Trunk: new suicide ships!
Moderators: winston, another_commander, Getafix
Trunk: new suicide ships!
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
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
- Lestradae
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..
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:
(as usual these days)
L
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 = ();
};
}
L
Err... shouldn't the title actually be OSE: new suicide ships?
Just saying...
Just saying...
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
- Lestradae
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..
No, it's an update.Kaks wrote:Err... shouldn't the title actually be OSE: new suicide ships?
OSE: The Navy Lemmings
Glad to be of service
L
PS: If someone finds something in the AI above that explains the lemmingness? I am not sure ... the head to planet part perhaps?
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?Kaks wrote:Err... shouldn't the title actually be OSE: new suicide ships?
Just saying...
Screet
Re: ..
oh, and
Sounds like the part that tells them to go towards the main planet to me...Lestradae wrote:the head to planet part perhaps?
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)
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)
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).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 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
Good luck with the upgrade. Hopefully you won't get too many problems!
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
Re: ..
On the contrary, it IS distance to the surface. Look at the falling shuttle script.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.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
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!
Still, you might want to double the range, and see what happens!
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
- Cmdr Wyvern
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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!"
"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!"
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