Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 17 Dec 2023: Kuda: many bug-fixes, new debugging tool for players
Posted: Sun, 17. Dec 23, 13:50
New update. Many bug-fixes to Kuda - in particular: re-enabled Kuda behaviours during attacks, debugging tool for the player, bug-fixes to vector determination for the avoid (while heading to the ship's destination) behaviour
Updates v6.2.009, 17 Dec 2023:
UI Extensions and HUD https://www.nexusmods.com/x4foundations/mods/552
KUDA AI tweaks https://www.nexusmods.com/x4foundations/mods/839
Updates v6.2.009, 17 Dec 2023:
UI Extensions and HUD https://www.nexusmods.com/x4foundations/mods/552
Spoiler
Show
-New feature: Lua files of mods are now loaded when the base-game lua files are loaded. i.e. They don't need a signal from the Mission Director like in previous versions. Mods that use the old method still work, so there's no need for the mod author to update their mod. This new version allows modifications to lua files that are not in-game specific. E.g. customgame.lua.
Spoiler
Show
-New feature: Debugging: When "Debug log" is enabled in kuertee: Attack AI Tweaks Extension Options, the ship's behaviour will be labeled with Kuda behaviours WHEN they are using Kuda behaviours. Note: Determining if a ship is using Kuda AI or base-game AI is easier. See one of the screenshots on Nexus Mods to see how this looks on the map.
-Tweak: Re-enabled Kuda behaviours during attacks. In the last version, only the avoid behaviour was enabled. I.e. Move to engage position, withdraw and step-forward were disabled.
-Bug-fix: An instance of the avoid behaviour was not getting used even when the ship should avoid.
-Tweak: Optimisation: use the $jumppath var from move.generic when determining next move position instead of recalculting it.
-Bug-fix: Avoid/withdraw determination: sort gravidar contacts in ascending distance order from the ship.
-Bug-fix: Avoid/withdraw determination: shield test and ship purpose vs stations.
-Bug-fix: Corrected the vectors for the avoid (while heading towards the ship's destination). In the previous version, the vectors were sometimes wrong - based on the orientation of the object to avoid and the ship's destination. I.e. some vectors were correct. This math (based on the autopilot AI of my Autocam and Autopilot mod) is corrected in this version.
-Bug-fix: Do not use Withdraw behaviour except during attacks. i.e. Withdraw behaviour moves exactly away (180 deg) from the object. Avoid behaviour moves around (about 90 deg, more or less) while heading towards the ship's next destination.
-Bug-fix: Taking risk determination: vs a target, other nearby big enemies.
-Tweak: Re-enabled Kuda behaviours during attacks. In the last version, only the avoid behaviour was enabled. I.e. Move to engage position, withdraw and step-forward were disabled.
-Bug-fix: An instance of the avoid behaviour was not getting used even when the ship should avoid.
-Tweak: Optimisation: use the $jumppath var from move.generic when determining next move position instead of recalculting it.
-Bug-fix: Avoid/withdraw determination: sort gravidar contacts in ascending distance order from the ship.
-Bug-fix: Avoid/withdraw determination: shield test and ship purpose vs stations.
-Bug-fix: Corrected the vectors for the avoid (while heading towards the ship's destination). In the previous version, the vectors were sometimes wrong - based on the orientation of the object to avoid and the ship's destination. I.e. some vectors were correct. This math (based on the autopilot AI of my Autocam and Autopilot mod) is corrected in this version.
-Bug-fix: Do not use Withdraw behaviour except during attacks. i.e. Withdraw behaviour moves exactly away (180 deg) from the object. Avoid behaviour moves around (about 90 deg, more or less) while heading towards the ship's next destination.
-Bug-fix: Taking risk determination: vs a target, other nearby big enemies.