Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

Better Ai
14 Comments
NOVAGEN 24 Apr @ 10:22am 
I know this may sound kinda dumb but can you make a new ai mode where it just targets the ship its closest and none of the other features. I would be very grateful if you can. This can be a creative mode only feature
KilledJoy 17 Mar @ 10:42am 
will this stop ai from fleeing the moment they engage an enemy.. every last ship in the game seems to throw it into full reverse the moment i get into a fight its gotten ridiculous
Federex 17 Oct, 2024 @ 2:00pm 
Edit: After some more testing I feel it is working. I think my test ships were too close on size to tell the difference.
Federex 17 Oct, 2024 @ 1:54pm 
Hello! I am testing this and it seems it is not working. Is it only me?
Sepitys 16 Feb, 2024 @ 5:35am 
Thank you for read my suggestion!

I'm definitely interested in trying out your suggestion because even tho this change would probably make the AI less lethal, it would change its behavior so much that it would definitely make the experience new and interesting (at least for our playgroup).
I am hamster  [author] 14 Feb, 2024 @ 11:14pm 
Hello septiys, good suggestion.
Unfortunately there's nothing much I can do with AI swapping to whatever the 'greatest threat' based on proximity. I have only come up with one solution, other than overhaul the whole value system. Which if implemented, when playing with mods, the AI target vanilla weapons rather than modded ones. This solution will have AI target lower value parts which includes weapons. However, the possible drawback it may target all the weapons on the target rather than aim for exposed control rooms and reactors.
I would like to hear yours or any others opinion whether i should implement the solution above, it would probably only affect the targetter AI for now.
Sepitys 29 Jan, 2024 @ 9:25am 
Greetings and thank you for making an option for an AI for the community to use.

I'd like to suggest that the AI would choose it's target based on the effectiveness of the enemy ships' weaponry. What I mean is that the AI should measure the value of the weapons installed on the player ships while multiplying those values based on those weapons' effective range in conjuncture to the current distance between itself and the player ship.
This would hopefully make the AI behave so, that it would try to focus down the greatest threat to it at any given time. For example if another ship closes in after looping around, it would turn to face it if it comes close enough for its weapons to be a greater threat than it's current target. Or whenever it's current target's weapons get destroyed, it would switch to another ship which still has its weapons online.

I look forward to hearing what you think about this suggestion and hope to see it implemented.

Thank you again for your good work :)
HalfdeadKiller 23 Jun, 2023 @ 5:32pm 
Oh neat. Thank you for the clarification!
I am hamster  [author] 23 Jun, 2023 @ 4:03am 
Hi halfdeadkiller, Yes it works, the Ai will target the largest ship in proximity until it is under attack. After being damaged abit the Ai will focus its attention on the closest attacking ship. Hope this gives some insight on how the Ai functions.
HalfdeadKiller 21 Jun, 2023 @ 5:20pm 
Does this still work? I was testing it out in creative but ships set to AI Normal fail to target swap to smaller, closer ships.

After further testing, it seems the AI targets ships with more guns than perhaps size and distance. Though I'm unsure really.
Baka yellow 25 Apr, 2023 @ 10:28pm 
@cwing2015 skill issue
I am hamster  [author] 18 Apr, 2023 @ 7:32pm 
don't like it then don't subscribe it :steamsalty:
cwing2015 18 Apr, 2023 @ 4:52pm 
ah but i like my small fighers shooting nukes at the enemy backengine:steamfacepalm:
SirCampalot 14 Apr, 2023 @ 11:06am 
Hi. May I suggest you to use some sort of version numbering to make it easier to visualy distinguish between them? Right now it sais "Version beta" which makes sense, but also makes it difficult to exactly know which of the 4 uploaded versions I now have.

I'd suggest you use a numbering like "Version beta 0.1" or "Version beta 0.2" and if you feel like your mod is out of beta, then you can start with a proper version number like "Version 1.0.0" or something along those lines.

Anyway, will be trying your mod now and keep up the good work :)