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

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7ate9tin11s
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by 7ate9tin11s »

Requiemfang wrote: Wed, 9. Jan 19, 06:03 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.
:rofl: ...I've updated several patrol behaviors in this update that could help with this, but this is ultimately a vanilla issue. If I 'fixed' it, then many of the NPC patrols would not work quite right anymore.

I wonder if someone could create a news ticker/alert mod that notices weird things like that and reports on them to players. :lol:
Requiemfang
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by Requiemfang »

7ate9tin11s wrote: Wed, 9. Jan 19, 06:08

:rofl: ...I've updated several patrol behaviors in this update that could help with this, but this is ultimately a vanilla issue. If I 'fixed' it, then many of the NPC patrols would not work quite right anymore.

I wonder if someone could create a news ticker/alert mod that notices weird things like that and reports on them to players. :lol:
lol thought you'd get some amusement out of that post :lol:

I would totally love to see a live feed news thing, maybe an improvement of the X3TC news mod.
Warnoise
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by Warnoise »

Is there a possibility to make fighters focus on surface elements when fighting capital ships? Also is it possible to make fighters launch missiles 2~3 times before they get in-range and destroy modules? (little bit similar to Xrebirth behavior) Because know even when i set a missile frigate (Gorgon with MK2 torpedoes) it just gets within 1km from enemy capital ship and dies...
7ate9tin11s
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by 7ate9tin11s »

Warnoise wrote: Wed, 9. Jan 19, 07:12 Is there a possibility to make fighters focus on surface elements when fighting capital ships?
They try and do this even in vanilla, though it is very dependent on pilot skills. With the AAI core and targeting module enabled they are even more focused on wiping out surface elements on capships and stations (Especially if they only have missiles!). Note that Medium ships that are not equipped with main missiles focus on fighters over larger targets though.
Warnoise wrote: Wed, 9. Jan 19, 07:12 Also is it possible to make fighters launch missiles 2~3 times before they get in-range and destroy modules?
While they will use missiles on approach more often now, they will not hang back for multiple salvos unless they only have missiles equipped. If they have mixed weapons it is assumed that they should be using all of t hem.
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alexalsp
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by alexalsp »

You can tell which of these 6 folders to use.? Can these packs be used all together or are there any restrictions?

Core
Deployables
Escort
Oos drones
Dangerous Stations
Smarter target

Now the confusion will begin.
g_BonE
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by g_BonE »

After enabling "debug scripts" it seems like it stays on in a saved game - even after disabling it again (or even deleting the folder). Logfile gets spammed like You mentioned - and pretty good too. It might gave something to do that the content of the variable "$debugchance" gets saved with the game?
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Invasion
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by Invasion »

alexalsp wrote: Wed, 9. Jan 19, 10:03 You can tell which of these 6 folders to use.? Can these packs be used all together or are there any restrictions?

Core
Deployables
Escort
Oos drones
Dangerous Stations
Smarter target

Now the confusion will begin.
He has split his mod into multiple mods (but you download them all at once)
This way you can choose to use only the changes that you want. Previously you had to accept everything the mod changes in order to use it.
Refer to the updated first post to know what each mod does.
For example if you are not going to do any testing or logging of scripts, you leave out the mods 'Debug Combat' and 'Debug Scripts'
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7ate9tin11s
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by 7ate9tin11s »

g_BonE wrote: Wed, 9. Jan 19, 11:50 After enabling "debug scripts" it seems like it stays on in a saved game - even after disabling it again (or even deleting the folder). Logfile gets spammed like You mentioned - and pretty good too. It might gave something to do that the content of the variable "$debugchance" gets saved with the game?
Yeah, it is stuck in debug mode for any ships that entered combat while in view, the only way to disable it is to edit the script debug files and set all the 100's to 0's then run your anti-debug mod :mrgreen:

Perhaps I should include that too? :gruebel:
7ate9tin11s
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by 7ate9tin11s »

alexalsp wrote: Wed, 9. Jan 19, 10:03 You can tell which of these 6 folders to use.? Can these packs be used all together or are there any restrictions?

Core
Deployables
Escort
Oos drones
Dangerous Stations
Smarter target

Now the confusion will begin.
There are no restrictions between modules, except that they rely on changes made in core, and the easiest way to manage is to install them all then turn them on and off through the 'Extensions' menu in game. That way you see a description of what they do and can choose between them. Added this to the FAQ as it is a good question :)
swatti
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Re: [Mod] Aggressive AI 1.5

Post by swatti »

7ate9tin11s wrote: Mon, 7. Jan 19, 19:12
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:
Soooo... What does that mean?

"Can it be modded" so the turrets go aggro? To be honest i dont really see a need for them to NOT go all out. At the moment, considoring where the game is at, i dont think anyone would mind if the were permanently on aggro-mode.
7ate9tin11s
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Re: [Mod] Aggressive AI 1.5

Post by 7ate9tin11s »

swatti wrote: Wed, 9. Jan 19, 17:58 "Can it be modded" so the turrets go aggro? To be honest i dont really see a need for them to NOT go all out. At the moment, considoring where the game is at, i dont think anyone would mind if the were permanently on aggro-mode.
Tossed it up as an optional file module on the Nexus, not heavily tested but should do what you want. Note that the change is permanent for affected stations!
swatti
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by swatti »

Tested: no worky.

Xenon ships just fly right past my station.
7ate9tin11s
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by 7ate9tin11s »

swatti wrote: Wed, 9. Jan 19, 20:34 Tested: no worky.

Xenon ships just fly right past my station.
It will take a while to take effect, the station has to restart the scripts. May have time to take a further look at it later though
swatti
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by swatti »

Couple hours in, no change. Couple drones do pop up every time an enemy comes close...
darthraven
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by darthraven »

Just tried installing this a few minutes ago, my saved games would not load past 55%, turned off all but the core but the same effect. Only once all AAI extensions were turned off did my saved games load. Does it only work with new games?
Buzz2005
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by Buzz2005 »

no it works with old saves, what other mods you have installed?
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
7ate9tin11s
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by 7ate9tin11s »

darthraven wrote: Wed, 9. Jan 19, 22:44 Just tried installing this a few minutes ago, my saved games would not load past 55%, turned off all but the core but the same effect. Only once all AAI extensions were turned off did my saved games load. Does it only work with new games?
Hmmm, it should not have any dangerous effect on the universe that would cause a crash. Which other mods are in use? There could be a conflict if they are altering fight scripts as well (as of 2.0 I do not override all other fight script changes).
darthraven
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by darthraven »

Buzz2005 wrote: Wed, 9. Jan 19, 22:56 no it works with old saves, what other mods you have installed?
Well are the folder names in extensions;

BetterScanColors
sectorsatellites
TradeStationSink
vr.tempfix.autotraderlogic (Auto Trader Adjustment)
CollectInvWares
vxLegalInventory

Any known conflicts? The OP mentioned possible AI overhaul type mods might be a problem but I don't use any such mods.
Buzz2005
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by Buzz2005 »

none of this have any aiscripts so I don't know sorry :gruebel:
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
TearsInRain
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by TearsInRain »

I downloaded this mod last night and loved the idea and what it appeared to do.. however it crashed my game (repeatedly at the same point) when I tried a mass attack (in sector) on a heavily armed HAT station..

I reloaded the save and tried the attack again three times and each time resulted in a hard crash. Not sure what to do or where to go to help with debug issues.

the only other mods I run are TaterTrader 3 and the station wares fix mod.

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