Avorion

Avorion

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[2.5.2+] Xavorion: Combat AI
   
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21 Jun, 2023 @ 6:32pm
16 Dec, 2024 @ 5:54am
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[2.5.2+] Xavorion: Combat AI

In 2 collections by LM13
[2.5.2+] Avorion eXtended - Quick Install
28 items
[2.5.2+] Xavorion: eXtended Gameplay Preset
38 items
Description
Combat AI extension for NPC and Player ships. Includes some QoL improvements for RTS and TPP combat.
Adds more precise control over ships, and automatic target selection after finished attack orders.

Part of "Avorion - eXtended" gameplay overhaul.
For more information, check "Xavorion: eXtended Avorion" mod page.


  • Save Game Altering: No, this mod can be enabled/disabled.

Ship AI improvements

Attack, Fly and Aggression commands have been linked together for a smooth RTS control mode.
Ships can be ordered to focus selected target or move around while attacking.
AI will enter Aggressive mode after eliminating their target.

Vanilla AI commands have been replaced by:
- Attack -> Smart Attack
- Fly -> Move Attack
- Aggressive -> Smart Engage

Smart Attack:
- Direct engage mode, AI will chase and focus selected target with some evasive maneuvers
- Allows issuing Move Attack orders
- Allows automatic Torpedo usage
- Transitions to Smart Engage after destroying its target

Smart Engage(Aggressive):
- Automatic target switching and chase mode
- AI will adapt to equipped turrets, balancing evasive and offensive maneuvers
- Allows issuing Move Attack orders

Move Attack:
- Allows manual flight control in RTS mode
- Allows manual positioning for continuous firing
- AI will try to focus previously selected target
- Automatic target switching for enemies closer than previous target

[Xavorion: Formations] Stop/Regroup:
- Double-click on "Stop" order will issue Regroup order to all followers

RTS Carrier controls

Smart Attack:
- All fighters will be deployed to engage current target

Smart Engage(Aggressive):
- All fighters will engage current target of their Carrier

Move Attack:
- Previous fighter orders will be preserved
- Carriers can be manually repositined while fighters engage previous target

[Xavorion: Flight Physics] Sprint/Boost:
- Sprint orders will call all fighters to Defend/Regroup their Carrier

[Xavorion: Formations] Stop/Regroup:
- Double-click on "Stop" order will issue Return order to all fighters

Enemy AI behaviour

Enemies will use all AI enhacements, extended further by each Xavorion module enabled.
For more information, check Xavorion-only features.

Aim Assist & Targeting indicator

In TPP mode, selected target displays additional range and aiming indicator.
Aim assist adapts to selected weapon groups and distance to target,
playing a sound when target gets in, or out, of firing range.

Selecting your ship in Strategy mode displays its active target.

Xavorion-only Features
"Those features depend on gameplay-altering enhancements of full Xavorion overhaul"

Formation Smart Attack:
Requires Xavorion: Formations

- Formation Leaders can automatically issue Smart Attacks
- Followers will not engage stronger enemies unless manually ordered
- Formations in Smart Attack will regroup, when enemies fly too far
- Leaders use Fleet Warp, entering sectors with their fleet in combat-ready state

Improved Strategy Controls & RTS Combat:
Requires Xavorion: Flight Physics

- Attack orders can trigger additional combat boosting
- Move Attacks trigger Arcflight boosts, allowing for manual evasive maneuvers in RTS
- RTS movement is extended by Boost and Hard Turn mode, allowing forced boosts or turn-in-place orders
- Move Attacks and Boosting trigger RTS Grid Alignment, allowing more control over ships in RTS

Improved Enemy AI:
Requires Xavorion: Flight Physics / Formations / Class System / Weaponry / Encounters

- Enemies can evade and engage in dogfights, no sitting ducks here
- NPCs can switch between chasing targets and regrouping into formations
- AI adapts to equipped weapons and player movement
- Enemies can use predictive movement, intercepting targets at their destination
- AI is smarter with its positioning, preffering smart clashes instead of swarming
- NPCs use morale system, allowing for more tactical solutions

Discussions, Suggestions, Bug Reports

Questions, discussions and bug reports for full overhaul are available at main mod page.
If you have anything to ask/share but are not sure where, that's the place:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/discussions/2923179923
Popular Discussions View All (1)
6
12 Jul, 2023 @ 6:27am
New bug ?
Koinzell || Souza
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.