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

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

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7ate9tin11s
Posts: 813
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by 7ate9tin11s »

darthraven wrote: Wed, 9. Jan 19, 23:12 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 wrote: Wed, 9. Jan 19, 23:23 none of this have any aiscripts so I don't know sorry :gruebel:
Thanks for checking on those Buzz, I am not familiar with several of them. That early for a crash is quite odd as well though, are you using Windows 10? Or an earlier version of Windows and the CAT/DAT files? Am I right in assuming the mods are all in the steam extentions directory and not the documents extension directory?

If everything on that front is fine, and a new game loads fine, then I'd ask for you to post a debug log to here, pastebin, or wherever that I could look through. To create a debug log you will need to start the game with a bunch of extra options like:

Code: Select all

X4.exe -showfps -debug all -logfile x4-game.log -scriptlogfile x4-script.log
If you are using steam then:
  1. Go to your steam library
  2. Right-click on X4: Foundations
  3. Left-click properties from the bottom of menu that popped up
  4. Left-click the 'SET LAUNCH OPTIONS... button, it will be near the middle of the properties window
  5. Paste the following into the box then press ok followed by close

Code: Select all

-showfps -debug all -logfile x4-game.log -scriptlogfile x4-script.log
Once you have done the above a debug file will be created when you run the game in My Documents\Egosoft\X4\<random number>\ and will be named x4-game.log and/or x4-script.log. Load your game and let me know what the debug log output is. Once that is done you can go back to those launch options and empty the box to stop doing debugging.
7ate9tin11s
Posts: 813
Joined: Fri, 11. Nov 05, 23:18
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by 7ate9tin11s »

TearsInRain wrote: Thu, 10. Jan 19, 00:03 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.
Is there somewhere you could upload that save for me? a repeatable crash with minimal other mods is wonderful for hunting down an issue :D

And please include a screenshot of your extensions menu showing what is on/off so I can replicate the setup correctly too
TearsInRain
Posts: 73
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by TearsInRain »

7ate9tin11s wrote: Thu, 10. Jan 19, 00:07
Is there somewhere you could upload that save for me? a repeatable crash with minimal other mods is wonderful for hunting down an issue :D

And please include a screenshot of your extensions menu showing what is on/off so I can replicate the setup correctly too
I'll see what i can do.. i reloaded an older save (before I added the mod) and continued on from there (no more crashes)... but I think I'll be able to reconstruct what I did fairly easily.

very interested in helping you nut this one out, because I have four wings banging away happily at build storage at the moment and it's doing my head in.
StonedMajorTom
Posts: 27
Joined: Fri, 21. Dec 18, 14:43
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by StonedMajorTom »

hi,

have you already implemented in 2.0 that your own ships should not leave the system when they are on patrol or are guarding a station?

I watched 2 s-ships who were supposed to guard my HQ (in argon prime), they followed the xenon until atiya's misfortune I. :)
(guard the station - configured in the behavior settings)

I had to start a new game because after the update to 2.0 my game was completely bugged. turrets were no longer activated and s/m ships flew directly into the center when attacking a station and did not move anymore, etc.

It is no problem for me to restart. I had completely wiped out HOP and can now tackle the things new :) I just hope that my game does not still have a problem.

please sorry for this english translation. I hope it is understandable.
darthraven
Posts: 80
Joined: Sat, 12. Apr 08, 04:48
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by darthraven »

7ate9tin11s wrote: Thu, 10. Jan 19, 00:04
darthraven wrote: Wed, 9. Jan 19, 23:12 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 wrote: Wed, 9. Jan 19, 23:23 none of this have any aiscripts so I don't know sorry :gruebel:
Thanks for checking on those Buzz, I am not familiar with several of them. That early for a crash is quite odd as well though, are you using Windows 10? Or an earlier version of Windows and the CAT/DAT files? Am I right in assuming the mods are all in the steam extentions directory and not the documents extension directory?

If everything on that front is fine, and a new game loads fine, then I'd ask for you to post a debug log to here, pastebin, or wherever that I could look through. To create a debug log you will need to start the game with a bunch of extra options like:

Code: Select all

X4.exe -showfps -debug all -logfile x4-game.log -scriptlogfile x4-script.log
If you are using steam then:
  1. Go to your steam library
  2. Right-click on X4: Foundations
  3. Left-click properties from the bottom of menu that popped up
  4. Left-click the 'SET LAUNCH OPTIONS... button, it will be near the middle of the properties window
  5. Paste the following into the box then press ok followed by close

Code: Select all

-showfps -debug all -logfile x4-game.log -scriptlogfile x4-script.log
Once you have done the above a debug file will be created when you run the game in My Documents\Egosoft\X4\<random number>\ and will be named x4-game.log and/or x4-script.log. Load your game and let me know what the debug log output is. Once that is done you can go back to those launch options and empty the box to stop doing debugging.
First of all yes I'm on Windows 7 (and steam), didn't realize different versions of windows needed different file types for mods to work, having said that all other mods I have tried have worked fine as far as I can tell.
But checking the other mods I am using at the moment all but two of them use normal xml files (like your mod), only sectorsatellites and vr.tempfix.autotraderlogic use CAT and DAT files. But the game itself loads fine when I put in the AAI mods, it's just the saved games that are not working. I would have thought the game would not even run if the mod was not compatible with my version of windows?

Anyway, in any case, how do you want me to do the debug? Should I add in all modules of AAI? or just the core? when it gets stuck on 55% how long do I leave it like that before killing the task via task manager (only way to get out of the game). Will one log be enough or should I run it a few times?

Not home at the moment, but should be back in about 3 hours so can run the debug and upload the logs from around 3 to 4 hours from now.
Buzz2005
Posts: 2294
Joined: Sat, 26. Feb 05, 01:47
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by Buzz2005 »

dont have to debug, go to nexus and download CAT archive version of AAI for windows 7
I think everything will work now
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
darthraven
Posts: 80
Joined: Sat, 12. Apr 08, 04:48
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by darthraven »

Buzz2005 wrote: Thu, 10. Jan 19, 18:51 dont have to debug, go to nexus and download CAT archive version of AAI for windows 7
I think everything will work now
Well, I didn't see that on nexus when I was downloading the mod, will look at that when I get home, but how come the other mods not using CAT or DAT are working? I find that bit confusing.
Buzz2005
Posts: 2294
Joined: Sat, 26. Feb 05, 01:47
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by Buzz2005 »

dont know why but I know that windows 7 and/or 8 have this problem that they need CAT files, and not for all mods
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
7ate9tin11s
Posts: 813
Joined: Fri, 11. Nov 05, 23:18
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by 7ate9tin11s »

darthraven wrote: Thu, 10. Jan 19, 18:42 First of all yes I'm on Windows 7 (and steam), didn't realize different versions of windows needed different file types for mods to work, having said that all other mods I have tried have worked fine as far as I can tell.
But checking the other mods I am using at the moment all but two of them use normal xml files (like your mod), only sectorsatellites and vr.tempfix.autotraderlogic use CAT and DAT files. But the game itself loads fine when I put in the AAI mods, it's just the saved games that are not working. I would have thought the game would not even run if the mod was not compatible with my version of windows?

Anyway, in any case, how do you want me to do the debug? Should I add in all modules of AAI? or just the core? when it gets stuck on 55% how long do I leave it like that before killing the task via task manager (only way to get out of the game). Will one log be enough or should I run it a few times?

Not home at the moment, but should be back in about 3 hours so can run the debug and upload the logs from around 3 to 4 hours from now.
So first, please try the CAT/DAT version as there are occasionally issues with Windows 7 when using loose files (make sure and delete the old files first!). :)

Once that is done and it still locks up, backup your save, enable at least the core (everything including the debugs would be even better!), then load the save. Once it stops loading at 55% wait 30 seconds or so and then kill the game.

Thank you!
darthraven
Posts: 80
Joined: Sat, 12. Apr 08, 04:48
x4

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

Post by darthraven »

7ate9tin11s wrote: Thu, 10. Jan 19, 19:37
darthraven wrote: Thu, 10. Jan 19, 18:42 First of all yes I'm on Windows 7 (and steam), didn't realize different versions of windows needed different file types for mods to work, having said that all other mods I have tried have worked fine as far as I can tell.
But checking the other mods I am using at the moment all but two of them use normal xml files (like your mod), only sectorsatellites and vr.tempfix.autotraderlogic use CAT and DAT files. But the game itself loads fine when I put in the AAI mods, it's just the saved games that are not working. I would have thought the game would not even run if the mod was not compatible with my version of windows?

Anyway, in any case, how do you want me to do the debug? Should I add in all modules of AAI? or just the core? when it gets stuck on 55% how long do I leave it like that before killing the task via task manager (only way to get out of the game). Will one log be enough or should I run it a few times?

Not home at the moment, but should be back in about 3 hours so can run the debug and upload the logs from around 3 to 4 hours from now.
So first, please try the CAT/DAT version as there are occasionally issues with Windows 7 when using loose files (make sure and delete the old files first!). :)

Once that is done and it still locks up, backup your save, enable at least the core (everything including the debugs would be even better!), then load the save. Once it stops loading at 55% wait 30 seconds or so and then kill the game.

Thank you!
OK downloaded the CAT/DAT version and it is working (well atleast the saved game is loading, haven't actually tried it to see the effects yet). Checking the Nexus page for the mod I just now noticed right at the bottom you do recommend the CAT/DAT version for windows 7 users but it's very easy to miss there. It might be better to include that info near the top? I'm guessing I'm not the only one just recently finding out about the CAT/DAT vs loose file for windows 7 (if it weren't for this mod not working at first I still would not know).

I'm guessing you don't need a log file anymore if this is simply a windows 7 problem, but if you still want me to get a log from the loose files version I can.

I am still wondering if you could indulge me? Why is it most of these loose file mods (with only xml files) are working but some are not? Should I always try and get a CAT/DAT version because I'm using Windows 7 or only if the loose file version doesn't work?

Thanks for any answers.
7ate9tin11s
Posts: 813
Joined: Fri, 11. Nov 05, 23:18
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by 7ate9tin11s »

darthraven wrote: Thu, 10. Jan 19, 21:47 I am still wondering if you could indulge me? Why is it most of these loose file mods (with only xml files) working but some are not? Should I always try and get a CAT/DAT version because I'm using Windows 7 or only if the loose file version doesn't work? Thanks for any answers.
So from what I have gathered, the problem only occurs with certain types of loose files, like my mods aiscripts. Of course, it is probably not all aiscripts and it could be some weird compound thing as simple as my mod using a space and a dash in the folder name.

As for which to get, I would always suggest getting a cat/dat if you are Windows 7. To prevent such unexpected issues for folks in the future I should probably switch to making the cat/dat the default as well. Now that I have script to automatically make the cat/dat files then recover the loose files so I can continue editing them it is not so much a pain for me. :D

If, in the future, there is mod file that is loose files only which looks really interesting, it is not too terrible to make your own cat/dat files too. The first step is to download the XRCatTool from the sticky at the top of this forum (viewtopic.php?f=181&t=402452). Then you can either use the graphical interface or command line to make the archive. For the command line it is just a command like (using my 'AAI - Core' as an example):

Code: Select all

XRCatTool.exe -in "AAI - Core" -out "AAI - Core\ext_01.cat" -exclude content.xml
Once that is done there will be a new 'ext_01.cat' and 'ext_01.dat' file. You can then delete everything but those two new files and the content.xml file in the folder (leaving just the 3 files) and have converted the mod from loose to cat/dat.

In case anyone is interested and wants to use something similar my full batch file which automatically packages just my released AAI mods up for posting to Nexus, then leaves just the loose files is:

Code: Select all

e:\7-Zip\7z a -spe AggressiveAI_loose.zip AAI*\
..\XRCatTool.exe -in "AAI - Core" -out "AAI - Core\ext_01.cat" -exclude content.xml
rmdir /S /Q "AAI - Core\aiscripts"
..\XRCatTool.exe -in "AAI - Debug Combat" -out "AAI - Debug Combat\ext_01.cat" -exclude content.xml
rmdir /S /Q "AAI - Debug Combat\md"
..\XRCatTool.exe -in "AAI - Debug Scripts" -out "AAI - Debug Scripts\ext_01.cat" -exclude content.xml
rmdir /S /Q "AAI - Debug Scripts\aiscripts"
..\XRCatTool.exe -in "AAI - Deployables" -out "AAI - Deployables\ext_01.cat" -exclude content.xml
rmdir /S /Q "AAI - Deployables\aiscripts"
rmdir /S /Q "AAI - Deployables\libraries"
..\XRCatTool.exe -in "AAI - Escorts" -out "AAI - Escorts\ext_01.cat" -exclude content.xml
rmdir /S /Q "AAI - Escorts\aiscripts"
..\XRCatTool.exe -in "AAI - Minesweeping" -out "AAI - Minesweeping\ext_01.cat" -exclude content.xml
rmdir /S /Q "AAI - Minesweeping\aiscripts"
..\XRCatTool.exe -in "AAI - OOS Drones" -out "AAI - OOS Drones\ext_01.cat" -exclude content.xml
rmdir /S /Q "AAI - OOS Drones\aiscripts"
..\XRCatTool.exe -in "AAI - Stations" -out "AAI - Stations\ext_01.cat" -exclude content.xml
rmdir /S /Q "AAI - Stations\aiscripts"
..\XRCatTool.exe -in "AAI - Targeting" -out "AAI - Targeting\ext_01.cat" -exclude content.xml
rmdir /S /Q "AAI - Targeting\aiscripts"
e:\7-Zip\7z a -spe AggressiveAI_cat.zip AAI*\
rmdir /S /Q "AAI - Core"
rmdir /S /Q "AAI - Debug Combat"
rmdir /S /Q "AAI - Debug Scripts"
rmdir /S /Q "AAI - Deployables"
rmdir /S /Q "AAI - Escorts"
rmdir /S /Q "AAI - Minesweeping"
rmdir /S /Q "AAI - OOS Drones"
rmdir /S /Q "AAI - Stations"
rmdir /S /Q "AAI - Targeting"
e:\7-Zip\7z x -spe AggressiveAI_loose.zip
darthraven
Posts: 80
Joined: Sat, 12. Apr 08, 04:48
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by darthraven »

7ate9tin11s wrote: Thu, 10. Jan 19, 22:01
darthraven wrote: Thu, 10. Jan 19, 21:47 I am still wondering if you could indulge me? Why is it most of these loose file mods (with only xml files) working but some are not? Should I always try and get a CAT/DAT version because I'm using Windows 7 or only if the loose file version doesn't work? Thanks for any answers.
So from what I have gathered, the problem only occurs with certain types of loose files, like my mods aiscripts. Of course, it is probably not all aiscripts and it could be some weird compound thing as simple as my mod using a space and a dash in the folder name.

As for which to get, I would always suggest getting a cat/dat if you are Windows 7. To prevent such unexpected issues for folks in the future I should probably switch to making the cat/dat the default as well. Now that I have script to automatically make the cat/dat files then recover the loose files so I can continue editing them it is not so much a pain for me. :D

If, in the future, there is mod file that is loose files only which looks really interesting, it is not too terrible to make your own cat/dat files too. The first step is to download the XRCatTool from the sticky at the top of this forum (viewtopic.php?f=181&t=402452). Then you can either use the graphical interface or command line to make the archive. For the command line it is just a command like (using my 'AAI - Core' as an example):

Code: Select all

XRCatTool.exe -in "AAI - Core" -out "AAI - Core\ext_01.cat" -exclude content.xml
Once that is done there will be a new 'ext_01.cat' and 'ext_01.dat' file. You can then delete everything but those two new files and the content.xml file in the folder (leaving just the 3 files) and have converted the mod from loose to cat/dat.

In case anyone is interested and wants to use something similar my full batch file which automatically packages just my released AAI mods up for posting to Nexus, then leaves just the loose files is:

Code: Select all

e:\7-Zip\7z a -spe AggressiveAI_loose.zip AAI*\
..\XRCatTool.exe -in "AAI - Core" -out "AAI - Core\ext_01.cat" -exclude content.xml
rmdir /S /Q "AAI - Core\aiscripts"
..\XRCatTool.exe -in "AAI - Debug Combat" -out "AAI - Debug Combat\ext_01.cat" -exclude content.xml
rmdir /S /Q "AAI - Debug Combat\md"
..\XRCatTool.exe -in "AAI - Debug Scripts" -out "AAI - Debug Scripts\ext_01.cat" -exclude content.xml
rmdir /S /Q "AAI - Debug Scripts\aiscripts"
..\XRCatTool.exe -in "AAI - Deployables" -out "AAI - Deployables\ext_01.cat" -exclude content.xml
rmdir /S /Q "AAI - Deployables\aiscripts"
rmdir /S /Q "AAI - Deployables\libraries"
..\XRCatTool.exe -in "AAI - Escorts" -out "AAI - Escorts\ext_01.cat" -exclude content.xml
rmdir /S /Q "AAI - Escorts\aiscripts"
..\XRCatTool.exe -in "AAI - Minesweeping" -out "AAI - Minesweeping\ext_01.cat" -exclude content.xml
rmdir /S /Q "AAI - Minesweeping\aiscripts"
..\XRCatTool.exe -in "AAI - OOS Drones" -out "AAI - OOS Drones\ext_01.cat" -exclude content.xml
rmdir /S /Q "AAI - OOS Drones\aiscripts"
..\XRCatTool.exe -in "AAI - Stations" -out "AAI - Stations\ext_01.cat" -exclude content.xml
rmdir /S /Q "AAI - Stations\aiscripts"
..\XRCatTool.exe -in "AAI - Targeting" -out "AAI - Targeting\ext_01.cat" -exclude content.xml
rmdir /S /Q "AAI - Targeting\aiscripts"
e:\7-Zip\7z a -spe AggressiveAI_cat.zip AAI*\
rmdir /S /Q "AAI - Core"
rmdir /S /Q "AAI - Debug Combat"
rmdir /S /Q "AAI - Debug Scripts"
rmdir /S /Q "AAI - Deployables"
rmdir /S /Q "AAI - Escorts"
rmdir /S /Q "AAI - Minesweeping"
rmdir /S /Q "AAI - OOS Drones"
rmdir /S /Q "AAI - Stations"
rmdir /S /Q "AAI - Targeting"
e:\7-Zip\7z x -spe AggressiveAI_loose.zip
Thanks a lot for the answers, and I think that XRCatTool will come in really handy, I'm bound to come across a mod I like the idea of without a cat/dat version and instead of asking for one you can just make it yourself, which is cool.
amox
Posts: 25
Joined: Sun, 16. Dec 18, 11:33
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by amox »

thank you for your mod and hard work.

While using your mod, I found 2 issues and I am not sure if you already touched those 2 commands. First is the patrol cmd with wing - it looks like the follow ships still run after enemies into next sectors and second is the protect position cmd - my behemoth left his position and went into xenon sector to hunt a station.

Well I guess that the issues are all vanilla but it would be great if your mod can improve them.
xwanderer
Posts: 58
Joined: Sat, 16. Nov 13, 08:51
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by xwanderer »

amox wrote: Fri, 11. Jan 19, 15:49 thank you for your mod and hard work.

While using your mod, I found 2 issues and I am not sure if you already touched those 2 commands. First is the patrol cmd with wing - it looks like the follow ships still run after enemies into next sectors and second is the protect position cmd - my behemoth left his position and went into xenon sector to hunt a station.

Well I guess that the issues are all vanilla but it would be great if your mod can improve them.
Some of this seems to be fixed in 1.51B
Warnoise
Posts: 675
Joined: Mon, 7. Mar 16, 23:47

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

Post by Warnoise »

So I was testing the fight behavior with this mod.

I set a Gorgon sentinel, equipped with 2 Torpedo luncher MK2 (ammunition: 80 light torpedoes and 16 heavy torpedoes), I sent it to attack a xenon k. It literally just flew towards it then stopped like 200m metres from it then stood there until it died...

I need to add tht pilot level is 2 stars
amox
Posts: 25
Joined: Sun, 16. Dec 18, 11:33
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by amox »

Warnoise wrote: Fri, 11. Jan 19, 16:47 So I was testing the fight behavior with this mod.

I set a Gorgon sentinel, equipped with 2 Torpedo luncher MK2 (ammunition: 80 light torpedoes and 16 heavy torpedoes), I sent it to attack a xenon k. It literally just flew towards it then stopped like 200m metres from it then stood there until it died...

I need to add tht pilot level is 2 stars
I had something similar ... I send 3 cerberus with tracking launcher (heavy heatseeker) to kill a xenon K and they did not fire a single missile. I was not in sector, so I can not tell if they did nothing but xenon k died. My guess only turrets attacked maybe
Warnoise
Posts: 675
Joined: Mon, 7. Mar 16, 23:47

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

Post by Warnoise »

amox wrote: Fri, 11. Jan 19, 16:58
Warnoise wrote: Fri, 11. Jan 19, 16:47 So I was testing the fight behavior with this mod.

I set a Gorgon sentinel, equipped with 2 Torpedo luncher MK2 (ammunition: 80 light torpedoes and 16 heavy torpedoes), I sent it to attack a xenon k. It literally just flew towards it then stopped like 200m metres from it then stood there until it died...

I need to add tht pilot level is 2 stars
I had something similar ... I send 3 cerberus with tracking launcher (heavy heatseeker) to kill a xenon K and they did not fire a single missile. I was not in sector, so I can not tell if they did nothing but xenon k died. My guess only turrets attacked maybe
I was in sector and it wasnt pleasant to watch. it didnt fire missiles, just flew there then stood until it died...
7ate9tin11s
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Joined: Fri, 11. Nov 05, 23:18
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by 7ate9tin11s »

amox wrote: Fri, 11. Jan 19, 16:58 I had something similar ... I send 3 cerberus with tracking launcher (heavy heatseeker) to kill a xenon K and they did not fire a single missile. I was not in sector, so I can not tell if they did nothing but xenon k died. My guess only turrets attacked maybe
Warnoise wrote: Fri, 11. Jan 19, 17:01 I was in sector and it wasnt pleasant to watch. it didnt fire missiles, just flew there then stood until it died...
-grrrr- :evil:

Medium ships have been a consistent pain and very bug prone, but it looks like this one is back for the frigates. I really miss the script properties window from the old X games so I know exactly what scripts are running on what. I will hunt this down tonight/tomorrow and should have an update out by Sunday at the least. Pretty sure I know where the problem is (The vanilla scripts do all kinds of stupid things where missiles are concerned)
StonedMajorTom
Posts: 27
Joined: Fri, 21. Dec 18, 14:43
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by StonedMajorTom »

I have a problem with aktivated A AI Core v2.0

I give the fleet the command to attack a station. ALL s/m ships fly on zero to the station and stop moving there.

without AAI core the flight behavior is normal for s/m ships.
(can someone please try to reproduce that? im not sure is it my game or realy the AAI Core.)

other question
is the mod "simple order fixes 1.1" compatible with you mod? ships are not leaving the system, with this mod. only for the defend drones is it not working until now. (think forgotten to implement)
i think you can implement this code in your mod. if its allowed. i dont know.
7ate9tin11s
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Joined: Fri, 11. Nov 05, 23:18
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Re: [Mod] Aggressive AI 2.0 - Modular AI Update

Post by 7ate9tin11s »

StonedMajorTom wrote: Fri, 11. Jan 19, 18:55 I give the fleet the command to attack a station. ALL s/m ships fly on zero to the station and stop moving there.
Nice! If it is just s/m ships then the problem is in the fight.attack.object.fighter.xml attack script only. Will be easier to find now.

As a hotfix before I get a patch out, you can delete all instances of fight.attack.object.fighter.xml from the AAI modules to revert that file to vanilla for now.

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