Trunk: new suicide ships!

For test results, bug reports, announcements of new builds etc.

Moderators: winston, another_commander, Getafix

Post Reply
Screet
---- E L I T E ----
---- E L I T E ----
Posts: 1883
Joined: Wed Dec 10, 2008 3:02 am
Location: Bremen, Germany

Trunk: new suicide ships!

Post by Screet »

I had a few strange encounters after updating to the latest trunk version:

System and navy ships fight as normal, but when they destroyed their target, they fire their injectors and either crash themselves into the S buoy or directly into the planet!

What's wrong with them???

Screet
User avatar
Lestradae
---- E L I T E ----
---- E L I T E ----
Posts: 3095
Joined: Tue Apr 17, 2007 10:30 pm
Location: Vienna, Austria

..

Post by Lestradae »

I obvserved this too.

If it's the OSE navy, they are using the AI below, which I got from LittleBear, I think it's a system patrol that will only care about offenders and thargoids, and not do GalCop stuff.

Perhaps someone can make something of how it produces the navy lemmings:

Code: Select all

{
"ATTACK_SHIP" = {
        ENTER = (switchLightsOn, performAttack);
        "ATTACKED" = (setTargetToPrimaryAggressor);
        "ENERGY_LOW" = (setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP");
        "INCOMING_MISSILE" = (fightOrFleeMissile, setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP");
        "TARGET_DESTROYED" = ("setStateTo: LOOK_FOR_TARGETS");
        "TARGET_LOST" = ("setStateTo: LOOK_FOR_TARGETS");
        EXIT = ();
          UPDATE = (performAttack);
     };

"LOOK_FOR_TARGETS" = {
ENTER = (switchLightsOff, "scanForNearestShipWithRole: pirate");
        "ATTACKED" = (setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP");
        "INCOMING_MISSILE" = (fightOrFleeMissile, setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP");
                "TARGET_FOUND" = (setTargetToFoundTarget, "setStateTo: ATTACK_SHIP");
                "NOTHING_FOUND" = ("setStateTo: LOOK_FOR_TARGETS2");
                "OFFENCE_COMMITTED" = (setTargetToFoundTarget, "markTargetForOffence: 7", "setStateTo: ATTACK_SHIP");
EXIT = ();
        UPDATE = ("scanForNearestShipWithRole: pirate", "pauseAI: 1.0");
        };

"LOOK_FOR_TARGETS2" = {
ENTER = (switchLightsOff, "scanForNearestShipWithRole: thargoid");
        "ATTACKED" = (setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP");
        "INCOMING_MISSILE" = (fightOrFleeMissile, setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP");
                "TARGET_FOUND" = (setTargetToFoundTarget, "setStateTo: ATTACK_SHIP");
                "NOTHING_FOUND" = ("setStateTo: LOOK_FOR_TARGETS3");
                "OFFENCE_COMMITTED" = (setTargetToFoundTarget, "markTargetForOffence: 7", "setStateTo: ATTACK_SHIP");
EXIT = ();
        UPDATE = ("scanForNearestShipWithRole: thargoid", "pauseAI: 1.0");
        };

"LOOK_FOR_TARGETS3" = {
ENTER = (switchLightsOff, scanForOffenders);
        "ATTACKED" = (setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP");
        "INCOMING_MISSILE" = (fightOrFleeMissile, setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP");
                "TARGET_FOUND" = (setTargetToFoundTarget, "setStateTo: ATTACK_SHIP");
                "NOTHING_FOUND" = ("setStateTo: HEAD_FOR_PLANET");
                "OFFENCE_COMMITTED" = (setTargetToFoundTarget, "markTargetForOffence: 7", "setStateTo: ATTACK_SHIP");
EXIT = ();
        UPDATE = (scanForOffenders, "pauseAI: 1.0");
        };


"HEAD_FOR_PLANET" = {
ENTER = (setCourseToPlanet, "setDesiredRangeTo: 80000.0", checkCourseToDestination);
"COURSE_OK" = ("setSpeedFactorTo: 1.0", performFlyToRangeFromDestination);
"WAYPOINT_SET" = ("setStateTo: GO_TO_WAYPOINT1");
"DESIRED_RANGE_ACHIEVED" = ("setStateTo: LOOK_FOR_TARGETS");
ATTACKED = (setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP");
"INCOMING_MISSILE" = (fightOrFleeMissile, setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP");
"TARGET_FOUND" = (setTargetToFoundTarget, "setStateTo: ATTACK_SHIP");
"OFFENCE_COMMITTED" = (setTargetToFoundTarget, "markTargetForOffence: 7", "setStateTo: ATTACK_SHIP");
EXIT = ();

UPDATE = (scanForOffenders, "pauseAI: 1.0");
"TARGET_FOUND" = (setTargetToFoundTarget, "setStateTo: ATTACK_SHIP");

};

"GO_TO_WAYPOINT1" = {
ENTER = ("setDesiredRangeTo: 50.0", checkCourseToDestination);
"COURSE_OK" = ("setSpeedFactorTo: 1.0", performFlyToRangeFromDestination);
"WAYPOINT_SET" = ("setDesiredRangeTo: 50.0", checkCourseToDestination);
"DESIRED_RANGE_ACHIEVED" = ("setStateTo: HEAD_FOR_PLANET");
ATTACKED = (setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP");
"INCOMING_MISSILE" = (fightOrFleeMissile, setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP");
"OFFENCE_COMMITTED" = (setTargetToFoundTarget, "markTargetForOffence: 7", "setStateTo: ATTACK_SHIP");
EXIT = ();

UPDATE = (scanForOffenders, "pauseAI: 1.0");

"TARGET_FOUND" = (setTargetToFoundTarget, "setStateTo: ATTACK_SHIP");
        };


GLOBAL = {
        ENTER = (setUpEscorts, "setStateTo: LOOK_FOR_TARGETS");
        EXIT = ();
        UPDATE = ();
    };
}
:? (as usual these days)

L
User avatar
Kaks
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 3009
Joined: Mon Jan 21, 2008 11:41 pm
Location: The Big Smoke

Post by Kaks »

Err... shouldn't the title actually be OSE: new suicide ships?

Just saying...
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
User avatar
Lestradae
---- E L I T E ----
---- E L I T E ----
Posts: 3095
Joined: Tue Apr 17, 2007 10:30 pm
Location: Vienna, Austria

..

Post by Lestradae »

Kaks wrote:
Err... shouldn't the title actually be OSE: new suicide ships?
No, it's an update.

OSE: The Navy Lemmings

Glad to be of service :P

L

PS: If someone finds something in the AI above that explains the lemmingness? I am not sure ... the head to planet part perhaps?
Screet
---- E L I T E ----
---- E L I T E ----
Posts: 1883
Joined: Wed Dec 10, 2008 3:02 am
Location: Bremen, Germany

Post by Screet »

Kaks wrote:
Err... shouldn't the title actually be OSE: new suicide ships?

Just saying...
No, because those were ships from galnavy, not OSE and I've also seen the same to happen to police ships (which were provided by OSE, but "normal" station defenders), thus surely also running the normal internal AI for this?

Screet
User avatar
Kaks
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 3009
Joined: Mon Jan 21, 2008 11:41 pm
Location: The Big Smoke

Re: ..

Post by Kaks »

:)

oh, and
Lestradae wrote:
the head to planet part perhaps?
Sounds like the part that tells them to go towards the main planet to me... :)

You might want to set the desired range higher (double it, maybe?), so they don't want to go so close to the planet before looking for new targets... the range is from the centre of the planet, not from its surface.
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
User avatar
Kaks
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 3009
Joined: Mon Jan 21, 2008 11:41 pm
Location: The Big Smoke

Post by Kaks »

Screet, it depends. I don't know if OSE overrides the standard AIs or not. If it does, then it's an OSE thing.
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
Screet
---- E L I T E ----
---- E L I T E ----
Posts: 1883
Joined: Wed Dec 10, 2008 3:02 am
Location: Bremen, Germany

Post by Screet »

Kaks wrote:
Screet, it depends. I don't know if OSE overrides the standard AIs or not. If it does, then it's an OSE thing.
I'm having a strange day anyways. Since the update to the current trunk versions, all turrets on all ship types fire a continuous plasma beam (due to rapid firing).

I also just had a navy mission vs. a thargoid fleet and those Thargoids were happily fighting each other before they did reach the navy fleet.

*GRRR*

Well...time to save my data, rip this old motherboard of this machine, replace it and install everything anew. The postman just brought the replacement ;) Maybe I've got fewer troubles then...

Screet
User avatar
Kaks
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 3009
Joined: Mon Jan 21, 2008 11:41 pm
Location: The Big Smoke

Post by Kaks »

Good luck with the upgrade. Hopefully you won't get too many problems!
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
User avatar
Eric Walch
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral
Posts: 5536
Joined: Sat Jun 16, 2007 3:48 pm
Location: Netherlands

Re: ..

Post by Eric Walch »

Kaks wrote:
:)
You might want to set the desired range higher (double it, maybe?), so they don't want to go so close to the planet before looking for new targets... the range is from the centre of the planet, not from its surface.
On the contrary, it IS distance to the surface. Look at the falling shuttle script.
User avatar
Kaks
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 3009
Joined: Mon Jan 21, 2008 11:41 pm
Location: The Big Smoke

Post by Kaks »

Oops, I stand corrected. I really need to look at the code a bit more often.

Still, you might want to double the range, and see what happens! :)
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
User avatar
Cmdr Wyvern
---- E L I T E ----
---- E L I T E ----
Posts: 1649
Joined: Tue Apr 11, 2006 1:47 am
Location: Somewhere in the great starry void

Post by Cmdr Wyvern »

Shellshock, maybe? Or the military slipping in psych evaluations?

"Up to the eyeballs in Thargoids all the time... Losing good officers to those damned Bugs... The brass griping because of the losses... I can't take it anymore! Goodbye, cruel galaxy!" :boom:
Running Oolite buttery smooth & rock stable w/ tons of eyecandy oxps on:
ASUS Prime X370-A
Ryzen 5 1500X
16GB DDR4 3200MHZ
128GB NVMe M.2 SSD (Boot drive)
1TB Hybrid HDD (For software and games)
EVGA GTX-1070 SC
1080P Samsung large screen monitor
Post Reply