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Re: Switeck's Shipping v0.5 OXP - Ai, Economy, and Ship chan
Posted: Sun Oct 14, 2012 6:23 pm
by Commander McLane
Okay, that's an example of a ship stuck in gotoWaypointAI, which is already sort of a confirmed problem.
What I'd like to know is whether you have ships stuck in the ATTACK_SHIP state of interceptAI without actually having a target. If you don't get this type of behaviour in vanilla Oolite, that would be an indication that one of your own AI changes may be responsible for it.
Re: Switeck's Shipping v0.5 OXP - Ai, Economy, and Ship chan
Posted: Sun Oct 14, 2012 9:13 pm
by Switeck
Yes of course, but I'm not convinced it isn't the case of running the game at TAF 16x for hours while causing it...and npc ships not correcting their faulty heading/faulty targeting within 1 minute after the game is reset to TAF 1x.
Re: Switeck's Shipping v0.5 OXP - Ai, Economy, and Ship chan
Posted: Sun Oct 14, 2012 9:27 pm
by Cody
I never use TAF x16 for testing (I stick to x8), even at my lowly level - strange things seem to happen to NPCs at TAF x16!
Re: Switeck's Shipping v0.5 OXP - Ai, Economy, and Ship changes
Posted: Tue Feb 27, 2018 9:07 pm
by Fleurghber
The file was not found at the specified location.
Re: Switeck's Shipping v0.5 OXP - Ai, Economy, and Ship changes
Posted: Sun Apr 01, 2018 2:11 pm
by Switeck
The box link still appears to hold something.
But this OXP is severely depreciated due to changes made since it was last modified.
Seriously the post before yours was made in 2012.
Many of the things it added were added to the core game (more NPC ship variations) or changed in such a way it won't work (market changes).
Re: Switeck's Shipping v0.5 OXP - Ai, Economy, and Ship changes
Posted: Tue Apr 03, 2018 4:35 pm
by Fleurghber
Ok, thanks.
Re: Switeck's Shipping v0.5 OXP - Ai, Economy, and Ship changes
Posted: Sun Sep 25, 2022 10:20 am
by Cholmondely
Just as a matter of interest, how many of the original changes of this .oxp ended up being included in the Vanilla game?
Re: Switeck's Shipping v0.5 OXP - Ai, Economy, and Ship changes
Posted: Sat Oct 01, 2022 12:21 am
by Switeck
One of the biggest was the variety of ships that could be escorts for freighters...and that Cobra 3's could be light freighters at all.
Also, more ship types could be pirates...such as Anacondas (very rarely) or Boa 2's. Freighters that end up pirates usually had escort pirates with them as well.
Reworking my mod run into big problems simply because of all the shipdata.plist changes that happened between v1.77 and v1.90
Vanilla game also changed availability of equipment on NPC ships (especially lasers) based on risk of a system, mostly tied on their "pilot" skill level.
Ai script behaviors were often implemented into the vanilla game post-v1.80 -- but in a different way than I did in Switeck's Shipping.
Sadly, this ADDED a major bug with the escort behavior -- NOT assisting their mothership when they should.
My scripted behavior for ships wanting to flee under fire included random rolls while trying to inject away...vanilla game added something similar but not as drastic.
One of the most notable was Thargons followed Thargoids around when they had nothing left to kill -- so you could encounter swarms of them instead of the Thargoids wandering off leaving lots of inactive Thargons.
Getting kills at all has grown harder in general from v1.72 to v1.90 due to the NPC ships running away more often.
The commodities market changes were mostly NOT added to later versions of Oolite vanilla game...and are tricky to add considering how the market scripting has changed.
The difficulties of rolling the remaining changes into vanilla Oolite post v1.77 coupled with the vanilla game getting many of the changes anyway has killed my desire to re-release an updated form of Switeck's Shipping.
Re: Switeck's Shipping v0.5 OXP - Ai, Economy, and Ship changes
Posted: Sun Oct 15, 2023 10:32 am
by Cholmondely
Switeck wrote: ↑Thu Aug 31, 2023 8:23 pm
I make NO promises on how long before I get something even vaguely usable.
Thou hast been pm'ed!