Enemy AI Enhancement


Smarter biter AI with adaptive resistance, breach reinforcement, scheduled raids, wall regen, and overhaul-mod compatibility.

Overhaul
16 hours ago
2.0
929
Combat

b 8.5.5 Lag

24 days ago

Hi, just updated my mods and i have very high lag/ups on smart-enemy-ai 6-8 jumps around.
UPS is 40-44 with stutter freezes

24 days ago
(updated 24 days ago)

I downgraded till 8.1.1 to get rid of the lag.
EDIT: I test 8.3.0 also (even no raid bug) so it helps to find the change that cause this. 8.3 is also lag free, so it start with 8.4.x for me

EDIT2: I let it run for some time on 8.5.5 somehow it recovered now. I have a only attack at night mod. And it just got day, so i will check how it reacts at night again.

24 days ago

OK after let it run over some time it seems to be working like a migration process was running and is done? This can be closed. I do not have any lag anymore :)

24 days ago

Thank you! Yeah might be the indexer of the spawners.

24 days ago

Ok i found something. I havent cleared many fights lately from afking. So I just got a night raid and the lag came back. Even after clearing the Humans its not gone. But i noticed 2 Fulgorian ruin guardian droids try to pathfind to a gathering spot and they stuck on trees. I will clear them now and hope its just that. Maybe you know if that might cause it. Will let you know if I know more

24 days ago

I tried a fix. Please give me feedback if that fixes your issue

24 days ago

Looks really good so far. I cleaned out the rest and now on raid is see big swarm gathering (this is awesome!) and impact is about 0.3ms max.
Very impressive work. Thank you so much for this mod.

24 days ago
(updated 24 days ago)

Just because i notice that right now. I also use the biter-factions-ng mod. So while they gather they also fight each other (I did that on purpose when i had Rampant to make it easier). Maybe u can take advantage about a mod like this and gather fractions on different areas. Just an idea but maybe nice to know for u.

24 days ago

Already thought about an idea like this. The difficulty is to classifiy unknown biters if i want to stay mod compatible. If i go for diffrent spawnername, Biter/Spiter would alo gather on diffrent areas, then the areas have to have a min distance and also only spawners with walkable path and low pollution. all those scans then cost ups again... but i will try in a later feature release. for now i want to get the mod stable

23 days ago

Ok i might have found the real issue. Pollution Solutions (updated 2.0) might have caused all this.
Today i has some other things showing up (lags on Laser attacks in space), so i found PS spike when an asteroid dies.

I found out this mod does trigger on any entity death and start calculation on that......
I fixed it locally for me and also mad a report for the author. this combined with many enemies might cascaded.

23 days ago

No worries had to ups optimize anyway

23 days ago

<3

23 days ago

I really wanted to try this mod but I am experiencing the lag too. is there something i can do to reduce the lag till this issue get resolved. Also, more importantly, I'm adding this mod midway through my playthrough to make the bugs smarter and more of a challenge is that ok to do or will I need to restart. The Lag doesn't seem to happen in a new game.

23 days ago
(updated 23 days ago)

The lag is only for 1 day (for me). its indexing everything around u on load. after its done with that, for me at least, i have absolut stable 60 ups now even on raids.
As more biters u have already around u, the longer it prob will take.

22 days ago

I did now everything i could to reduce UPS impact. if it still lags, its adiffrent mod or your machine cant handle the biter amount. I have not a single Ontick command left that doesnt do light work only

22 days ago

for me its fine. just updated to 9.1.0 and not even had that inital drop anymore. That maybe fix it also for zenoen then.

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