Avorion

Avorion

27 ratings
[2.5.2+] Xavorion: Combat AI
   
Award
Favorite
Favorited
Unfavorite
Mods: Mod
File Size
Posted
Updated
512.010 KB
21 Jun, 2023 @ 6:32pm
1 Jul @ 5:56am
19 Change Notes ( view )

Subscribe to download
[2.5.2+] Xavorion: Combat AI

In 2 collections by LM13
[2.5.2+] Avorion eXtended
27 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Vanilla AI commands have been replaced by: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://steamproxy.net/sharedfiles/filedetails/discussions/2923179923
Popular Discussions View All (1)
6
12 Jul, 2023 @ 6:27am
New bug ?
Koinzell || Souza
73 Comments
Bixel 5 minutes ago 
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] 1 hour ago 
@Bixel

That behaviour sounds correct for ships with PD weapons and bomber fighters.
What were their orders and used weapons?
Bixel 9 hours ago 
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 @ 3:57pm 
Minor update:
- [BugFix] Player seated ship losing autopilot in Aggressive state
LM13  [author] 8 Jun @ 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 @ 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 @ 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 @ 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 @ 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 @ 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?