Avorion

Avorion

[2.5.2+] Xavorion: Combat AI
102 Comments
799 25 Mar @ 2:36am 
Is this mod causing "Taking damage, aborting orders self defence engaged!" If so, i would like a way to disable it without removing the mod. I tried taking captains off from those ships and theyre not part of the formation but it still keeps happening and my ship-ship carrier just keeps falling apart because of it.
Ragatokk 4 Mar @ 6:36pm 
Okay, downloaded that as well.
Some strange behavior I see is the speed indicator showing completely different speeds from what is visual https://i.imgur.com/Gb0ntLz.png

The ship seems to like to drive outside its own max range.

And when recalling fighters they teleport into the ship after a small delay.
LM13  [author] 4 Mar @ 5:58pm 
@Ragatokk

Thank you for reporting this.

It seems I've made a mistake with more recent patches, adding dependency on both Formations and Flight Physics.

This wasnt supposed to happen, apologies. I'll need to check all 3 and patch it up. Seems not many players are using them separately, but those errors still need a fix.

Many thanks, really appreciate log screenshots
Ragatokk 4 Mar @ 5:17pm 
There seems to be more to it, after a adding the flight physics module to the server I get these: https://i.imgur.com/ZvAcnuG.png
Ragatokk 4 Mar @ 4:48pm 
Thank you for the quick reply, much appreciated.
Looking forward to experiencing the mod.
LM13  [author] 4 Mar @ 10:45am 
@Ragatokk

Ahh, this is a missing dependency on Flight Physics module. My mistake.

You can either use Flight module to fix this right now - or wait for a patch.
Ragatokk 4 Mar @ 10:39am 
I installed this with the extended scripting framework, but the server is spamming errors like this:
https://i.imgur.com/1ijhtxo.png

Would you please help me resolve this?
LM13  [author] 12 Feb @ 5:35am 
@Spalkin

Should work with limited features.

You'll need at least Extended Scripting Framework, Formations and Combat AI
Spalkin 12 Feb @ 1:42am 
Can this mod work in vanilla with just this mod and the formations mod?
LM13  [author] 9 Feb @ 2:18am 
@stormzel

Small (visual) desync, unrelated to Combat AI module. I know it happens sometimes, and fixes itself just as randomly as it appears. Unfortunately, can't do anything about it.
LM13  [author] 8 Feb @ 8:43am 
@stormzel

Hello, apologies - I'm not sure what you mean, or what the issue is.
I'm fine with translator usage, so you can describe your issue in your native language,
if that would help.
stormzel 7 Feb @ 4:23pm 
Hey!!!
With autopilot (mine or salvage) + folower support ship , give - turret glith(move turret)
mod Combat AI

ps full stack xavorion pack
LM13  [author] 19 Dec, 2024 @ 10:08am 
@Marring

[...]

And since "different approach" is a theme in X, you could try:
- Replace at least few of those PPG-1 with ZAP-1 and SMG/MG turrets
- Replace all PPGs with SRM-1-GC - Burst variants ignore shields
- Add some torpedos, or use second ship in combat ( You'll get one for free after getting a captain )
- Find better weapons, PPG-1 is M1 - Scout, weakest possible weapon class

Btw. that "missing shots" part is something you can use against enemies too.
I've got my 5 ship squadron (5k hp) destroying fleets of 50k hp ships
LM13  [author] 19 Dec, 2024 @ 10:08am 
@Marring

Many thanks for recording this.

# Short answer
-This is (partially) intended, location and type of turrets affects AI, then size and speed of enemies affects overall accuarcy.
The other part is - technical limiations, ships move faster here so weapons tend to miss more often.

# Longer answer
Setting up weapons and ships is a big part of "making them work" in combat.

You can force your ship to go "all in" with weapons, by placing front facing coaxial weapon (like starter SRM-1-GC).
With that, it will tail enemies with much better accuracy - but it will be much easier to hit too.

From what we can see in video, enemy is an M2 Interceptor, a fast ship with fast shield regen - and in that case, a mini-boss carrier ship(which has a lot of HP).
So, you'll need more damage on your ship - or different approach to weapons [...]
Marring 19 Dec, 2024 @ 3:07am 
I gave an attack command in RTS mode, but it takes too long to kill the ship by attacking the front of the direction of the opponent's ship's movement.
The weapon I use is the same one, I've looked at the battle, but the attack misses more than 80% (forward to the opposing ship)
Was it intended?
Or am I not good at using it?
@Max Shadow Same as the opinion.

I am attaching the video for your understanding.
https://www.youtube.com/watch?v=MKsTg36R-XI

ps.
Recorded the current screen and observed for 20 minutes but still couldn't kill the opposing ship.
LM13  [author] 30 Oct, 2024 @ 7:53am 
@FLASHARAMA

It does, as shown in the video.
If you mean player controlled AI - you can force torpedo launch via "Attack my target" formation order, or smart attack order.
FLASHARAMA 30 Oct, 2024 @ 7:10am 
The AI doesnt shoot torpedos?
LM13  [author] 28 Sep, 2024 @ 2:55am 
@Max Shadow

Can't be disabled, Xavorion was unplayable without it.
It is target lead, shows roughly where bullets needs to cross to hit - at high speed combat.

Yellow says you're out of range for majority of weapons.
It takes median of all equipped weapons, so if you only see green dot really close - you've got a lot of close range weapons.
Max Shadow 27 Sep, 2024 @ 4:03pm 
How do you make use of the circle in target ships? I thought it was a target lead indicator, but most of the time it's located in front of my target, even when I'm very close and the ship is moving slowly (so I should be able to hit the ship just by aiming at its center). Also, it only seems to show up when I'm very close to my target. At medium distance it only displays a square with different colors, and I don't understand what they represent. I'm also using the Lead Sight mod, and indicators never match. Also, that mod displays the indicator even when only some of my weapons can hit the target, unlike this mod. Is there a way to disable this feature?
LM13  [author] 22 Aug, 2024 @ 9:37am 
@IceWarden

"Attack My Target" should work exactly as if you box selected all those ships, and right clicked on enemy.

You're only using those mods (except framework) right?
"Combat AI / Formations / Flight Physics"

I'll need to check this combination for issues, TPP formation control is very recent and wasnt tested in vanilla, even though it should work the same.
IceWarden 22 Aug, 2024 @ 6:57am 
(had to post this in 2 because of the length sorry!)

I have noticed if I go into the Fleet overview window (N) I can select all the ships and just right-click on each enemy and they will go attack it, but I was trying to get away from the manual-ness and just tell them to attack and help deal with fleets, as I like to pilot my own ship more than the RTS stuff.
IceWarden 22 Aug, 2024 @ 6:56am 
Hey thanks for the reply! So i'm not uses the classes mod which could cause some issues I assume. Long story short, I basically installed the listed mods after I had already started a game.

With that said, the ships are..fairly large? My entire fleet is 8-Slot ships at the moment, with a variety of weapons, typical load out has 1-3 Cannons/Railguns and a handful of lasers/chainguns/bolters etc. None of them are running fighters currently.

The biggest issue I have is if I order "Attack My Target" their little icon usually goes into the "Chase Enemies" icon and they go to BFE and sit there (they don't even attack unless I set their turrets to auto). If i issue a "Regroup" command and then "Attack My Target", they will eventually attack the target after several attempts, and once the target is dead they go into the "Chase Enemies" icon and go back out to BFE even though I'm still swarmed by other enemies.
LM13  [author] 22 Aug, 2024 @ 2:32am 
@IceWarden

That would be correct behaviour in few scenarios with Aggressive order:

1. your ships had long range weapons ( 20 km+ )
2. ship had no armed turrets
3. ship is a Carrier, keeping larger distance than regular ships

If that was a formation, then just commanding ship may be the issue.

Not sure what's your equipment, or exact order used ( smart attack? aggression ? ),
so that's all i can think of.
IceWarden 21 Aug, 2024 @ 7:35pm 
Howdy, first, thanks for this mod. However, I seem to be having a weird issue with it. I started a playthrough with just Combat AI / Formations / Flight Physics / eXtended Framework and having a weird issue, when I instruct my fleet to attack enemies, instead they just fly away about 20-30km and then just orbit, if an Enemy happens to go after them, they fly further away. Have you seen this before and/or how can I correct it?
Axebeard 31 Jul, 2024 @ 5:24pm 
Interesting, thanks for the info, I will see if I can troubleshoot my modlist a bit first.
LM13  [author] 31 Jul, 2024 @ 4:48pm 
@Axebeard

Nope, something breaks spawn system completely, causing invalid ships to appear.
Invalid ships will appear to "flee", but are just removed to clean up bugged enemies.

Increasing Threat seems to not be causing this (as long as you have Extra Ship Classes Core enabled),
just checked and pirates spawned correctly.

Any mod can cause conflict - other overhaul (like SDK), turret mod, Starfall, or anything that plays with spawn system in any way.

You can post your modlist at main mod page - Mod Compatibility thread, or upload serverlog for me to check.
Axebeard 31 Jul, 2024 @ 4:13pm 
Is this mod causing all pirates to immediately flee, even though I'm in a crappy starter ship? The only other pirate mod I'm using is Increasing Threat https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2208370349
LM13  [author] 21 Jul, 2024 @ 3:28am 
@Bixel

Fighters are attacked automatically by defensive weapons, so by default that was correct behaviour(even in vanilla).
Aggressive depends on average range of turrets - so if enemy carriers were too far, that's correct.

Move & Smart attacks are there to control ships in combat, when automatic fight is not enough.
Not sure about "laggy" part, combat AI has no impact on game performance.
Bixel 21 Jul, 2024 @ 2:25am 
My capitals have a mix of standard Energy cannons, bolters, and PD cannons. It was the end game event so xhostan spawned fighters which they almost never do and my capital ships decided to target only the fighters. Attack enemies wasnt helpful, but a direct attack order was more helpful, but it was laggy and hard to control again endgame event.
LM13  [author] 21 Jul, 2024 @ 12:59am 
@Bixel

That behaviour sounds correct for ships with PD weapons and bomber fighters.
What were their orders and used weapons?
Bixel 20 Jul, 2024 @ 4:50pm 
Fatal flaw for my fleet. My capitals were targeting Xhostan fighters and not the carriers, it was a mess and my fighters were targeting capitals not the fighters.
LM13  [author] 8 Jun, 2024 @ 3:57pm 
Minor update:
- [BugFix] Player seated ship losing autopilot in Aggressive state
LM13  [author] 8 Jun, 2024 @ 3:44am 
@SixtyToZero

If those ships were stationary before running away - this can be a mod conflict, causing errors during spawn.
(Errors will cause ships to warp out)

Some faction packs have invalid ship designs(that are immobile) - in case that happens, a ship will warp out too.
SixtyToZero 7 Jun, 2024 @ 10:18pm 
Seems AI hostile ships are more keen to run away than fight, even Bottan when I first met him ran away, failing the mission.
LM13  [author] 14 Apr, 2024 @ 4:10am 
@Moriarty

Did you check in-game console, or serverlog files for pink text/errors?
You'd see same performance issues, if conflicting mods were spamming errors.

I'd understand Flight Physics, or Class System causing some lags in edge cases, but not CombatAI.
It's been around for almost a year, used as a standalone or with full overhaul.

Do you have any more specific information on what lags, and under what conditions?
If there's and issue here - i'd need a way to replicate it, or at least have an idea where to look.
Moriarty 14 Apr, 2024 @ 3:41am 
The mod unfortunately causing a lot of lag. Both tried on my friends server and my singleplayer. After removed lag/fps drops from fights stop. Might be worth looking in to.
LM13  [author] 11 Mar, 2024 @ 2:22pm 
@Diabolique

Disabling Xavorion: Flight Physics should help.

Aim indicator shows a 3D point, which projectiles should cross to score a hit.
The other part is compensating for projectile speed and velocities, like FPS.
Diabolique 11 Mar, 2024 @ 2:12pm 
@LM13
I appreciate the fast reply.
I get what you're saying, but it feels like it's even more extreme for me than it should be?
"their hitbox is not always where it seems to be." does it mean that the aim indicator is where i should be shooting at or not?
I like playing on hardcore difficulty but at the same time i don't wanna spend 15 minutes holding left click to kill a fatty pirate. Which module should i disable to remove this feature?
LM13  [author] 11 Mar, 2024 @ 1:54pm 
@Diabolique

New flight model, ships are much faster and their hitbox is not always where it seems to be.
Automatic weapons can struggle at some speeds and angles, if you're on auto-only - changing angle/rotating works.

The slower/larger the target, the less of an issue this becomes.

For manual, it's just getting used to aiming with different weapons. There's an aim indicator to help with that.

This was left as is, since it can be managed, and keeps some "missed shots".
There would be little reason to use manual control if auto had perfect aim.
Diabolique 11 Mar, 2024 @ 1:21pm 
I don't know if there's a conflict or i just haven't played Avorion in a long time, but i'm having HORRIBLE auto aim with this modpack (or this module in particular). I tried grabbing a vid/gif of it but all my guns are shooting ahead of the target, around it, almost like trying NOT to hit the target. I have the weapons grouped properly and even when the target is slow and large, a lot of the guns are missing a LOT. Only hitscan weapons are usable for me, which sorta limits the fun of the game. I've tried playing with and without "no aim prediction for beam weapons" mod but it didn't affect non-beam weapons at all (makes sense). Is there a mod in particular that would cause this?
Rakshasas 25 Feb, 2024 @ 1:04pm 
Interesting, I'll have to keep that in mind!

AI seems good now, thanks so much!
LM13  [author] 25 Feb, 2024 @ 11:19am 
@Rakshasas

Sure, let me known if something happens with AI again.

Btw. if ship design was a thing that kept you back - that changed with class upgrades, also ship packs are linked now for no-build-mode gameplay.
Rakshasas 25 Feb, 2024 @ 10:02am 
I think I noticed it not displaying in the galaxy map before, but I am fairly certain they never "stopped" fighting when assigned to "Attack All Enemies". I use that all the time because it actually let's my ships put up a good fight sticking together and fighting with each other, and I only need to RTS mode to change a focus target. Makes me feel like the captains I hired are actually doing something lol.

Unless I am misunderstanding you when you are saying it should have been there before the self-defense update. I can't say I noticed the incorrect icons in the galaxy map, but I guess thinking about it, I don't think I do see the attack all enemies icon in the map when I look at it. I never really thought much of it honestly. Just so long as they do their job I guess heh.

Anyway I am literally hoping on right now so I'll try and remember to leave another comment one way or another. Thanks for taking a look at it!
Rakshasas 25 Feb, 2024 @ 10:01am 
Yeah, definitely not the full overhaul. That's something I'm certain I'll try later on but I am a pretty terrible ship designer and I think the class system is going to be hard for me to get going with... but looking at what you've done I really want to try it because it looks really cool.

You're whole mod pack frankly sounds really cool.
LM13  [author] 25 Feb, 2024 @ 3:07am 
What's interesting - same bug should have been there before self-defense update. Huh...
LM13  [author] 25 Feb, 2024 @ 3:06am 
@Rakshasas

All right, the bug was fixed but... Icon on galaxy map will disappear after few seconds, and if you happen to be there - the ship will say "order finished".

It is still in Aggressive state, and will engage all enemies. Same with idle ships you forgot to assign orders to - those will switch to attack as soon as something shoots at them.

So... it should now be a display-only bug at galaxy map - not sure if i'll fix that one (tried but there's much more digging required)
LM13  [author] 25 Feb, 2024 @ 1:18am 
@Rakshasas

Thanks for reporting. So you're using just RTS exention, not full overhaul right?

I may have broken something by mistake, I'll check and fix
Rakshasas 24 Feb, 2024 @ 4:50pm 
I have to start by saying I love your mods, but there seems to be an issue with the self-defence change.

First thing I'd do in any sector is enqueue "Attack All Enemies" on the lead ship so it and it's escorts would always be ready to fight. The "Attack All Enemies" order was really becoming my bread and butter and made fleet management fun again. Just give the lead ship that order, assign it some escorts and just let them go! Loved this so much!

However, now I am noticing that the self-defence update causes the lead ship to "forget" it's "Attack All Enemies" order, and then it just sits there taking a pounding, as well as it's escorts. They will sit there in formation and never attack.

I use Combat AI, Formations, Docking and Flight Physics mods. Other than the new missions mod and the Galaxy Map QOL, I don't have an other mods running. I believe these are all within your recommended mods pack so I don't expect anything I am using to be conflicting.
LM13  [author] 17 Feb, 2024 @ 11:30am 
Yes, Combat AI, Formations, Docking, Flight Physics, and even Class System
( though that one is not recomended, since whole overhaul was made to balance ship classes ).

Only dependency is XSF, which is just a library.

Some features may be missing, or not working as good as they should without other modules though.