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Posted: Mon Nov 27, 2006 7:23 pm
by Merceray
Yeah! mr. MalenkiyMedved it will be what we realy need! The hard to kill pirates, with a realy good bounty (not smaller then 500 credits ;)! I'm waiting for it!!!

Posted: Mon Nov 27, 2006 7:39 pm
by LittleBear
Just testing it with a Hard Adder!

You'll get ships that appear on your scope as "Reneagade {ship name}" bigger bounty for killing and a bigger bounty for capturing them! Doing 10 versions, so when capturing them in their pods you get messages like "You have captured a minor renegade", "You have caputured a nasty piece of work" etc. Be warned though these guys fly blinged out ships and will fire Q-mines and hard head missiles at you. They all have the role "pirate", so when you encounter one of these Uber pirates, it is a big pay out, but also a big battle! :evil:

Posted: Mon Nov 27, 2006 11:52 pm
by Dr. Nil
LittleBear wrote:
I'll do a quick "Hard Pirates" OXP if people like. Nothing much but all the Classic Elite Ships, fully blinged out with weapons, all the extra equipment and a much bigger bounty than normal, randomly appearing as pirates. I wrote a custom AI that makes ships more agressive than normal for Assassins, so I could asign that to them. Its a quick hack as it doesn't need me to do any scripting, graphics or AIs.
:Shudders with anticipation/fear:

Posted: Wed Nov 29, 2006 4:56 pm
by Judebert
Do you mind if I steal/crib/use that AI? My spawned Boa defender ships just don't seem to be able to find the player.

Posted: Wed Nov 29, 2006 5:17 pm
by LittleBear
Not at all. "killplayerAI" does this in Assassins, as does the madbattlebotAI. Just change the role of the ship being scanned for to player, trader police etc. Whoever you want the ship to kill! :twisted:

Its a very simple AI! It is fine for a ship whose main purpose is to kill anything it encounters except its own kind, but if you used it for an escort then escorts launched because a pirate attacked the mother would also attack the innocent passing player as well as pirates. Modding a native policepatrolAI and removing the "ODDS" stuff so that it never runs away might be better. :wink:

EDIT : actually giving them the native interceptAI should do it as this causes a ship to attack whoever attacked the mother (used by the native vipers launched by a station if you make a pest of yourself!)

Code: Select all


{
"ATTACK_SHIP" = {
        ENTER = (switchLightsOn, performAttack); 
        "ATTACKED" = (setTargetToPrimaryAggressor); 
        "ENERGY_LOW" = (setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP"); 
        "INCOMING_MISSILE" = ("commsMessage: [renegade-threat]", 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: trader");
        "ATTACKED" = (setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP"); 
        "INCOMING_MISSILE" = ("commsMessage: [renegade-threat]", fightOrFleeMissile, setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP"); 
		"TARGET_FOUND" = (setTargetToFoundTarget, "setStateTo: ATTACK_SHIP"); 
        	"NOTHING_FOUND" = ("setStateTo: LOOK_FOR_TARGETS2"); 
EXIT = ();
	UPDATE = ("scanForNearestShipWithRole: trader", "pauseAI: 1.0");
	};

"LOOK_FOR_TARGETS2" = {
ENTER = (switchLightsOff, "scanForNearestShipWithRole: police");
        "ATTACKED" = (setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP"); 
        "INCOMING_MISSILE" = ("commsMessage: [renegade-threat]", fightOrFleeMissile, setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP"); 
		"TARGET_FOUND" = (setTargetToFoundTarget, "setStateTo: ATTACK_SHIP"); 
        	"NOTHING_FOUND" = ("setStateTo: LOOK_FOR_TARGETS3"); 
EXIT = ();
	UPDATE = ("scanForNearestShipWithRole: police", "pauseAI: 1.0");
	};

"LOOK_FOR_TARGETS3" = {
ENTER = (switchLightsOff, "scanForNearestShipWithRole: player");
        "ATTACKED" = (setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP"); 
        "INCOMING_MISSILE" = ("commsMessage: [renegade-threat]", fightOrFleeMissile, setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP"); 
		"TARGET_FOUND" = (setTargetToFoundTarget, "setStateTo: ATTACK_SHIP"); 
        	"NOTHING_FOUND" = ("setStateTo: HEAD_FOR_PLANET"); 
EXIT = ();
	UPDATE = ("scanForNearestShipWithRole: player", "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" = ("commsMessage: [renegade-threat]", fightOrFleeMissile, setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP");
"TARGET_FOUND" = (setTargetToFoundTarget, "setStateTo: ATTACK_SHIP");
EXIT = ();
		
UPDATE = ("scanForNearestShipWithRole: player", "pauseAI: 1.0");
	};
 
"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" = ("commsMessage: [renegade-threat]", fightOrFleeMissile, setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP");
EXIT = ();
		
UPDATE = ("scanForNearestShipWithRole: player", "pauseAI: 1.0");
	}; 


GLOBAL = {
        ENTER = ("setStateTo: LOOK_FOR_TARGETS"); 
        EXIT = (); 
        UPDATE = (); 
    }; 
}


Posted: Wed Nov 29, 2006 6:52 pm
by Judebert
The problem seems to be that the "spawn" command doesn't give the spawned ship a mother at all. I tried scanForShipsWithRole, but that didn't find the mothership. When I tried to use it to detect the player, the ships can't even find me! They just hang in space until I shoot them. Then they run away, which is extremely strange because my AI doesn't have any fleeing options.

I'll get back to working on this again soon. My EV motor is coming, and I have lots to do.

Posted: Wed Nov 29, 2006 7:46 pm
by LittleBear
Ships hanging dead in space tends to indicate Oolite is not reading the AI at all. One typing error (a missed " or ,) somwhere and Oolite will refuse to read the entire AI or script. :evil: Cursed my ships for stitting their refusing to do what they were told many times, before I relised this. :shock: Give them a native AI to test them and if they work with say, pirateAI then there is probabley a mistake in the custom AI.

Posted: Wed Nov 29, 2006 10:04 pm
by LittleBear
Okay on the Hard Pirates OXP. I'll post a version tomorrow, but do bounties of 100 to 850 seem about right? These guys (13 versions in Classic Elite ships), bling their ships out to Iron Ass standard, fitting all available equipment to their ships, use Hard Head Missiles and the ones with 600+ bounties use q-mines. All pack Military Lasers. Each has a different piolt entry so an additional similar bounty is paid when you dock if you have taken the renegade alive by scooping his pod. Too much or too little?

All are in Classic Elite Ships so they are not Uber in themselves, just all the added equipment makes them that bit tougher. For some reason Renegades use unsual coloured lasers and tend to throw insults over the comms link in the style of old Earth C17 pirates. They have the role "pirate" so turn up randomly when Oolite adds pirates to a system.

Shiver me hull-plating, we'll have that traders cargo yet!

Posted: Thu Nov 30, 2006 1:00 am
by TGHC
The bounties seem fine to me, you could even spice it up a bit by not necessarily getting the highest reward for the toughest opponent :twisted:

Posted: Thu Nov 30, 2006 1:52 pm
by biffa
This sounds fabulous,"right on commander".high bounty and the capture of escape pods sounds brilliant.at the minute im on with the assassins guild and would be a most welcome way to try and earn some extra credits whilst waiting for my next missions and also when i have completed the assassins to.I also think that many other players would be most thankfull to as some just live for the bounty hunters way of life.looking forward to trying this oxp thanks again littlebear..cheers :D

Posted: Thu Nov 30, 2006 2:15 pm
by LittleBear
Done a V1 (link to download on my signature). Might need to toughen 'em up a bit or weaken them depending on what people think. These Renegades can appear anywhere, but are most common in anarchys and very rare in safe systems. They are scripted so appear randomly with higher chances of appearing, the more dangeous the system.

Posted: Fri Dec 01, 2006 10:36 am
by biffa
wow..i just put the oxp in my addons folder and hyped to essoat (anarchy tl 4) and had 3 pirates fire hardened missiles at me,i managed to dodge the rockets (full throttle on) then went back towards them.i manged to kill one a cobra njx (750 credits) he used the escape pod so as you do i went for that to capture it ...then bam!!!! he had dropped a mine lmao. brilliant oxp this will certanly make pirates that bit more entertaining.i would say its for the seasoned hunter as this will more than test the best ooliters skills as a bounty hunter.thanks for this and the work you have put in to it ..cheers :D

Posted: Fri Dec 01, 2006 2:19 pm
by LittleBear
Cheers! Will post V2 tomorrow (adds more variety and gives the Renegades more detailed backgrounds when you scoop them). Also gives them mutipile multi-coloured front lasers and the bigger ships also pack turrets. Bounties are doubled to reflect this! The number of renegades appearing at once is reduced a bit to balance their new wepons out. Renegades have a 50% chance of appearing in lawless systems (although your paths may not cross even if one or more are in the system), but are very rare in the safe systems. A new Commander could safley install it, assuming he is stering clear of Anachys anyway due to his poor ship specs, but you are assumed to have a fairly well kitted out ship before you go and deliberatley seek them out. :wink:

Posted: Sat Dec 02, 2006 11:39 am
by Merceray
Just give us an url on your new OXP...

Posted: Sat Dec 02, 2006 12:04 pm
by LittleBear
Still kitting out the fleet ATM (everything else is done). 8 of 13 ships rearmed. Just about to start fitting plasma turrets to the Renegade Python. Should post this evening. My Signature will change to "Renegade Pirates! - V2 UPDATE" when its up.

UPDATE: Tis done! (Clicking the link on my signature will take you to the download file).

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