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

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
x4

Re: [Mod] Aggressive AI 1.5

Post by swatti »

REQUEST: Player station turrets default aggressive.

Mine are in def-mode and enemies just fly right by... :(
Yggdrasill88
Posts: 15
Joined: Thu, 8. May 08, 12:59
x4

Re: [Mod] Aggressive AI 1.5

Post by Yggdrasill88 »

Hello and thank you for this mod!

I just have a tiny problem in vanilla or mod for the patrol order.

Some ships attacked by my patrol change of sector and my ships follow them in the other sector. In Hatikvah's Choice sector, my patrol target a Xenon N ship that return in Tharka's Cascade XV... :roll:

I think an additional condition would be great! Cancel the attack order when the target ship change of sector for patrol function.
adzipp
Posts: 42
Joined: Fri, 7. Dec 18, 04:50

Re: [Mod] Aggressive AI 1.5

Post by adzipp »

Target selection script has double almost tripple fps influance for me, test it with xenon invasion wave, with it 10-20 fps without it 40-60 fps.
adzipp
Posts: 42
Joined: Fri, 7. Dec 18, 04:50

Re: [Mod] Aggressive AI 1.5

Post by adzipp »

Yggdrasill88 wrote: Mon, 7. Jan 19, 11:45 Hello and thank you for this mod!

I just have a tiny problem in vanilla or mod for the patrol order.

Some ships attacked by my patrol change of sector and my ships follow them in the other sector. In Hatikvah's Choice sector, my patrol target a Xenon N ship that return in Tharka's Cascade XV... :roll:

I think an additional condition would be great! Cancel the attack order when the target ship change of sector for patrol function.
Also notice that m ships often not shoot with they main guns or turrets however they have them in they loadout's and onother thing is that ships often randomly jump out with extreame speeds and on extreame distance's.
7ate9tin11s
Posts: 813
Joined: Fri, 11. Nov 05, 23:18
x4

Re: [Mod] Aggressive AI 1.5

Post by 7ate9tin11s »

adzipp wrote: Mon, 7. Jan 19, 15:59 Also notice that m ships often not shoot with they main guns or turrets however they have them in they loadout's and onother thing is that ships often randomly jump out with extreame speeds and on extreame distance's.
The M's front gun issues have been found and fixed for 1.6, they only took a single target no matter what and would not take potshots at anything else. Now they have knowledge of other targets to attack while dogfighting and should use them more often.

As for jumping out, I have enabled travel usage to get to targets and they will, when shields are high, use boost to get out of range occasionally. I will have to keep a lookout for this...especially since fighter can now intercept using travel drive in 1.6 :twisted:
7ate9tin11s
Posts: 813
Joined: Fri, 11. Nov 05, 23:18
x4

Re: [Mod] Aggressive AI 1.5

Post by 7ate9tin11s »

adzipp wrote: Mon, 7. Jan 19, 12:50 Target selection script has double almost tripple fps influance for me, test it with xenon invasion wave, with it 10-20 fps without it 40-60 fps.
I'm disabling reoccurring smart retargeting for non-capships and testing with that to see how it works. It was probably compounded by rippling signals propagating down from the lead ship.
7ate9tin11s
Posts: 813
Joined: Fri, 11. Nov 05, 23:18
x4

Re: [Mod] Aggressive AI 1.5

Post by 7ate9tin11s »

swatti wrote: Mon, 7. Jan 19, 10:03 REQUEST: Player station turrets default aggressive.

Mine are in def-mode and enemies just fly right by... :(
Interesting, there is a specific station configuration option to force that, but I cannot see it being set anywhere ($config_attackenemies to true on the station). I'd think it would be something you talk to the station manager about and needs to be modded into the conversation tree instead of being a default...never played in there before though :gruebel:
7ate9tin11s
Posts: 813
Joined: Fri, 11. Nov 05, 23:18
x4

Re: [Mod] Aggressive AI 1.5

Post by 7ate9tin11s »

Yggdrasill88 wrote: Mon, 7. Jan 19, 11:45 Some ships attacked by my patrol change of sector and my ships follow them in the other sector. In Hatikvah's Choice sector, my patrol target a Xenon N ship that return in Tharka's Cascade XV... :roll:
What size of ships (S, M, L, XL, Multiple)? There are different control scripts for different sizes and I want to ensure I look in the right place.
7ate9tin11s
Posts: 813
Joined: Fri, 11. Nov 05, 23:18
x4

Re: [Mod] Aggressive AI 1.5

Post by 7ate9tin11s »

1.6 Status and Progress

Besides some new bugfixes and some nice performance gains, 1.6 will mainly feature fully modular construction allowing you to switch on an off features at will to prioritize framerates, make life safer for a night of SETA, etc.

Current modules include:
  • Core - The baseline fixes and enhancements to existing AI scripts, this is made to be as light as possible for weaker systems or heavily modified universes
  • Deployables - Additional non-vanilla usage of deployables in combat and while fleeing
  • Escorts - Tightened escort groups and overlapping fields of fire (Yes, I finally got it completely fixed!)
  • Minesweeping - Turrets will target mines dangerous to the ship
  • OOS Drones - Ships will use their drones when out of sector instead of applying them as invulnerable magic damage
  • Targeting - A lightened version of the 1.5 smart targeting system
  • Stations - Non-player stations will pre-emptively attack enemy fighters and other ships instead of waiting to be attacked
  • Debug (defaults to off) - For those that want to get all the debug messages and just start with a battle raging around them :roll:
I estimate release tomorrow or Wednesday, weekend at the latest.
ApoxNM
Posts: 783
Joined: Wed, 5. Dec 18, 06:17
x4

Re: [Mod] Aggressive AI 1.5

Post by ApoxNM »

7ate9tin11s wrote: Tue, 8. Jan 19, 08:06 1.6 Status and Progress

Besides some new bugfixes and some nice performance gains, 1.6 will mainly feature fully modular construction allowing you to switch on an off features at will to prioritize framerates, make life safer for a night of SETA, etc.

Current modules include:
  • Core - The baseline fixes and enhancements to existing AI scripts, this is made to be as light as possible for weaker systems or heavily modified universes
  • Deployables - Additional non-vanilla usage of deployables in combat and while fleeing
  • Escorts - Tightened escort groups and overlapping fields of fire (Yes, I finally got it completely fixed!)
  • Minesweeping - Turrets will target mines dangerous to the ship
  • OOS Drones - Ships will use their drones when out of sector instead of applying them as invulnerable magic damage
  • Targeting - A lightened version of the 1.5 smart targeting system
  • Stations - Non-player stations will pre-emptively attack enemy fighters and other ships instead of waiting to be attacked
  • Debug (defaults to off) - For those that want to get all the debug messages and just start with a battle raging around them :roll:
I estimate release tomorrow or Wednesday, weekend at the latest.
Very nice. Using your mod and very much liking it so fare. Feels a lot different than vanilla.
g_BonE
Posts: 153
Joined: Thu, 28. Aug 03, 11:37
x4

Re: [Mod] Aggressive AI 1.5

Post by g_BonE »

Hi and thanks for Your mod. Looks like it fixes a lot of issues. I especially like the fix to AI attacking indestructibles. A little thing bothering me is that the debug log fills with "[=ERROR=] 67970.30 Error in AI script fight.attack.object.medium on entity 0x12d45: Property lookup failed: $nextdeployablelaunch" entries since i have added AggresiveAI. I was wondering what might cause this?
(x|x) .oO[ Fenster fährt mich Nüsse !!! ]
7ate9tin11s
Posts: 813
Joined: Fri, 11. Nov 05, 23:18
x4

Re: [Mod] Aggressive AI 1.5

Post by 7ate9tin11s »

g_BonE wrote: Tue, 8. Jan 19, 15:27 Hi and thanks for Your mod. Looks like it fixes a lot of issues. I especially like the fix to AI attacking indestructibles. A little thing bothering me is that the debug log fills with "[=ERROR=] 67970.30 Error in AI script fight.attack.object.medium on entity 0x12d45: Property lookup failed: $nextdeployablelaunch" entries since i have added AggresiveAI. I was wondering what might cause this?
Long story short, I renamed a core variable back in 1.0 and thought it would propagate through as ships got into combat on a loaded game. It didn't because fight.attack.object.medium is not actually a fight script, it is the permanently running gunnery script for medium ships with turrets. I've reverted it in the upcoming 1.6 and that error will go away.

The only effect it has on your game is that the ships use less deployables than they otherwise could.
g_BonE
Posts: 153
Joined: Thu, 28. Aug 03, 11:37
x4

Re: [Mod] Aggressive AI 1.5

Post by g_BonE »

Thanks for the heads up mate! Keep up the good work. With mods like that the games sorry state it was initially in will be fixed in no time :wink:
(x|x) .oO[ Fenster fährt mich Nüsse !!! ]
StonedMajorTom
Posts: 27
Joined: Fri, 21. Dec 18, 14:43
x4

Re: [Mod] Aggressive AI 1.5

Post by StonedMajorTom »

7ate9tin11s wrote: Tue, 8. Jan 19, 00:18
Yggdrasill88 wrote: Mon, 7. Jan 19, 11:45 Some ships attacked by my patrol change of sector and my ships follow them in the other sector. In Hatikvah's Choice sector, my patrol target a Xenon N ship that return in Tharka's Cascade XV... :roll:
What size of ships (S, M, L, XL, Multiple)? There are different control scripts for different sizes and I want to ensure I look in the right place.

yes thats not funny. i found today my two patrols from holy vision in faulty logic VII :( my colossus wos still in holy vision, all other Ls Ms and Ss wos in the xenon system.
I think the colossus would have followed them sometime.

and

THANK YOU for the last update. my destroyers can now destroy a station. they can target - most of the - modules.
there are sometimes invisible modules that they cant set as a target.

Edit:
is there a possibility to set new "empty" (1 building storage, 1 T or E-Dock-Module with full HP) enemy construction areas as a target for the npcs? (in my conquered systems)
i have a lot of those left in my conquered areas from hop. it is really annoying to destroy all of them by myself.
7ate9tin11s
Posts: 813
Joined: Fri, 11. Nov 05, 23:18
x4

Re: [Mod] Aggressive AI 1.5

Post by 7ate9tin11s »

StonedMajorTom wrote: Tue, 8. Jan 19, 18:44 yes thats not funny. i found today my two patrols from holy vision in faulty logic VII :( my colossus wos still in holy vision, all other Ls Ms and Ss wos in the xenon system.
I think the colossus would have followed them sometime.

and

THANK YOU for the last update. my destroyers can now destroy a station. they can target - most of the - modules.
there are sometimes invisible modules that they cant set as a target.

Edit:
is there a possibility to set new "empty" (1 building storage, 1 T or E-Dock-Module with full HP) enemy construction areas as a target for the npcs? (in my conquered systems)
i have a lot of those left in my conquered areas from hop. it is really annoying to destroy all of them by myself.
I will poke at the escort sector locking some more and may be able to get it. It is on the list :)

The build storages are another matter though. So Egosoft originally marked build storage as invulnerable and their way to prevent things from targeting them was to just negate build storage targeting all over the place. I'm slowly converting everything to pay attention to invulnerable flags, but have not yet taken the step of allowing ships to target build modules since I never know if they are modded to be vulnerable or not.

Since the new 1.6 is modular, I may make an optional module to allow for attacking build storage if it is enabled (would start disabled).
User avatar
Shuulo
Posts: 1633
Joined: Mon, 14. Apr 08, 17:03
x4

Re: [Mod] Aggressive AI 1.5

Post by Shuulo »

Tomorrow is my last day of vacation, cant tell you how much Im waiting for 1.6 in that day :D
Anyway, thank you for hard work. I would also like to see specific combat AI for battleships/carriers where they circle enemy cap ship with broadsides.
7ate9tin11s
Posts: 813
Joined: Fri, 11. Nov 05, 23:18
x4

Re: [Mod] Aggressive AI 1.5

Post by 7ate9tin11s »

Shuulo wrote: Tue, 8. Jan 19, 22:48 I would also like to see specific combat AI for battleships/carriers where they circle enemy cap ship with broadsides.
They actually try to do this, but only if they do not have front-mounted weapons. Right now only carriers have no front mounted weapons and really use the broadside code. More specifically, they try to move into the targets weakest quadrant and stay there where they take the least damage :D

I actually just finished tuning up the capship movement section and found an absolutely huge vanilla bug to fix...capships forget they have front guns after a while and turn away from targets by default...the better the pilot the sooner it would happen!
Requiemfang
Posts: 3206
Joined: Thu, 16. Jul 09, 12:24
x4

Re: [Mod] Aggressive AI 1.5

Post by Requiemfang »

Interesting thing about the battleships/carriers. I use the Battleships mod which uses the XL ships not implemented in the game currently and I do not think those things currently have any frontal guns like on the races destroyers, they're basically huge high hull high shield turret boats and moves like a brick but they sure as hell do exactly what they were designed for, dishing out damage and also taking it.
7ate9tin11s
Posts: 813
Joined: Fri, 11. Nov 05, 23:18
x4

Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by 7ate9tin11s »

We have jumped all the way to 2.0! Read the op!

Download
https://www.nexusmods.com/x4foundations/mods/206/
Please make sure and remove all old loose AAI mod files before upgrading.

As I really like to play with FOCW on, here are some setting suggestions for the updated modular Aggressive AI when using FOCW:
  • Core - On, of course :D
  • Deployables - Off, the larger fleets/combats and increased firepower mean the extra (and comparatively wimpy) deployables are not needed.
  • Escort - This makes the fleets stay closer and turns them into spheres of extra-deadly fun! On! Sanity is for the weak! :twisted:
  • Minesweeping - Without deployables on there is no real reason to use minesweeping, off for a little less overhead.
  • OOS Drones - With the increased amounts of combat around the universe, and the relative wimpyness of drones, I suggest off for less ships being calculated OOS.
  • Dangerous Stations - On, unless you need to survive EMP bombing stations without taking down their turrets first... :roll:
  • Smarter Targeting - On, if your system can handle it. This really helps fighters destroy capships/stations and makes your fighter screens very very important.
  • Debugs - Don't turn these on as they either mess with universe relations or generate massive log files. They default to off for a reason!
Requiemfang
Posts: 3206
Joined: Thu, 16. Jul 09, 12:24
x4

Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by Requiemfang »

Sweet.

Also I noticed this before but it's a bit of a pain though I don't know if this mod is the cause of it or if it's vanilla but ships with missiles like to barrage the occasional small red station traffic ships that pop up once and a while. The root result of this is station modules getting blown to hell and in one instance usually friendly allies to each other blowing each other to hell. Instance of this happening was in 18 billion near the MIN wharf and a barrage of missiles from a TEL Company ship was fired at a smuggling station traffic transporter. End result was several destroyed modules and The MIN and TEL fleets in the sector blowing each other up along with stations shooting the TEL ships wandering near it. You'd think the NPC's would scan their surroundings and make sure there are no friendly stations in their line of fire when it comes to missiles and torpedo's.

Return to “X4: Foundations - Scripts and Modding”