Sleepy pirates

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dajt
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Sleepy pirates

Post by dajt »

I'm thinking there needs to be a way to kick the pirate AI into action if one of a group of lurkers gets shot at.

I flew up to a group of pirates tonight and managed to get two of the escorts before the AI woke up and had a go at me.

I know the AI sleeps periodically, but perhaps there is a way to jolt it on certain events, like getting shot.
Regards,
David Taylor.
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Rxke
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Post by Rxke »

Seems like this has gotten far worse since 1.63 or -4...

I never seen pirates *that* sleepy, sometimes they stir a little bit, and fal silent again after mere seconds :s
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winston
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Post by winston »

Playing the latest svn last night (as long as my wounded hand would grip the joystick, it's really inconvenient having a gouge taken out of the heel of your hand) I encountered numerous sleepy pirates. Some would actually shoot but generally they were just sitting ducks. Embarrassingly enough, I had to run away from some of these 'laser turrets'.
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aegidian
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Post by aegidian »

There was a bug in some of the new behavioural code. I fixed it. The latest builds should have no (or far fewer) sleepers.

Hitting 0 while paused now also reveals ore details about the nearby ships.
"The planet Rear is scourged by well-intentioned OXZs."

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Rxke
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Post by Rxke »

aegidian wrote:
Hitting 0 while paused now also reveals ore details about the nearby ships.
Yes, that's lots of fun, to go through sometimes :D

(Got no life, me :oops: )
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