Avorion
30 oy
[2.5.2+] Xavorion: Combat AI
   
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21 Haz 2023 @ 18:32
29 Ağu @ 14:15
22 Değişiklik Notu ( görüntüle )

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[2.5.2+] Xavorion: Combat AI

LM13 tarafından 2 koleksiyonda
[2.5.2+] Avorion eXtended - Quick Install
27 öğe
[2.5.2+] Xavorion: eXtended Gameplay Preset
38 öğe
Açıklama
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Vanilla AI commands have been replaced by: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
Popüler Tartışmalar Tümünü Görüntüle (1)
6
12 Tem 2023 @ 6:27
New bug ?
Koinzell || Souza
82 Yorum
LM13  [yaratıcı] 22 Ağu @ 9:37 
@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 Ağu @ 6:57 
(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 Ağu @ 6:56 
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  [yaratıcı] 22 Ağu @ 2:32 
@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 Ağu @ 19:35 
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 Tem @ 17:24 
Interesting, thanks for the info, I will see if I can troubleshoot my modlist a bit first.
LM13  [yaratıcı] 31 Tem @ 16:48 
@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 Tem @ 16:13 
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://steamproxy.net/sharedfiles/filedetails/?id=2208370349
LM13  [yaratıcı] 21 Tem @ 3:28 
@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 Tem @ 2:25 
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.