tin11s wrote: ↑Sat, 29. Dec 18, 17:01Definitely try out using 1.2 (or the 1.3 unstable)...there was a reason the 1.2 mod was subtitled as the 'dear gods, giant FOCW battle deployables destroy my framerates' update. Massively slashing the number of deployables has really helped. Further tuning can be done by altering the 3 timing lines in the fight script files (Let me know what ends up as a stable value for you):BlackRain wrote: ↑Sat, 29. Dec 18, 16:48 The shipyard supply fix mod does not "spawn more faction ships". It just helps with building the ships stuck in the queue's. As for me, I am using it with my own mod FOCW which has way more ships than in vanilla. That is why I said, it may be due to the excessive amount of ships, or the way larger amount of ships in my game than in vanilla.Another possible slowdown area is the actual use of defense drones while out of sector instead of just faking it with math and leaving the drones invulnerable (Yes, defense drones used to be awesome for OOS, invulnerable increased damage!). If a fleet/ship attacks a major station like a shipyard that has a couple hundred drones on hand it is a sudden spike in ships.Code: Select all
<set_value name="$nextdeployablelaunch" exact="player.age + 2min + ((1.0 - (this.assignedcontrolled.combinedskill / 100.0)) * 5min)"/>
Lastly, any clues from the debug log or crash dump data on what error is being caused?
I did see many errors with nextdronelaunch though.
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Re: [Mod] Aggressive AI 1.2
If you've upgraded from vanilla or 1.0 save the variable name changed and will spam errors until the ship gets into a new combat. If you're getting that in a fresh game then I screwed something up and it was not doing it in my game

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Re: [Mod] Aggressive AI 1.2
I did upgrade from your mod version 1.0 so that is probably that issue. Don't know why the crashing, anyway going to check out the latest version eventually. Trying to get some things to work properly, playing around with md scripts7ate9tin11s wrote: ↑Sat, 29. Dec 18, 18:21If you've upgraded from vanilla or 1.0 save the variable name changed and will spam errors until the ship gets into a new combat. If you're getting that in a fresh game then I screwed something up and it was not doing it in my game![]()
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Re: [Mod] Aggressive AI 1.2
Minor unstable update with 2 new features:
The download can be found as on optional file on Nexus: https://www.nexusmods.com/x4foundations ... ?tab=files
- Mines are now handled by turrets and fighters. Missile defense turrets consider them to be missiles and high priority, defense turrets consider mines actively tracking you to be a primary target, and aggressive turrets see them as just another thing to kill. Fighters/drones will take attacks of opportunity on mines as they dogfight, but are more focused on their living foes.
- NPC lasertowers will now destruct after 20 minutes when in the player sector instead of being permanent (Still 10 minutes OOS). God-spawned lasertowers will now no longer ever self-destruct (several stations actually start with lasertowers around them, in vanilla they destructed after an hour so were useless)
- Boost usage limited by piloting/morale skills and the amount of shields remaining. Ships will no longer use up all their shield (I hope!)
- Patrols, escorts, and other ship defenders will default to prioritize overlapping fields of fire and close support over chasing down enemies. This needs some major testing!
- Player and non-player NPC flown ships will teleport dock and undock onto carriers and other ships (This is the RapidDocking extension that will likely be an optional or entirely different release eventually)

The download can be found as on optional file on Nexus: https://www.nexusmods.com/x4foundations ... ?tab=files