Re: Switeck_mod_v0.3 OXP - Ai, Economy, and Ship changes
Posted: Sun Jan 09, 2011 5:59 am
I was testing this:
What happened when I shot the rock hermit, it would launch 2 defense ships...then at low energy it would launch 2 scavengers. I was expecting it to launch 4 scavengers. Apparently the 2 defense ships counted towards the max scavengers limit.
On the other hand, with the original rock hermit...a miner could already be launched; yet there can still be launched 2 defense ships. Despite this, the miner counts as a scavenger.
Ok, Switeck_mod_v0.3b.zip is out!
I've fixed the bugs with stop-on-a-dime NPC ships.
Stations AI (rockhermit and regular stations) should now react better.
http://www.mediafire.com/?u4op4ftpdyh3uvy
Getting other traders to help out in a fight is very hard from the OXP programmer's point of view.
scanForHostiles only targets NPC pirate ships already targeting them -- which they won't be if they're fighting you or other ships!
scanForOffenders only works well in corporate states, elsewhere it ignores offenders or even fugitives!
scanForThargoid works just fine...but only targets/attacks Thargoids.
scanForNearestMerchantman works for pirates to find non-hostile trade ships (and the player), but won't get traders to help other traders in any way.
Is there ANY way to reliably get traders (or NPC bounty hunters for that matter!) to attack pirates, even if the pirates are attacking other NPC ships?
Code: Select all
"rock-hermit" =
{
has_shield_booster = 0.3;
has_shield_enhancer = 0.1;
heat_insulation = 7;
energy_recharge_rate = 0.2; // ADDED FOR TESTING
"max_defense_ships" = 2; // ADDED FOR TESTING
"max_scavengers" = 4; // ADDED FOR TESTING
scan_class = "CLASS_ROCK";
};
On the other hand, with the original rock hermit...a miner could already be launched; yet there can still be launched 2 defense ships. Despite this, the miner counts as a scavenger.
Ok, Switeck_mod_v0.3b.zip is out!
I've fixed the bugs with stop-on-a-dime NPC ships.
Stations AI (rockhermit and regular stations) should now react better.
http://www.mediafire.com/?u4op4ftpdyh3uvy
Getting other traders to help out in a fight is very hard from the OXP programmer's point of view.
scanForHostiles only targets NPC pirate ships already targeting them -- which they won't be if they're fighting you or other ships!
scanForOffenders only works well in corporate states, elsewhere it ignores offenders or even fugitives!
scanForThargoid works just fine...but only targets/attacks Thargoids.
scanForNearestMerchantman works for pirates to find non-hostile trade ships (and the player), but won't get traders to help other traders in any way.
Is there ANY way to reliably get traders (or NPC bounty hunters for that matter!) to attack pirates, even if the pirates are attacking other NPC ships?