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

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7ate9tin11s
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Re: [Mod] Aggressive AI 1.3

Post by 7ate9tin11s »

balogt wrote: Wed, 2. Jan 19, 08:21 though this isn't the result of your mod, my xenon M and N ships don't shoot at all. even if I stand still they don't attack me. everything else goes into pew pew mode if I agro them and other xenon attack me, just not those 2 ships. any ideas?
They likely have no guns, the vanilla job spawns can do that and with no weapons Xenon ships pretty much give up living. I believe FOCW 1.7 has changes in place to ensure Xenon (and other races) actually have items all the time.
morbideth
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Re: [Mod] Aggressive AI 1.3

Post by morbideth »

7ate9tin11s wrote: Tue, 1. Jan 19, 20:46 The nice part about the vanilla system is that it is very low overhead resource-wise. Like the prior answer, this is doable, but doing it for everyone in the universe may have bad consequences. Perhaps a middle ground where the target location is re-evaluated every so often? I could probably work in some omniscience where they instead go to the destination of the target (if known)...I will think on it.
You might want to look into proportional navigation. It's what missiles use for guidance and is very resource friendly, developed in the 50s I think. Though it does make some assumptions about the relative acceleration of the pursuer being 3x that of the target, it is for missiles after all.

Heres a link: https://www.moddb.com/mods/wicmw/featur ... principles (The video at the bottom has a very good explanation)
yafeshan
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Re: [Mod] Aggressive AI 1.3

Post by yafeshan »

Would you consider dividing your mod into parts. Whole installation may break my save but some of the features i really like to have, especially fleet behavior fix.
balogt
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Re: [Mod] Aggressive AI 1.3

Post by balogt »

I did ensire they had guns however a fella did tell me thete is a bug where m and n ships dont attack people in certain sectors for some odd reason. My testing was in a xenon sector. So i wl see if i can spawn a couple in othet sectors to see if they try to shoot me
7ate9tin11s
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Re: [Mod] Aggressive AI 1.4

Post by 7ate9tin11s »

New version release, found the cause of slowdowns when reducing escort distance (Had to match distances in multiple other files and places to prevent loops). Also tuned up the targeting routines to prefer the escorted objects target, when possible, and to take account of many more variables.

Version 1.4
  • Improved escort/patrol behavior to allow for closer escort groups and shared targetting.
  • Targetting priorities improved to account for ship purposes, loadouts, and sizes.
  • Less deployables on big ships so capping is not so much of a pain.
  • Found and fixed yet another instance that could cause targeting of invulnerable objects.
Invasion
Posts: 212
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Re: [Mod] Aggressive AI 1.4

Post by Invasion »

Great mod! Been using it but this time I'm hesitant about 1.4 because;
Less deployables on big ships so capping is not so much of a pain.
Could you have that change reversed out when using the optional file? Maybe make a no-npc-deployables version of the mod that doesn't modify ships because it doesn't need to.
Fully understand that its your mod and you don't have to make anyone happy. Although if its not limited in scope for the areas of modification, could easily end up in conflicts with other mods.
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7ate9tin11s
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Re: [Mod] Aggressive AI 1.4

Post by 7ate9tin11s »

Invasion wrote: Thu, 3. Jan 19, 04:20 Could you have that change reversed out when using the optional file? Maybe make a no-npc-deployables version of the mod that doesn't modify ships because it doesn't need to.
Fully understand that its your mod and you don't have to make anyone happy. Although if its not limited in scope for the areas of modification, could easily end up in conflicts with other mods.
It is more because there is a known bug that a ship with deployed lasertowers out will occasionally cause the game to crash in phase 2 of boarding for some reason. However, it is very very easy to alter deployables:
  • To go back to vanilla deployables (lots everywhere!), just delete the 'libraries' folder in the mod. Ships will start using default deployable loadouts again.
  • Slightly more complex is to edit the loadoutrules.xml file in the libraries subfolder to fit your vision. What you will want to change is the 'weight' numbers (keep them from 1 to 100). The only tricky one is the bottom section (category="") which is the chance of leaving empty space, if you reduce that weight number then there will be more of any other weighted thing. As an example, if you wanted just double deployables on ships in general then you would reduce the bottom section weights by half.
I plan to restore numbers and variety to deployables when I hear that bug is fixed, which is apparently happening next update: viewtopic.php?f=180&t=409853&start=60
Invasion
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Re: [Mod] Aggressive AI 1.4

Post by Invasion »

I see, so it was more of a ship boarding workaround. If I were to delete the libraries folder, will ships still use deployables? I wish for them to have vanilla behavior for deployables. I don't do any boarding in my game.
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7ate9tin11s
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Re: [Mod] Aggressive AI 1.4

Post by 7ate9tin11s »

Invasion wrote: Thu, 3. Jan 19, 07:10 I see, so it was more of a ship boarding workaround. If I were to delete the libraries folder, will ships still use deployables? I wish for them to have vanilla behavior for deployables. I don't do any boarding in my game.
Yes, that would bring them back to vanilla. Note that only new created ships would get equipped like that, existing ones would remain as they are until destroyed/recycled...thus it is time to purge and destroy the universe to make the changes stick, right? :twisted: :roll:
unit757
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Re: [Mod] Aggressive AI 1.4

Post by unit757 »

I'm still seeing AI attacking build storage after installing the latest version of the mod. Xenon M's are the ones doing it. Also my defensive stations aren't preemptively attacking xenon and Kha'ak ships that are in range until the ship hits the station. I know the mod is activated as I've seen stations spit out defense drones OOS. Mod is installed in main game directory.
Chamidorix
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Re: [Mod] Aggressive AI 1.4

Post by Chamidorix »

Hello, is there any way currently to restore the carrier teleport functionality present in previous versions of the mod? You said you intended to move it to a separate mod, but to my knowledge you removed it from Aggressive AI and haven't made anything else.

Honestly this is(was) the most important change of the mod for me, since carriers have always been my favorite ship class and without the teleport fix they really are just completely useless with the asinine docking speed.

Thanks!
7ate9tin11s
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Re: [Mod] Aggressive AI 1.4

Post by 7ate9tin11s »

unit757 wrote: Thu, 3. Jan 19, 18:59 I'm still seeing AI attacking build storage after installing the latest version of the mod. Xenon M's are the ones doing it. Also my defensive stations aren't preemptively attacking xenon and Kha'ak ships that are in range until the ship hits the station. I know the mod is activated as I've seen stations spit out defense drones OOS. Mod is installed in main game directory.
:rant: ...grrr...thanks for letting me know. Will continue to hunt this down.

Was this a new game? If it was an existing game they may have already queued the storage as a target.
7ate9tin11s
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Re: [Mod] Aggressive AI 1.4

Post by 7ate9tin11s »

Chamidorix wrote: Thu, 3. Jan 19, 19:00 Hello, is there any way currently to restore the carrier teleport functionality present in previous versions of the mod? You said you intended to move it to a separate mod, but to my knowledge you removed it from Aggressive AI and haven't made anything else.

Honestly this is(was) the most important change of the mod for me, since carriers have always been my favorite ship class and without the teleport fix they really are just completely useless with the asinine docking speed.

Thanks!
Whoops! Give me a few minutes and I will put it up as an optional download. It should work with or without the AI changes too :)

Ok, up in optional files: https://www.nexusmods.com/x4foundations ... ?tab=files
Invasion
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Re: [Mod] Aggressive AI 1.4

Post by Invasion »

unit757 wrote: Thu, 3. Jan 19, 18:59 I'm still seeing AI attacking build storage after installing the latest version of the mod. Xenon M's are the ones doing it. Also my defensive stations aren't preemptively attacking xenon and Kha'ak ships that are in range until the ship hits the station. I know the mod is activated as I've seen stations spit out defense drones OOS. Mod is installed in main game directory.
Have not observed my ships attacking build storage. Although I am seeing PAR sending swarms of station defense drones on a ride around the highway LOL
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7ate9tin11s
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Re: [Mod] Aggressive AI 1.4

Post by 7ate9tin11s »

Invasion wrote: Thu, 3. Jan 19, 19:30 Have not observed my ships attacking build storage. Although I am seeing PAR sending swarms of station defense drones on a ride around the highway LOL
Joyriders! I'll have to disable highway use for drones, does not make sense for them to use it anyways :P
unit757
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Re: [Mod] Aggressive AI 1.4

Post by unit757 »

Invasion wrote: Thu, 3. Jan 19, 19:30
unit757 wrote: Thu, 3. Jan 19, 18:59 I'm still seeing AI attacking build storage after installing the latest version of the mod. Xenon M's are the ones doing it. Also my defensive stations aren't preemptively attacking xenon and Kha'ak ships that are in range until the ship hits the station. I know the mod is activated as I've seen stations spit out defense drones OOS. Mod is installed in main game directory.
Have not observed my ships attacking build storage. Although I am seeing PAR sending swarms of station defense drones on a ride around the highway LOL
My ships aren't although I have never had that issue. It's Xenon M's I am seeing attacking build storages for my stations.
Scoob
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Re: [Mod] Aggressive AI 1.4

Post by Scoob »

Hi,

I updated from 1.3 to 1.4 this evening and loaded my game and saw an instant massive FPS drop as soon as my ships engage an enemy.

My saved game was at a point where I had my small fleet defending an area, so they'd engage any Xenon coming through the gate there. I had no such slow-down under 1.3, but 1.4 is a bit of a show-stopper sadly.

Basically, my FPS with fleet patrolling but NO enemies near = a vSync'd 60fps. As soon as a single Xenon flies through the gate into the sector I'm at 6fps.

When the enemy is destroyed, my FPS slowly recovers about 2fps every second or so, until it's back up to 60. Darn weird!

Edit: after the first Xenon incursion since updating to 1.4, things appear to have settled down. Perhaps it was something refreshing in the script data on ships in the sector. Regardless, a later Xenon incursion saw my fps remain stable. Panic over! lol.

Any ideas?

Scoob.
Last edited by Scoob on Fri, 4. Jan 19, 18:19, edited 1 time in total.
cole2839
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Re: [Mod] Aggressive AI 1.4

Post by cole2839 »

Invasion wrote: Thu, 3. Jan 19, 19:30
unit757 wrote: Thu, 3. Jan 19, 18:59 I'm still seeing AI attacking build storage after installing the latest version of the mod. Xenon M's are the ones doing it. Also my defensive stations aren't preemptively attacking xenon and Kha'ak ships that are in range until the ship hits the station. I know the mod is activated as I've seen stations spit out defense drones OOS. Mod is installed in main game directory.
Have not observed my ships attacking build storage. Although I am seeing PAR sending swarms of station defense drones on a ride around the highway LOL
Ships still attack build storage with version 1.4. There must be somewhere else in the script that causes orders to attack the build storage that are not covered in the mod.
cole2839
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Re: [Mod] Aggressive AI 1.4

Post by cole2839 »

7ate9tin11s wrote: Thu, 3. Jan 19, 19:23
Chamidorix wrote: Thu, 3. Jan 19, 19:00 Hello, is there any way currently to restore the carrier teleport functionality present in previous versions of the mod? You said you intended to move it to a separate mod, but to my knowledge you removed it from Aggressive AI and haven't made anything else.

Honestly this is(was) the most important change of the mod for me, since carriers have always been my favorite ship class and without the teleport fix they really are just completely useless with the asinine docking speed.

Thanks!
Whoops! Give me a few minutes and I will put it up as an optional download. It should work with or without the AI changes too :)

Ok, up in optional files: https://www.nexusmods.com/x4foundations ... ?tab=files
You should definitely make this a separate mod. Tons of people will be interested in just this change.
tommygunner1990
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Joined: Sat, 5. Jan 19, 01:18
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Re: [Mod] Aggressive AI 1.4

Post by tommygunner1990 »

doesnt work for me, gets stuck on loadding screen when starting a new game or loading a previous save. gets stuck on 68%

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