[mods] kuertee's (RPG, QOL, UI): 27 Oct 2024: 7.x updates

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marlowe221
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 9 Mar: UIX 4.2.x and 5.0 RC 3: for Mycu's new Custom Tabs mod

Post by marlowe221 »

Edit - Please disregard, I figured it out! For anyone else with a similar issue, the stations will use the little gold man icon on the map just like stations with vanilla faction representatives. That should help narrow it down, especially if you see a gold man icon on station that wouldn't ordinarily have one!

I have question and could use a little help with the Reputations and Professions mod.

I see in my reputations screen that I am eligible to join the Courier's guild. But I have never seen any of their missions on offer in any part of the map I have explored so far (roughly 20 sectors at this point). I have no idea what station I can go to in order to join this guild....

Does it spawn in a particular place? Is there anywhere I can go and be guaranteed to find the courier's guild? Oddly enough, the courier-type missions are some of my favorite missions in X4 so I would really like to get access to some expanded missions of this style!

Thanks!
kuertee
EGOSOFT
EGOSOFT
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 9 Mar: UIX 4.2.x and 5.0 RC 3: for Mycu's new Custom Tabs mod

Post by kuertee »

kmunoz wrote: Mon, 14. Mar 22, 22:29Kuertee, is it possible to transfer rep/prof and social standing data from one save to another? I'm planning to do a custom start to recover from a softlock on my previous game (stuck at a Split story incoming message), which is straightforward enough but it would mean losing the data from those two mods. At one point I remember seeing that there's a save/load option for the data in rep/prof but I wasn't sure if that was transferrable across saves, or if there's a similar feature (or need for one) with the social standing mod.
Yes, that's been suggested before and I did think of it when I first built SSaC. But because the data is derived from the physical locations of your stations, I decided not to build an export/import feature in SSaC. I'll have a look at the code and see if there's not much work making the data stick without stations (that won't exist in the new game you're importing from).




marlowe221 wrote: Tue, 15. Mar 22, 16:34Edit - Please disregard, I figured it out! For anyone else with a similar issue, the stations will use the little gold man icon on the map just like stations with vanilla faction representatives. That should help narrow it down, especially if you see a gold man icon on station that wouldn't ordinarily have one!...Thanks!
Cool, that you found them. I had to recheck the read-me because i thought maybe i didn't explain how to get the guild missions. From the read-me:
Guild Network and missions: Up to three guild offices may be located in a station. When in the vicinity of a station with guild offices, the Guild Network becomes available. Connect to the Guild Network from the Bulletin Board System. When connected, guild missions will be offered. These missions are more varied and more galaxy-spanning than normal Generic Missions. Because guild members are subscribed to their guild's network, mission offers from their guild are directly available in the Bulletin Board System anywhere in the galaxy, without the need to connect to the Guild Network.
kmunoz
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 9 Mar: UIX 4.2.x and 5.0 RC 3: for Mycu's new Custom Tabs mod

Post by kmunoz »

kuertee wrote: Wed, 16. Mar 22, 02:38
kmunoz wrote: Mon, 14. Mar 22, 22:29Kuertee, is it possible to transfer rep/prof and social standing data from one save to another? I'm planning to do a custom start to recover from a softlock on my previous game (stuck at a Split story incoming message), which is straightforward enough but it would mean losing the data from those two mods. At one point I remember seeing that there's a save/load option for the data in rep/prof but I wasn't sure if that was transferrable across saves, or if there's a similar feature (or need for one) with the social standing mod.
Yes, that's been suggested before and I did think of it when I first built SSaC. But because the data is derived from the physical locations of your stations, I decided not to build an export/import feature in SSaC. I'll have a look at the code and see if there's not much work making the data stick without stations (that won't exist in the new game you're importing from).
Yeah, that makes sense. SSaC isn't too hard to build back up from, anyway. Does the reputations mod load/save work the way I think it does? Would I be able to essentially transfer the data from one save to another?
Let's Play Poorly! - Suboptimal X4 Playthroughs
kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 17 Mar: New mod: Attack AI tweaks. Updates: UIX, Emergenet missions.

Post by kuertee »

kmunoz wrote: Wed, 16. Mar 22, 17:14... Does the reputations mod load/save work the way I think it does? Would I be able to essentially transfer the data from one save to another? ...
Yup. That was my intended use for it and tested it as such.





snipped the rest 'coz its just an announcement of my updates - which i have more of in the next post.
Spoiler
Show
New mod, 17 Mar 2022
Attack AI tweaks v5.0.001: https://www.nexusmods.com/x4foundations/mods/839
  • All ships avoid high-risk enemies.
  • L and XL ships inch forward against high-risk targets.
  • L and XL ships withdraw from high-risk targets when their shields fall below 90%.
videos: youtube youtube



Updates, 17 Mar 2022
UI Extensions and HUD 5.0.001: https://www.nexusmods.com/x4foundations/mods/552
-Bug-fix: I missed adding the Reactive Docking support into the previous 5.0.x betas.

Emergent missionsv5.0.001: https://www.nexusmods.com/x4foundations/mods/780
-Bug-fix: Data of ships that's been removed by the game was removed from your damaged and kills log - preventing you from receiving rewards for them. Note that this occured when you do not claim the reward for a long time after the your kills. In this version, the log is kept intact regardless of how long you leave the mission open.
-Bug-fix: Raid/patrol missions: When the lead ship that you're supporting is destroyed, the mission continues.
-Bug-fix: Raid/patrol missions: When the faction goal AI cancels their own mission, your mission continues. Also, the mission NPC doesn't get removed.
kuertee
EGOSOFT
EGOSOFT
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 18 Mar: New mod: Attack AI tweaks. Updates: 9x mods

Post by kuertee »

New mod, 17 Mar 2022
Attack AI tweaks v5.0.001: https://www.nexusmods.com/x4foundations/mods/839
  • All ships avoid high-risk enemies.
  • L and XL ships inch forward against high-risk targets.
  • L and XL ships withdraw from high-risk targets when their shields fall below 90%.
videos: youtube youtube



Updates, 18 Mar 2022
9 mods: UI Extensions, Alternatives to death, Emergent missions, Reputations and Professions, Social Standings and Citizenships, Crime has consequences, NPC Reactions, Modification Parts Trader, Loot Mining
Spoiler
Show
UI Extensions and HUD v5.0.001: https://www.nexusmods.com/x4foundations/mods/552
-Bug-fix: I missed adding the Reactive Docking support into the previous 5.0.x betas.

Alternatives to death v5.0.001: https://www.nexusmods.com/x4foundations/mods/551
-New feature: More reactive HUD. High and increasing (or decreasing) damage per second (DPS) will be show on the HUD next to the countdown.
-New feature: Less destructive clones: Clones retain their relationships. In previous versions, new clones reset their relationships. Note that clones also retain Reputations (from my other mod, Reputations and Professions) and Social Standings (from my other mod, Social Standings and Citizenships). You can disable this in the Extensions Options.
-New feature: Clones are 3x more likely to be chosen when death alternative is random and it is available.
-New feature: "Teleported to safety by an employee" is 5x more likely to be chosen when death alternative is random and it is available.
-New feature: Support for Social Standings and Citizenships. When you lose properties, your Immigration Status will be recalculated.
-Bug-fix: Cloning labs are never found at player-owned stations.

Emergent missionsv5.0.001: https://www.nexusmods.com/x4foundations/mods/780
-Bug-fix: Data of ships that's been removed by the game was removed from your damaged and kills log - preventing you from receiving rewards for them. Note that this occured when you do not claim the reward for a long time after the your kills. In this version, the log is kept intact regardless of how long you leave the mission open.
-Bug-fix: Raid/patrol missions: When the lead ship that you're supporting is destroyed, the mission continues.
-Bug-fix: Raid/patrol missions: When the faction goal AI cancels their own mission, your mission continues. Also, the mission NPC doesn't get removed.

Reputations and professions v5.0.001: https://www.nexusmods.com/x4foundations/mods/636
-Bug-fix: Alternatives to death (ATD) support: Show factions that you have a Citizenship in the UI EVEN if you don't have a Social Standing (SS). Previous versions didn't list the faction unless you had an SS. But with ATD, player's descendants will have no SS but may have a Citizenship if their inherited properties meet the Citizenship criteria. Remember that only a poor SS prevents the player from getting Citizenship. A neutral SS allows Citizenships.
-Tweak: Alternatives to death support: new ATDs require the separate resetting of Professions and Reputations. E.g. clones do not reset their Professions, but descendants do.
-Bug-fix: Mining missions will not be offered in sectors that have sufficiently discovered mining locations.
-Tweak: Added these resources to the mining missions: ice, nividium, helium and methane. Previous versions only had the ore, silicon and hydrogen because they were copied from the base-game missions.

Social standings and citizenships v5.0.001: https://www.nexusmods.com/x4foundations/mods/804
-Bug-fix: Calculation of Social Standings was preventing the Scoundrel SS if you had already established a Ranger SS.
-Bug-fix: Station built/destroy events were not getting identified in some cases.
-New feature: Alternatives to death (ATD) support: Allow resetting of Social Standings and recalculation of Citizenships from ATD.
-Tweak: Trades with any factions are counted at player-owned stations. Previously, only factions that have stations in the sector (i.e. a contesting faction) are counted. These trades do not count to the player's stats UNTIL that faction establishes a presence (i.e. as a contesting faction) in the sector.
-Tweak: Professions and Reputations (RAP) support: Only Defender Reputation, from RAP, actions are counted towards the Ranger SS. Previously Vigilante and Mercenary actions were counted also.

Crime has consequences v5.0.001: https://www.nexusmods.com/x4foundations/mods/566
-Tweak: Player criminal record is now listed in date descending order.
-Bug-fix: An illegal scan crime will be charged by the faction you revealed rather than by their cover faction - if the scan was successful.

NPC reactions https://www.nexusmods.com/x4foundations/mods/497
-Removed feature: SOS Missions from NPC has been removed because it's been made obsolete by the same mission in my other mod, Emergent Missions.
-Bug-fix: Bar patrons were walking out of bars. They're suppose to walk around in the bar.
-Bug-fix: The conversation counter (which determines if an NPC has rumour to share) wasn't getting reset when you decline to listen to the rumour. This resulted in every NPC that you converse with having a rumour if you never activate the rumour topic.
-New feature: Bridge crew: Your last ship will wait where you last left it UNTIL you take control of another ship at which time they'll proceed with their queued orders. I know this was a feature in the base game, but I found it broken during the 5.0 beta. Egosoft might have fixed it since. Even if they had, this feature still works as override of it. Also, the NPC will never ask for you signal to them to proceed with their orders as in Egosoft's previous version of this feature. (Note that that previous version also gave an automatic and quiet signal when you took control of another ship - like in this feature. So why add this feature? Because I know it works and don't want to chase after my ship again in the future in case Egosoft breaks their feature again. :D)

Modification parts trader v5.0.001: https://www.nexusmods.com/x4foundations/mods/721
-Bug-fix: 5.0.x support: The custom trade UI was (maybe?) unresponsive.

Loot mining v5.0.001: https://www.nexusmods.com/x4foundations/mods/511
-Tweak: The Loot Mining mission will not activate unless you have an asteroid targeted. This will prevent that mission from distracting you when your ship accidentally breaks apart an asteroid - e.g. while in shooting at enemies in combat around asteroid fields.
Mycu
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 18 Mar: New mod: Attack AI tweaks. Updates: 9x mods

Post by Mycu »

kuertee wrote: Thu, 17. Mar 22, 17:56 New mod, 17 Mar 2022
Attack AI tweaks v5.0.001: https://www.nexusmods.com/x4foundations/mods/839

Updates, 18 Mar 2022
9 mods: UI Extensions, Alternatives to death, Emergent missions, Reputations and Professions, Social Standings and Citizenships, Crime has consequences, NPC Reactions, Modification Parts Trader, Loot Mining
Thanks a lot kuertee.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU
friznit1
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 18 Mar: New mod: Attack AI tweaks. Updates: 9x mods

Post by friznit1 »

I've been playing with AI tweaks and I have to say I think this is probably the most revolutionary mod for large fleet and carrier ops since CODEA for X3. Ships no longer suicide constantly or speedboat into stations in a misguided attempt to get to the other side. Large ships stay at range, fighters do actual fighter cover whilst avoiding the hostile station, bombers bomb until they're out of missiles then get out, gunships circle until it's safe(ish) to engage. Combined with the Restock Subordinates mod, carriers are actually useful.

Currently this only works against hostile stations but I'd love to see it extended to XL ship targets. And if there's a way to convince bombers/gunships to priorities turret submodule targets we'd be in business (maybe Submodule Targeting Orders once it gets updated)
vadiolive
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 18 Mar: New mod: Attack AI tweaks. Updates: 9x mods

Post by vadiolive »

yep combat.behavior its some main issue on X4 to me.....

They are stupid..... and stress me out.... keep going. tis exact X4 need
(beyond perfomace that something only egosoft can work out)
kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 30 Mar: Bounty Hunters Profession and Guild in RAP and EM mods + 8 x Upda

Post by kuertee »

friznit1 wrote: Mon, 21. Mar 22, 22:49...Currently this only works against hostile stations but I'd love to see it extended to XL ship targets. And if there's a way to convince bombers/gunships to priorities turret submodule targets we'd be in business (maybe Submodule Targeting Orders once it gets updated)...
The new behaviour of capital ships in last 2 versions have not been limited against stations. Try it out.
Also, fighters, corvettes and frigates actually do acquire surface element targets from the base game AI. The player just doesn't have control of that. But I'm sure there's a mod for that.
kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 30 Mar: Bounty Hunters Profession and Guild in RAP and EM mods + 8 x Upda

Post by kuertee »

Here are the Bounty Hunter Professions and Guild updates to the Reputations and Professions (RAP) mod and Emergent Missions (EM) mod. Crime Has Consequences (CHC) has also been updated so that you don't get charged with crimes on targets that are sanctioned by the guild.

Bounty Hunter Profession
The Bounty Hunter Guild manages Search And Destroy missions. Unlike the missions of other professions, these missions are never offered off-station. They are offered only at the station that owns the bounty, or a defense station in the same sector that owns the bounty, or at the headquarters of the faction that owns the bounty. Read more about the Bounty Hunters Guild below.

Note: that the generic kill missions are considered Bounty Hunter missions and count towards its proficiency and have bonus rewards on early completions. But they are never listed under the Bounty Hunters Guild list in the missions offer UI. They are listed as normal generic missions below all the guild missions. To get the most of this professions, you need to install the EM mod.

Bounty Hunters Guild
Additional to security keys and bonus rewards, as other guilds offer, the Bounty Hunters Guild can act on your behalf to prevent the faction of your Search And Destroy targets from retaliating against you. These treaties are available at any Bounty Hunters Guild.





Here are all the updates, detailed:

Updates
Reputations and professions v5.0.0013: https://www.nexusmods.com/x4foundations/mods/636
  • New feature: Bounty Hunter Profession and Guild: finding and destroying your targets increase your Bounty Hunters proficiency, guilds offer immunity from retaliation of the faction of your Search And Destroy (from the Emergent Missions mod) targets. Read both the Bounty Hunters Profession and the Bounty Hunters Guild sections below.
  • Bug-fix: The points in the Professions UI and Reputations UI were actually wrong. They were showing their raw number as percentages rather than actual percentages. But the ranking of professions and reputations were always correct. It was just the number shown was incorrect.
  • Tweak: Bounty Hunters Guilds are found in all defense stations. (Note that shipyards and wharves are defense stations.) They are scattered randomly in other stations like other guilds.
  • Tweak: Spy Guilds are found in all pirate bases. They are also scattered randomly in other stations like other guilds.
Emergent missions v5.0.0013: https://www.nexusmods.com/x4foundations/mods/780
  • New feature: Search And Destroy: Support for Reputations and Professions (RAP) mod's Bounty Hunters Profession and Guild: Immunity from retaliation by target's faction, increase limits on missions allowed per hour, Bounty Hunter activities logged, etc.
  • New feature: Search And Destroy: Notes on the mission description UI on mission limits and time left before new missions are allowed.
  • Bug-fix: Search And Destroy: Some missions weren't getting offered.
Crime has consequences v5.0.0013: https://www.nexusmods.com/x4foundations/mods/566
  • New feature: Support for Reputations and Professions (RAP) mod and Emergent Missions (EM) mod of sanctioned attacks on Search and Destroy targets. The factions of these targets will not charge you with crimes if immunity is arranged by RAP's Bounty Hunters Guild.
  • New feature: Illegal activities can be sanctioned. For modders: set $kCHC_isSanctioned to true on the ship's ".assignedaipilot" or ".defencenpc" entities.
  • Bug-fix: Impounded ships were not reporting that they've been impounded either via video comm or on the player log.
Attack AI tweaks v5.0.0013: https://www.nexusmods.com/x4foundations/mods/839
  • Bug-fix: L and XL ships was acquiring the "stop kamikaze" behaviour (stop short of the target) against ship targets.
  • Bug-fix: The "stop kamikaze" behaviour was getting applied on L and XL ships that are already in attack range.
  • Bug-fix: One of the flee AI types was acquiring the avoid behaviour instead of just fleeing.
Social standings and citizenships v5.0.0013, 30 Mar 2022: https://www.nexusmods.com/x4foundations/mods/804
  • Tweak: New Migrant Immigration Status determination: Ranger and Entrepreneur ratings need to be more than 10% of all Social Standing scores.
  • New feature: The mod will never remove the Outer Core Access, nor the Inner Core Access IF you have them when you first install the mod.
Modification parts trader v5.0.0013: https://www.nexusmods.com/x4foundations/mods/721
  • New feature: Buy modifications part. Enable this in the Extension Options. It's disabled by default.
Alternatives to death v5.0.0013: https://www.nexusmods.com/x4foundations/mods/551
  • Bug-fix: Damage to hull and shield events to detecting countdown - instead of only on attack events.
  • Bug-fix: Don't destroy ship if there more than the set destruction hull points threshold.
Auto-camera, auto-pilot, and auto-pause v5.0.0013: https://www.nexusmods.com/x4foundations/mods/734
  • Tweak: Auto-pilot: disengages earlier better.
  • Tweak: Auto-pause on entering enemy sector: only when autopilot is engaged.
  • Tweak: Better camera positioning of several cutscenes: e.g. NPC camera during dock/undock, fly-by camera, etc.
  • Tweak: Cutscenes will react better to combat: e.g. switches to combat camera immeidately instead of after 10 seconds, lingers on destroyed ships if the camera was already on the ship, etc.
NPC reactions v5.0.0013: https://www.nexusmods.com/x4foundations/mods/497
  • Bug-fix: Taxi: Reveal the sectors the Taxi you're in traverses unknown sectors.
  • Bug-fix: Bar Patrons: They were constantly moving from one part of the bar to another.
  • Bug-fix: Taix: Some M-sized taxis were not detecting when you've entered their cockpit.
  • Bug-fix: Bridge Crew: Do not target the enemy after interacting with the alert unless you're in control of the ship.
Friendly fire tweaks v5.0.0013: https://www.nexusmods.com/x4foundations/mods/708
  • Potential bug-fix: Just in case the previous query on what you have targeted fails, I changed it to another method. But code-wise, they produce the same result.
  • New feature: A debugging tool to check if the mod works or not. Read the Debugging section below.
Loot mining v5.0.0013: https://www.nexusmods.com/x4foundations/mods/511
  • Bug-fix: The mining session was ending early, prevening the More Efficient Inventory Loot feature to work.
Last edited by kuertee on Wed, 30. Mar 22, 18:56, edited 1 time in total.
DeadAirRT
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 30 Mar: Bounty Hunters Profession and Guild in RAP and EM mods + 8 x Upda

Post by DeadAirRT »

kuertee wrote: Wed, 30. Mar 22, 16:50
friznit1 wrote: Mon, 21. Mar 22, 22:49...Currently this only works against hostile stations but I'd love to see it extended to XL ship targets. And if there's a way to convince bombers/gunships to priorities turret submodule targets we'd be in business (maybe Submodule Targeting Orders once it gets updated)...
The new behaviour of capital ships in last 2 versions have not been limited against stations. Try it out.
Also, fighters, corvettes and frigates actually do acquire surface element targets from the base game AI. The player just doesn't have control of that. But I'm sure there's a mod for that.
I can take a look into this.
Realspace
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 30 Mar: Bounty Hunters Profession and Guild in RAP and EM mods + 9 x Upda

Post by Realspace »

Hi!
I wanted to ask you about an AI implementation I'd like to add to my mod that makes ships have real inertia and no top speed.

The AI seems to behave decently, still I'd like to implement the dog fighting a bit more in a simple way. I thought that commanding the AI to match player's speed or other opponent's speed would make the trick (maybe it already does but I don't know?). Or just keeping a lower top speed when attacking, something like that.

Can you suggest something very simple? I've no idea how to mod the AI, never did in X3 either :roll:

Thank you!
kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 30 Mar: Bounty Hunters Profession and Guild in RAP and EM mods + 9 x Upda

Post by kuertee »

Realspace wrote: Thu, 31. Mar 22, 15:32... I wanted to ask you about an AI implementation I'd like to add to my mod that makes ships have real inertia and no top speed. ... The AI seems to behave decently, still I'd like to implement the dog fighting a bit more in a simple way. I thought that commanding the AI to match player's speed or other opponent's speed would make the trick (maybe it already does but I don't know?). Or just keeping a lower top speed when attacking, something like that...Can you suggest something very simple? I've no idea how to mod the AI, never did in X3 either :roll: ...Thank you!
hey realspace!

I believe that the actual actions performed by the ship when they actually attack (i.e. approach their target and fire weapons at their target) are handled in the EXE of the game.
all we can do as modders are: tell the ship were to go - i.e. move.
even the various attack orders in the ai files that we can mod only gives the ships a position to move to (i.e. their target is a position to move to). of course, target selection is moddable - but that's not really an attack action.

the only way i can imagine how inertia can be simulated is to make the ship fly past their target while enforcing travel mod.
I don't know how to force travel mode. it's probably a flag that can be set.
they'll fire their weapons when they get close to their given target IF the EXE triggers their weapons to fire.
HOWEVER, if that ship is hit by incoming fire, that fake inertia is broken as the ship's travel mode (if it was enabled) will disengage.
i don't even know if any of the above is feasible. the ship will at least be flying with its nose forward - rather than being able to pivot as they travel one direction, which breaks the illusion of inertia. :D
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 30 Mar: Bounty Hunters Profession and Guild in RAP and EM mods + 9 x Upda

Post by Realspace »

Thank you for the quick answer!
I managed inertia at physics's level for all ships so it is already a thing for NPC too in my mod. All ships actually have a lot of momentum, regardless, except autopilot does its tricks (at least for player's ship) and teleports you when engaged. This is actually useful to avoid too wasted time.

My "issue" was to give the AI some more hint to manage the existing inertia introduced by my mod and avoid the high speeds in fighting, like not going too fast when attacking, not shooting when too far away, etc.

As for now, the ai seems to work decently, I tried many dog fights that are ok. They defend and are dangerous.
Of course I also had to increase gun's range otherwise fight is impossible. Still as it is now, you fight "from the distance" instead of kind of dog fighting
kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 30 Mar: Bounty Hunters Profession and Guild in RAP and EM mods + 9 x Upda

Post by kuertee »

Realspace wrote: Thu, 31. Mar 22, 17:06...My "issue" was to give the AI some more hint to manage the existing inertia introduced by my mod and avoid the high speeds in fighting, like not going too fast when attacking, not shooting when too far away, etc....As for now, the ai seems to work decently, I tried many dog fights that are ok. They defend and are dangerous. Of course I also had to increase gun's range otherwise fight is impossible. Still as it is now, you fight "from the distance" instead of kind of dog fighting
excellent! good that the ai can adjust to the new speed.

as for attack speeds, you can add a move order to a position just before the target. that would slow them down.
i use that method in my attack ai tweaks mod to stop capital ships from ramming station targets.
also with that extra move order, the ship reevaluates their actions instead of relying on possible old data from before that "stop short of target" move.
kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 3 Apr: Updates: Attack AI Tweaks: attack now command; EM, RAP, SSAC: bugf

Post by kuertee »

I've released this update - after playing the game for about two days straight. :D

The most prominent update is on Attack AI Tweaks which:
(1) allows you to set in the Extension Options WHEN fighters, corvettes and frigates start their attack. i.e. when they outnumber 50% of their target's weapons and turrets.
(2) adds a right-click Interact Menu command that disables the selected ships' avoid high-risk enemies behaviour. Basically, this is an attack now command.

This will likely be the last standalone version of this mod. The next releases will be the version merged with DeadAir's AI tweaks mod.

Updates, 3 Apr 2022
Attack AI tweaks v5.0.00151: https://www.nexusmods.com/x4foundations/mods/839
  • Bug-fix: Avoid behaviour for fighter craft v fighter craft were getting skipped on low-attention ships.
v5.0.0015, 3 Apr 2022:
  • New behaviour: XS (except for drones), S, and M ships attack high-risk ship targets when they outnumber 50% of their weapons and turrets. It's still 75% against high-risk stations. These two values can be set in the Extension Options.
  • New behaviour: L, and XL ships do not withdraw against high-risk ship targets unless there's another L or XL ship attacker.
  • New feature: Enable/Disable 'Avoid high-risk enemies' on the ship's order panel or from the right-click Interact Menu. Disabling this will allow the ships to ignore their determination of high-risk enemies and forcing them to attack.
Emergent missions v5.0.0015: https://www.nexusmods.com/x4foundations/mods/780
  • Bug-fix: Search And Destroy (SAD) missions: The limit to offers was broken - allowing an unlimited number of missions per hour.
  • Bug-fix: SAD missions: Bug-fixed the notifications on the limits that appeared under the mission offers description.
  • Bug-fix: SAD missions: The navigation beacons had the wrong id code of the ship. Fake id codes should only be used on ships that are undercover (i.e. pirates).
Reputations and professions v5.0.0015: https://www.nexusmods.com/x4foundations/mods/636
  • Bug-fix: UI: The values shown, including those on mouse-overs, were still incorrect - fixed now, properly, I hope.
  • Bug-fix: The percentages of the professions and reputations were getting rounded down to the whole number incorrectly.
  • Bug-fix: Search And Destroy (SAD) missions (from my other mod, Emergent Missions) were getting listed as trade professional/entreprenuerial missions as well as Defender/Ranger missions. This version lists them only as Defender/Ranger missions.
  • Bug-fix: SAD missions: only one immunity from retaliation can be purchased from the Bounty Hunters Guild even if you have several active.
  • Bug-fix: Bounty Hunter guilds were STILL not getting added to SOME defense stations.
  • Bug-fix: Spy guilds were STILL not getting added to SOME pirate bases.
  • Tweak: Better sorting of Reputations: by Disposition (e.g. Trusting is best, Hateful is worst) first, then by Immigration Status (Militia is best, Undocumented is worst), then by Reputation (Defender is best, Pirate is worst), then by Social Standing (Ranger is best, Traitor is worst), then by faction name.
Social standings and citizenships v5.0.0015: https://www.nexusmods.com/x4foundations/mods/804
  • Bug-fix: The percentages of Social Standing scores were getting rounded down to the whole number incorrectly.
shovelmonkey
Posts: 152
Joined: Wed, 29. Feb 12, 17:34
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 3 Apr: Updates: Attack AI Tweaks: attack now command; EM, RAP, SSAC: bugf

Post by shovelmonkey »

kuertee wrote: Sun, 3. Apr 22, 16:10 I've released this update - after playing the game for about two days straight. :D

The most prominent update is on Attack AI Tweaks which:
(1) allows you to set in the Extension Options WHEN fighters, corvettes and frigates start their attack. i.e. when they outnumber 50% of their target's weapons and turrets.
(2) adds a right-click Interact Menu command that disables the selected ships' avoid high-risk enemies behaviour. Basically, this is an attack now command.

This will likely be the last standalone version of this mod. The next releases will be the version merged with DeadAir's AI tweaks mod.

This is some straight up impressive stuff. Been using it in my game since you released it initially, what a difference. Can't wait to see what you and DeadAir come up with combined.

Also, glad to see you found some time to actually play the game!
“Not even once has life or the weather complained about a human being.”
― Mokokoma Mokhonoana
tiomer
Posts: 2
Joined: Sat, 22. Dec 18, 09:05
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 3 Apr: Updates: Attack AI Tweaks: attack now command; EM, RAP, SSAC: bugf

Post by tiomer »

Hi kuertee, I want to make Chinese language files for your mod, how can I do that? Can I submit it to github?
kuertee
EGOSOFT
EGOSOFT
Posts: 826
Joined: Sun, 14. Dec 03, 13:05
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 3 Apr: Updates: Attack AI Tweaks: attack now command; EM, RAP, SSAC: bugf

Post by kuertee »

shovelmonkey wrote: Sun, 3. Apr 22, 16:21This is some straight up impressive stuff. Been using it in my game since you released it initially, what a difference. Can't wait to see what you and DeadAir come up with combined. ... Also, glad to see you found some time to actually play the game!
Yeah, me too. deadair's been active in committing stuff to the repo. :D
My current stuff is not on there yet. So it's still best to install the stand-alone versions of the both mods.
tiomer wrote: Mon, 4. Apr 22, 10:47Hi kuertee, I want to make Chinese language files for your mod, how can I do that? Can I submit it to github?
hey tiomer! yes, please, for the Chinese language files.

as soon as i made the general repo for my mods public, i realised that i have egosoft's base XML and Lua files on it. :D these are the files that you use the extractor tool to get at from egosoft's cat files. anyway, i had to make it private again because of their files. sorry.

the best way is to just send the files to my email at kuertee@gmail.com. i'll add them to their nexus pages as downloads when i get them. but they'll be embedded into the download files properly on the next releases of each mod.

i think the Chinese language files are 0001-l086 and 0001-l088. that's a lower-case "L" after the dash and before "086" and "088". if they exist when the game loads, they'll be selectable languages.

A note about the language files: words in parentheses are not rendered in the game. they're just notes in the language file. e.g. "<t id="301">(column header)Proficiency</t>".

thanks heaps, tiomer!
leoriq
Posts: 365
Joined: Wed, 20. Mar 13, 06:42
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 3 Apr: Updates: Attack AI Tweaks: attack now command; EM, RAP, SSAC: bugf

Post by leoriq »

awesome mods, kuertee, egosoft should hire you!
Signature yes signature a GIGANTIC SIGNATURE!!

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