Destroyer AI. Relatively simple solution to one of the biggest x4 problem
Moderator: Moderators for English X Forum
-
- Posts: 9
- Joined: Mon, 15. Apr 24, 13:12
Destroyer AI. Relatively simple solution to one of the biggest x4 problem
X4 is a great game. With many great features existing and planned (looking for 8.0). But Large ship AI is notoriously bad. Many players are agree, that it is a huge problem (notorious several hundred Steam forum tread about ai agrees with me). I am not talking about ships collision, flying physics model etc. I am talking about Destroyer AI.
-
Problem: It seems that Destroyer AI is over-tuned. AI tries to choose optimal attack position, go there and attack from it. Plus different skill levels may reduce chosen ai attack range. This over-tuned AI works great only with K and I. But destroyers are not fast ships. All they do is getting obliterated by graviton turrets of K or by the player if he fights non Xenon factions.
Solution. Add "Stupid AI" mode. No need to complex strategy,
If enemy L+ ship is in range -> stop -> turn with main battery face front -> shoot from max range.
If S or M ship -> ignore, that is work for turrets, not main guns.
If you wanna make smart engage distance calculation, use turrets with "capital only" or "capital first" modes.
P.s. And please, fix OOS main guns DPS. Is is surprisingly low compare to IS.
-
Problem: It seems that Destroyer AI is over-tuned. AI tries to choose optimal attack position, go there and attack from it. Plus different skill levels may reduce chosen ai attack range. This over-tuned AI works great only with K and I. But destroyers are not fast ships. All they do is getting obliterated by graviton turrets of K or by the player if he fights non Xenon factions.
Solution. Add "Stupid AI" mode. No need to complex strategy,
If enemy L+ ship is in range -> stop -> turn with main battery face front -> shoot from max range.
If S or M ship -> ignore, that is work for turrets, not main guns.
If you wanna make smart engage distance calculation, use turrets with "capital only" or "capital first" modes.
P.s. And please, fix OOS main guns DPS. Is is surprisingly low compare to IS.
-
- Posts: 1578
- Joined: Sat, 15. May 21, 03:45
Re: Destroyer AI. Relatively simple solution to one of the biggest x4 problem
Due to some unknown limitation, the AI can’t obtain the real-time position of its enemies. So, the “dumb” AI you’re describing is already far too advanced for X4’s engine.lllaxmatist wrote: ↑Mon, 28. Jul 25, 18:49 If enemy L+ ship is in range -> stop -> turn with main battery face front -> shoot from max range.
-
- Posts: 9
- Joined: Mon, 15. Apr 24, 13:12
Re: Destroyer AI. Relatively simple solution to one of the biggest x4 problem
Is can update position surely, maybe not realtime. Look closely at K. It's AI always tries to position your ship under it's belly, so additional turrets may work.
-
- Posts: 1578
- Joined: Sat, 15. May 21, 03:45
Re: Destroyer AI. Relatively simple solution to one of the biggest x4 problem
If it can’t get real-time position data, it simply can’t aim accurately. If you’ve tried the Maingun fix mod, you’ve likely noticed the improvement it brings. One key adjustment it makes is reducing the position update interval to 0.5 seconds—the engine’s upper limit. But honestly, that’s still far too slow; imagine trying to play an FPS with a 500 ms delay.lllaxmatist wrote: ↑Mon, 28. Jul 25, 19:07 Is can update position surely, maybe not realtime. Look closely at K. It's AI always tries to position your ship under it's belly, so additional turrets may work.
-
- Posts: 3515
- Joined: Sat, 12. Jun 10, 04:43
Re: Destroyer AI. Relatively simple solution to one of the biggest x4 problem
I can see why it doesn't update in real time per ship. But I wonder what the performance impact would be if they only update it in real time for a fleet AI, which then issues orders to the fleet. After all, the game is clearly already tracking the ships in real time, because it's a real time game after all, so I assume the issue is the many ships querying for that real time info.
-
- Posts: 1578
- Joined: Sat, 15. May 21, 03:45
Re: Destroyer AI. Relatively simple solution to one of the biggest x4 problem
Physics, graphics, AI, maps, they are probably running in different time frames, and sync with each other with certain time intervals. It is probably too late to change any of these.Raptor34 wrote: ↑Mon, 28. Jul 25, 20:21 I can see why it doesn't update in real time per ship. But I wonder what the performance impact would be if they only update it in real time for a fleet AI, which then issues orders to the fleet. After all, the game is clearly already tracking the ships in real time, because it's a real time game after all, so I assume the issue is the many ships querying for that real time info.
In X5, Egosoft should seriously consider separating low-attention AI processing and high-attention AI processing. Many NPC traders sit on 30-minute hold orders that nobody cares about, while the 10-second delay on capital ships generates a huge number of complaints.
-
- Posts: 2
- Joined: Wed, 16. Jul 25, 14:00
Re: Destroyer AI. Relatively simple solution to one of the biggest x4 problem
Godamit... I'm quiting, can't believe I wasted so many hours on this game... if I knew this I would quit early....flywlyx wrote: ↑Mon, 28. Jul 25, 18:57Due to some unknown limitation, the AI can’t obtain the real-time position of its enemies. So, the “dumb” AI you’re describing is already far too advanced for X4’s engine.lllaxmatist wrote: ↑Mon, 28. Jul 25, 18:49 If enemy L+ ship is in range -> stop -> turn with main battery face front -> shoot from max range.
-
- EGOSOFT
- Posts: 54265
- Joined: Tue, 29. Apr 03, 00:56
Re: Destroyer AI. Relatively simple solution to one of the biggest x4 problem
A wildly inaccurate claim posted by another player is probably not the best basis for quitting the game!
-
- Posts: 6676
- Joined: Mon, 5. May 08, 00:05
Re: Destroyer AI. Relatively simple solution to one of the biggest x4 problem
Apparently this is based on this post of one of the Egosoft devs. (link was posted in an ai related topic @Steam)

Spoiler
Show
BurnIt: Boron and leaks don't go well together...
Königinnenreich von Boron: Sprich mit deinem Flossenführer
Nila Ti: Folgt mir, ihr Kavalkade von neugierigen Kreaturen!
Tammancktall: Es ist eine Ehre für sie mich kennenzulernen...
CBJ: Thanks for the savegame. We will add it to our "crazy saves" collection [..]
Feature request: paint jobs on custom starts
Königinnenreich von Boron: Sprich mit deinem Flossenführer
Nila Ti: Folgt mir, ihr Kavalkade von neugierigen Kreaturen!
Tammancktall: Es ist eine Ehre für sie mich kennenzulernen...
CBJ: Thanks for the savegame. We will add it to our "crazy saves" collection [..]

-
- EGOSOFT
- Posts: 54265
- Joined: Tue, 29. Apr 03, 00:56
Re: Destroyer AI. Relatively simple solution to one of the biggest x4 problem
If so, then that is a gross misinterpretation of what the developer actually said.
-
- Posts: 1578
- Joined: Sat, 15. May 21, 03:45
Re: Destroyer AI. Relatively simple solution to one of the biggest x4 problem
You might want to try the main gun fix mod first — many players are already happy with the results. Plus, low-attention combat is far less affected by this kind of issue.
What’s the developers’ perspective on the firing position update intervals? Just to avoid any misunderstanding, I’m specifically referring to
the X4 FAQ describe it as:move.attack.object.capital
This test also clearly shows that the Ody E isn’t moving continuously — it frequently pauses, while its target keeps moving without interruption.1c. Once the ship is in firing position, it will remain there until it re-evaluates the firing position after a period of time. This time depends on the size and speed of the target. For capital ships with no boost available this time is a random value between 30 and 90 seconds, otherwise it is based on the size and speed of the ship with possible values ranging between 1 and 15 seconds.
-
- Posts: 9144
- Joined: Thu, 12. Oct 06, 17:19
Re: Destroyer AI. Relatively simple solution to one of the biggest x4 problem
The only problem I ever had with destroyers (and Asgard, Erlking) is that AI constantly act, like it can't decide if it's want to focus on using the main guns or main turrets, changing it's mind every 10-15 seconds and going suboptimal on both.
It's irritating to try to go through waypoint gymnastics, loops and hoops in order for AI to simply "point your f*cking nose at the target and FIRE".
I really, really, REALLY wish we could have manual setting that we could simply tick to tell ships: "always point your nose on target unless main guns are destroyed".
...I'd even just got with "always point your node at target no matter what" (since it's rare for DD and BB to loose their main guns).
It's irritating to try to go through waypoint gymnastics, loops and hoops in order for AI to simply "point your f*cking nose at the target and FIRE".
I really, really, REALLY wish we could have manual setting that we could simply tick to tell ships: "always point your nose on target unless main guns are destroyed".
...I'd even just got with "always point your node at target no matter what" (since it's rare for DD and BB to loose their main guns).
Last edited by mr.WHO on Wed, 30. Jul 25, 13:49, edited 2 times in total.
-
- Posts: 9
- Joined: Mon, 15. Apr 24, 13:12
Re: Destroyer AI. Relatively simple solution to one of the biggest x4 problem
I have looked and tried main gun fix mod. If is a huge improvement.
With it destroyers evolve from "joke floating in sector" to "usable combat vessel".
But there is a big problem: "modded" status.
For people who play game with many starts is in no big issue, but for me who play in one main save (from 4.0) setting it to modded means i will be locked from future stuff(achievements, online elements) or will lose progression if have decided to continue unmodded backup.
Man gun fix is imperfect, but compared to vanilla it is a huge difference.
I think, that it is really big issue, if some game content (ai destroyers) is not working out of the box and requires mod to access it.
For me personally issue is so huge, that i will easily trade all of 8.0 diplomacy and other new stuff for in-house destroyer fix.
With it destroyers evolve from "joke floating in sector" to "usable combat vessel".
But there is a big problem: "modded" status.
For people who play game with many starts is in no big issue, but for me who play in one main save (from 4.0) setting it to modded means i will be locked from future stuff(achievements, online elements) or will lose progression if have decided to continue unmodded backup.
Man gun fix is imperfect, but compared to vanilla it is a huge difference.
I think, that it is really big issue, if some game content (ai destroyers) is not working out of the box and requires mod to access it.
For me personally issue is so huge, that i will easily trade all of 8.0 diplomacy and other new stuff for in-house destroyer fix.
-
- Posts: 6676
- Joined: Mon, 5. May 08, 00:05
Re: Destroyer AI. Relatively simple solution to one of the biggest x4 problem
I agree! Even as a signed mod would this would be a godsendlllaxmatist wrote: ↑Wed, 30. Jul 25, 13:49 Man gun fix is imperfect, but compared to vanilla it is a huge difference.
I think, that it is really big issue, if some game content (ai destroyers) is not working out of the box and requires mod to access it.
For me personally issue is so huge, that i will easily trade all of 8.0 diplomacy and other new stuff for in-house destroyer fix.


Spoiler
Show
BurnIt: Boron and leaks don't go well together...
Königinnenreich von Boron: Sprich mit deinem Flossenführer
Nila Ti: Folgt mir, ihr Kavalkade von neugierigen Kreaturen!
Tammancktall: Es ist eine Ehre für sie mich kennenzulernen...
CBJ: Thanks for the savegame. We will add it to our "crazy saves" collection [..]
Feature request: paint jobs on custom starts
Königinnenreich von Boron: Sprich mit deinem Flossenführer
Nila Ti: Folgt mir, ihr Kavalkade von neugierigen Kreaturen!
Tammancktall: Es ist eine Ehre für sie mich kennenzulernen...
CBJ: Thanks for the savegame. We will add it to our "crazy saves" collection [..]
