Smart Enemy AI Enhancement


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

Overhaul
a day ago
2.0
522
Combat

b 8.5.5 Lag

a day 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

a day ago
(updated a day 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.

a day 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 :)

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

a day 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

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

a day 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.

a day ago
(updated a day 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.

23 hours 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

2 hours 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.

an hour ago

No worries had to ups optimize anyway

an hour ago

<3

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