Unit AI

Does anybody know anything about modifying unit AI scripts and if this is currently possible? Specifically I am looking to tweak the auto-cast conditions... Frankly I think they are more or less broken in vanilla Sins anyway, nobody seems to have noticed. Basically, I'm having trouble getting units to auto-cast an ability unless they are being fired upon. I'd like them to, instead, use the ability any time they are looking to shoot somebody. I've noticed that in vanilla Sins, the AoE damage abilities for the Assailant and the LRM Frigate have the same problem, in that nine times out of ten the stupid bastards just don't cast the ability.
Help?
4,429 views 4 replies
Reply #1 Top
I've heard (and I'm not a modder) that they can't really be tweaked with, but somebody else could provide better/more info on the subject
Reply #2 Top
Already talked about it here

And no, sucks but true :/
Guess Iron Forge didn't have the forethought that players might not like their precious AI.
Reply #3 Top
Specifically I am looking to tweak the auto-cast conditions...
End of quote


That's in each ability file. And it's not broken. There's target filters which dictates when the AI CAN use the ability and AIconditions which dictates WHEN the AI will use it.

Concerning AI game behaviour, yes, that's totally screwed. For one thing they never attack. They will just build their armada at the neighbouring planet, sigh.
Reply #4 Top
The autocast routines themselves are most definitely not working correctly. If they were working correctly, then all those LRMS with cluster warheads set to auto cast would actually cast the ability before they start firing, instead of, well, not, or only doing it sometimes. Basically units will not cast a self-buff that modifies weapons fire consistently. They seem to just sort of do it when they feel like it, although they seem to be likely to do it while being fired upon.

It is theoretically possible that I'm not using the right tags, but 'use in combat' seems to be the one that the dev team assumed would work properly. Maybe 1.03 will clear things up a bit...