During a misjump I noticed a couple of traders who just sat there and were attacked by the Thargoids. Investigating them closer I noticed that they all had sunskim_trader as primary role (and then there were quite some AI-errors in the logfile, because the were stuck looking for the sun).
I think the populator just needs a check for non-interstellar space before spawning sunskimmers. Should be an easy fix.
sunskimmers in interstellar space in 1.72
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- Commander McLane
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Re: sunskimmers in interstellar space in 1.72
Assuming that those sunskimmers were placed there by the populatorCommander McLane wrote:During a misjump I noticed a couple of traders who just sat there and were attacked by the Thargoids. Investigating them closer I noticed that they all had sunskim_trader as primary role (and then there were quite some AI-errors in the logfile, because the were stuck looking for the sun).
I think the populator just needs a check for non-interstellar space before spawning sunskimmers. Should be an easy fix.
Did you by any change have sunskimmers oxp (or something similar) installed
- Eric Walch
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Re: sunskimmers in interstellar space in 1.72
It's not the populater doing it wrong. In that case it would also add traders, police and pirates to interstellar space because it adds all in one loop.Commander McLane wrote:I think the populator just needs a check for non-interstellar space before spawning sunskimmers. Should be an easy fix.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
- Commander McLane
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Re: sunskimmers in interstellar space in 1.72
Ah! Indeed, I have sunskimmers.oxp installed.Ark wrote:Assuming that those sunskimmers were placed there by the populatorCommander McLane wrote:During a misjump I noticed a couple of traders who just sat there and were attacked by the Thargoids. Investigating them closer I noticed that they all had sunskim_trader as primary role (and then there were quite some AI-errors in the logfile, because the were stuck looking for the sun).
I think the populator just needs a check for non-interstellar space before spawning sunskimmers. Should be an easy fix.
Did you by any change have sunskimmers oxp (or something similar) installed
EDIT: OOps! Turns out Doc Nil had already repaired that. I'm just not using the latest version of sunskimmers. Okay, fixed it.
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Hmmm. Turns out there is another problem, not yet fixed. The OXP adds sunskimming traders, pirates, and police on the witchpoint-sun route. Fine for the traders, who have a suitable AI, and the pirates, who just hang around until there is something to attack. Not fine for the police, who get route1PatrolAI by default. Which means they start heading for the planet at once. So the witchpoint-sun route never actually gets patroled. PMing Doc Nil.