(Pirate) ships unwilling to fight

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Screet
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(Pirate) ships unwilling to fight

Post by Screet »

Hi,

on numerous occasions I found pirates quite hesitant to fight. I did use shift-h on some of these ships and find it pretty interesting:

- the first ship just turned and went away, even before being hit
- the other ships obviously attempted to fly towards a wormhole that was neither on my scanner nor visible for me...and did not care about being shot up during that task

Code: Select all

[dumpState]: State for <ShipEntity 0xf2261d8>{"Asp Mark II" ID: 404 position: (13740.7, 22141.1, 7634.31) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT}:
  [dumpState.entity]: Universal ID: 404
  [dumpState.entity]: Scan class: CLASS_NEUTRAL
  [dumpState.entity]: Status: STATUS_IN_FLIGHT
  [dumpState.entity]: Position: (13740.7, 22141.1, 7634.31)
  [dumpState.entity]: Orientation: (-0.554935 - 0.482796i - 0.214616j - 0.64257k)
  [dumpState.entity]: Distance travelled: 35803.2
  [dumpState.entity]: Energy: 606 of 606
  [dumpState.entity]: Mass: 58818.1
  [dumpState.entity]: Owner: <ShipEntity 0xf2261d8>{"Asp Mark II" ID: 404 position: (13740.7, 22141.1, 7634.31) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT}
  [dumpState.entity]: Flags: isShip, hasMoved, isSunlit, collisionTestFilter
  [dumpState.shipEntity]: Name: Asp Mark II
  [dumpState.shipEntity]: Display Name: Asp Mark II
  [dumpState.shipEntity]: Roles: <OORoleSet 0x12db4ec8>{(0.2)(0.2) asp-bad pirate}
  [dumpState.shipEntity]: Primary role: pirate
  [dumpState.shipEntity]: Script: <OOJSScript 0x12dacf98>{"oolite-default-ship-script" version 1.72.1}
  [dumpState.shipEntity]: Subentity count: 1
  [dumpState.shipEntity]: Behaviour: BEHAVIOUR_ATTACK_FLY_FROM_TARGET
  [dumpState.shipEntity]: Target: <PlayerEntity 0xcd91198>{"Jabberwocky" ID: 100 position: (10626.9, 15607.4, 4166.92) scanClass: CLASS_PLAYER status: STATUS_IN_FLIGHT}
  [dumpState.shipEntity]: Destination: (10329.7, 14727.2, 2758.28)
  [dumpState.shipEntity]: Other destination: (0, 0, 0)
  [dumpState.shipEntity]: Waypoint count: 0
  [dumpState.shipEntity]: Desired speed: 392.3
  [dumpState.shipEntity]: Fuel: 32
  [dumpState.shipEntity]: Fuel accumulator: 0.932
  [dumpState.shipEntity]: Missile count: 1
  [dumpState.shipEntity.ai]: AI:
    [dumpState.ai]: State machine name: pirateAI.plist
    [dumpState.ai]: Current state: ATTACK_SHIP
    [dumpState.ai]: Next think time: 3824.11
    [dumpState.ai]: Next think interval: 0.125
  [dumpState.shipEntity]: Frustration: 0.016
  [dumpState.shipEntity]: Success factor: 0.997311
  [dumpState.shipEntity]: Shots fired: 0
  [dumpState.shipEntity]: Time since shot: 100054
  [dumpState.shipEntity]: Spawn time: 3770.34 (53.675 seconds ago)
  [dumpState.shipEntity]: Hull temperature: 60
  [dumpState.shipEntity]: Heat insulation: 1
  [dumpState.shipEntity]: Flags: escortsAreSetUp, isFrangible
[dumpState]: State for <ShipEntity 0xf2261d8>{"Asp Mark II" ID: 404 position: (6020.03, 19795.1, 19074) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT}:
  [dumpState.entity]: Universal ID: 404
  [dumpState.entity]: Scan class: CLASS_NEUTRAL
  [dumpState.entity]: Status: STATUS_IN_FLIGHT
  [dumpState.entity]: Position: (6020.03, 19795.1, 19074)
  [dumpState.entity]: Orientation: (0.165123 + 0.11115i + 0.0141064j - 0.979888k)
  [dumpState.entity]: Distance travelled: 139081
  [dumpState.entity]: Energy: 531.908 of 606
  [dumpState.entity]: Mass: 58818.1
  [dumpState.entity]: Owner: <ShipEntity 0xf2261d8>{"Asp Mark II" ID: 404 position: (6020.03, 19795.1, 19074) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT}
  [dumpState.entity]: Flags: isShip, hasMoved, hasRotated, isSunlit, collisionTestFilter
  [dumpState.shipEntity]: Name: Asp Mark II
  [dumpState.shipEntity]: Display Name: Asp Mark II
  [dumpState.shipEntity]: Roles: <OORoleSet 0x12db4ec8>{(0.2)(0.2) asp-bad pirate}
  [dumpState.shipEntity]: Primary role: pirate
  [dumpState.shipEntity]: Script: <OOJSScript 0x12dacf98>{"oolite-default-ship-script" version 1.72.1}
  [dumpState.shipEntity]: Subentity count: 1
  [dumpState.shipEntity]: Behaviour: BEHAVIOUR_ATTACK_FLY_FROM_TARGET
  [dumpState.shipEntity]: Target: <PlayerEntity 0xcd91198>{"Jabberwocky" ID: 100 position: (7796.33, 19610.7, 10914) scanClass: CLASS_PLAYER status: STATUS_IN_FLIGHT}
  [dumpState.shipEntity]: Destination: (10329.7, 14727.2, 2758.28)
  [dumpState.shipEntity]: Other destination: (0, 0, 0)
  [dumpState.shipEntity]: Waypoint count: 0
  [dumpState.shipEntity]: Desired speed: 100
  [dumpState.shipEntity]: Fuel: 0
  [dumpState.shipEntity]: Fuel accumulator: 0.992
  [dumpState.shipEntity]: Missile count: 1
  [dumpState.shipEntity.ai]: AI:
    [dumpState.ai]: State machine name: pirateAI.plist
    [dumpState.ai]: Current state: ATTACK_SHIP
    [dumpState.ai]: Next think time: 3889.61
    [dumpState.ai]: Next think interval: 0.125
  [dumpState.shipEntity]: Frustration: 0
  [dumpState.shipEntity]: Success factor: 0.999141
  [dumpState.shipEntity]: Shots fired: 0
  [dumpState.shipEntity]: Time since shot: 100119
  [dumpState.shipEntity]: Spawn time: 3770.34 (119.205 seconds ago)
  [dumpState.shipEntity]: Hull temperature: 60
  [dumpState.shipEntity]: Heat insulation: 1
  [dumpState.shipEntity]: Flags: escortsAreSetUp, isFrangible
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[shipRegistry.selection.profile]: Hit slow path in ship selection for role "buoy-witchpoint", having selected ship "ezra-ad". Now 40 of 1946 on slow path (2.055498%).
[dumpState]: State for <ShipEntity 0xe6e2b18>{"Cobra Mark III" ID: 760 position: (-19572.9, 23350.4, 171800) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT}:
  [dumpState.entity]: Universal ID: 760
  [dumpState.entity]: Scan class: CLASS_NEUTRAL
  [dumpState.entity]: Status: STATUS_IN_FLIGHT
  [dumpState.entity]: Position: (-19572.9, 23350.4, 171800)
  [dumpState.entity]: Orientation: (0.888042 + 0.282763i + 0.0765088j - 0.354363k)
  [dumpState.entity]: Distance travelled: 43508.6
  [dumpState.entity]: Energy: 104.252 of 270
  [dumpState.entity]: Mass: 185580
  [dumpState.entity]: Owner: <ShipEntity 0xe6e2b18>{"Cobra Mark III" ID: 760 position: (-19572.9, 23350.4, 171800) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT}
  [dumpState.entity]: Flags: isShip, hasMoved, isSunlit, collisionTestFilter
  [dumpState.shipEntity]: Name: Cobra Mark III
  [dumpState.shipEntity]: Display Name: Cobra Mark III
  [dumpState.shipEntity]: Roles: <OORoleSet 0x12c24320>{escort hermit-ship hunter miner pirate scavenger sunskim-trader trader}
  [dumpState.shipEntity]: Primary role: pirate
  [dumpState.shipEntity]: Script: <OOJSScript 0x12c1f730>{"oolite-default-ship-script" version 1.72.1}
  [dumpState.shipEntity]: Subentity count: 2
  [dumpState.shipEntity]: Behaviour: BEHAVIOUR_FLY_TO_DESTINATION
  [dumpState.shipEntity]: Destination: (-31953.7, 40196.7, 202510)
  [dumpState.shipEntity]: Other destination: (0, 0, 0)
  [dumpState.shipEntity]: Waypoint count: 0
  [dumpState.shipEntity]: Desired speed: 320
  [dumpState.shipEntity]: Fuel: 70
  [dumpState.shipEntity]: Fuel accumulator: 1
  [dumpState.shipEntity]: Missile count: 0
  [dumpState.shipEntity.ai]: AI:
    [dumpState.ai]: State machine name: pirateAI.plist
    [dumpState.ai]: Current state: ENTER_WORMHOLE
    [dumpState.ai]: Next think time: 4732.46
    [dumpState.ai]: Next think interval: 0.125
  [dumpState.shipEntity]: Frustration: 0
  [dumpState.shipEntity]: Success factor: 37159.9
  [dumpState.shipEntity]: Shots fired: 0
  [dumpState.shipEntity]: Time since shot: 103.408
  [dumpState.shipEntity]: Spawn time: 4569.71 (162.73 seconds ago)
  [dumpState.shipEntity]: Hull temperature: 60
  [dumpState.shipEntity]: Heat insulation: 1
  [dumpState.shipEntity]: Flags: escortsAreSetUp, isFrangible, canFragment
[dumpState]: State for <ShipEntity 0xe6e6120>{"Wolf Mark II SE" ID: 761 position: (-29440.6, 37162, 196748) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT}:
  [dumpState.entity]: Universal ID: 761
  [dumpState.entity]: Scan class: CLASS_NEUTRAL
  [dumpState.entity]: Status: STATUS_IN_FLIGHT
  [dumpState.entity]: Position: (-29440.6, 37162, 196748)
  [dumpState.entity]: Orientation: (0.946905 + 0.2535i + 0.143523j - 0.136051k)
  [dumpState.entity]: Distance travelled: 75807.6
  [dumpState.entity]: Energy: 407.4 of 550
  [dumpState.entity]: Mass: 228678
  [dumpState.entity]: Owner: <ShipEntity 0xe6e6120>{"Wolf Mark II SE" ID: 761 position: (-29440.6, 37162, 196748) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT}
  [dumpState.entity]: Flags: isShip, hasMoved, isSunlit, collisionTestFilter
  [dumpState.shipEntity]: Name: Wolf Mark II SE
  [dumpState.shipEntity]: Display Name: Wolf Mark II SE
  [dumpState.shipEntity]: Roles: <OORoleSet 0x12c216e8>{escort hermit-ship hunter pirate scavenger sunskim-trader trader wolfSE}
  [dumpState.shipEntity]: Primary role: pirate
  [dumpState.shipEntity]: Script: <OOJSScript 0x12c21850>{"oolite-default-ship-script" version 1.72.1}
  [dumpState.shipEntity]: Subentity count: 3
  [dumpState.shipEntity]: Behaviour: BEHAVIOUR_FLY_TO_DESTINATION
  [dumpState.shipEntity]: Destination: (-31953.7, 40196.7, 202510)
  [dumpState.shipEntity]: Other destination: (0, 0, 0)
  [dumpState.shipEntity]: Waypoint count: 0
  [dumpState.shipEntity]: Desired speed: 390
  [dumpState.shipEntity]: Fuel: 70
  [dumpState.shipEntity]: Fuel accumulator: 1
  [dumpState.shipEntity]: Missile count: 4
  [dumpState.shipEntity.ai]: AI:
    [dumpState.ai]: State machine name: pirateAI.plist
    [dumpState.ai]: Current state: ENTER_WORMHOLE
    [dumpState.ai]: Next think time: 4794.24
    [dumpState.ai]: Next think interval: 0.125
  [dumpState.shipEntity]: Frustration: 0
  [dumpState.shipEntity]: Success factor: 6989.94
  [dumpState.shipEntity]: Shots fired: 0
  [dumpState.shipEntity]: Time since shot: 100224
  [dumpState.shipEntity]: Spawn time: 4569.71 (224.445 seconds ago)
  [dumpState.shipEntity]: Hull temperature: 60
  [dumpState.shipEntity]: Heat insulation: 1
  [dumpState.shipEntity]: Flags: escortsAreSetUp, isFrangible, canFragment
Screet[/code]
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wackyman465
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Post by wackyman465 »

They were afraid?....
I shot him back first. That is to say, I read his mind and fired before he would have fired on me. No, sir, he wasn't a fugitive.
Screet
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Post by Screet »

wackyman465 wrote:
They were afraid?....
I've heard that I make people afraid (in RL), but never been able to understand that ;)

However, those pirates are really a strange breed. Today I had multiple encounters with clouds of pirates...and they did stay yellow, would not fight me even though I shot them down! That doesn't feel good :(

It appears that the ships I encountered today were trying to escort each other and so busy to get back into formation or fly to some other point, that they did not care about a GriffBoa sitting between them. I couldn't even use my turrets as they didn't turn red, and my only laser was constantly overheating. Time for a Caduceus, I'd say!

Screet
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wackyman465
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Post by wackyman465 »

Or a me!
I shot him back first. That is to say, I read his mind and fired before he would have fired on me. No, sir, he wasn't a fugitive.
Screet
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Post by Screet »

wackyman465 wrote:
Or a me!
Hm. Could it be that you pointed me to the thread just because of this happening? A BIG Thargoid attack on a system. Their powerful ships...what do they do? Correct! They are unwilling to fight me!

I've got some other dump...and this looks to me as if the ship should have attacked and fought me. Instead, it was running at max speed away from me! Others just were trying to break my lock by circling without doing much. What's wrong with those bugs???

Code: Select all

[dumpState]: State for <ShipEntity 0x106c2600>{"Thargoid Deathwreaker" ID: 807 position: (-149316, 155329, 615299) scanClass: CLASS_THARGOID status: STATUS_IN_FLIGHT}:
  [dumpState.entity]: Universal ID: 807
  [dumpState.entity]: Scan class: CLASS_THARGOID
  [dumpState.entity]: Status: STATUS_IN_FLIGHT
  [dumpState.entity]: Position: (-149316, 155329, 615299)
  [dumpState.entity]: Orientation: (-0.497595 + 0.694604i + 0.187717j + 0.484446k)
  [dumpState.entity]: Distance travelled: 154746
  [dumpState.entity]: Energy: 305.016 of 1400
  [dumpState.entity]: Mass: 899378
  [dumpState.entity]: Owner: <ShipEntity 0x106c2600>{"Thargoid Deathwreaker" ID: 807 position: (-149316, 155329, 615299) scanClass: CLASS_THARGOID status: STATUS_IN_FLIGHT}
  [dumpState.entity]: Flags: isShip, hasMoved, hasRotated, isSunlit, collisionTestFilter
  [dumpState.shipEntity]: Name: Thargoid Deathwreaker
  [dumpState.shipEntity]: Display Name: Thargoid Deathwreaker
  [dumpState.shipEntity]: Roles: <OORoleSet 0x14e67c58>{newbug2}
  [dumpState.shipEntity]: Primary role: newbug2
  [dumpState.shipEntity]: Script: <OOJSScript 0x14e67ac8>{"oolite-thargoid-warship" version 1.72.2}
  [dumpState.shipEntity]: Subentity count: 0
  [dumpState.shipEntity]: Behaviour: BEHAVIOUR_ATTACK_TARGET
  [dumpState.shipEntity]: Target: <PlayerEntity 0xa45b6c8>{"Griff Boa" ID: 100 position: (-152917, 157224, 615429) scanClass: CLASS_PLAYER status: STATUS_IN_FLIGHT}
  [dumpState.shipEntity]: Destination: (-186214, 177435, 616943)
  [dumpState.shipEntity]: Other destination: (0, 0, 0)
  [dumpState.shipEntity]: Waypoint count: 0
  [dumpState.shipEntity]: Desired speed: 500
  [dumpState.shipEntity]: Fuel: 150
  [dumpState.shipEntity]: Fuel accumulator: 1
  [dumpState.shipEntity]: Missile count: 0
  [dumpState.shipEntity.ai]: AI:
    [dumpState.ai]: State machine name: newbug2AI.plist
    [dumpState.ai]: Current state: ATTACK_SHIP
    [dumpState.ai]: Next think time: 1468.01
    [dumpState.ai]: Next think interval: 0.125
  [dumpState.shipEntity]: Frustration: 0
  [dumpState.shipEntity]: Success factor: 0
  [dumpState.shipEntity]: Shots fired: 0
  [dumpState.shipEntity]: Time since shot: 305.906
  [dumpState.shipEntity]: Spawn time: 1153.11 (314.95 seconds ago)
  [dumpState.shipEntity]: Hull temperature: 60
  [dumpState.shipEntity]: Heat insulation: 1
  [dumpState.shipEntity]: Flags: escortsAreSetUp, pitching_over, isFrangible, canFragment
Maybe someone forgot the anti-fear surgery on them?

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wackyman465
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Post by wackyman465 »

I think flying in a consistent circle might be an Orb bug; I've seen ships spawned from an OrbBase do that..
I shot him back first. That is to say, I read his mind and fired before he would have fired on me. No, sir, he wasn't a fugitive.
Screet
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Post by Screet »

wackyman465 wrote:
I think flying in a consistent circle might be an Orb bug; I've seen ships spawned from an OrbBase do that..
shift-h said:

Code: Select all

  [dumpState.shipEntity]: Behaviour: BEHAVIOUR_ATTACK_FLY_TO_TARGET
  [dumpState.shipEntity]: Target: <PlayerEntity 0xa45b6c8>{"Griff Boa" ID: 100 position: (-201997, 102331, 596618) scanClass: CLASS_PLAYER status: STATUS_IN_FLIGHT}
...and that while it was directly in front of me. It didn't even shoot back! I stopped my engines, because I was so close that the circling Thargoid could have rammed me, had I flown further towards it.

Oh, and some more of those fleeing Thargoids where the log said that they attempted to fight me.

Orb base...that's a big wow from me! Where did you find it? I only encountered two or three tiny orbs so far...and that wasn't very special, as they didn't do anything.

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Yodeebe
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Re: (Pirate) ships unwilling to fight

Post by Yodeebe »

Screet wrote:
I did use shift-h on some of these ships and find it pretty interesting:
What's shift-h?

group hug? :)
Screet
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Re: (Pirate) ships unwilling to fight

Post by Screet »

Yodeebe wrote:
Screet wrote:
I did use shift-h on some of these ships and find it pretty interesting:
What's shift-h?
group hug? :)
Sounds like a nice idea, but in this case, I did hit that key combination because those ships did reject to fight me!

If you've got something targeted and hit shift-h you will get a detailed report about that ship (or whatever you have targeted) in the log file. This includes the selected AI, what the AI is attempting to do and so on. For stations it includes a list of launched ships and those which can be launched. Really helpful sometimes!

Screet
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Eric Walch
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Post by Eric Walch »

Screet wrote:
- the other ships obviously attempted to fly towards a wormhole that was neither on my scanner nor visible for me...and did not care about being shot up during that task
That ENTER_WORMHOLE state is probably because yo use my changed pirateAI. This state was always pressent but in the original AI no ship ever came there. At least not in any of the later oolite versions. Now, when any pirate has scooped his hold full it tries to create a wormhole and jump to a save nearby system to sell its loot.
At the same time it instructs all its group members to follow him. This instruction is ignored when it is not the group leader. Only one pirate in a group is leader and when he jumps because of a full hold, any other group member will head for that wormhole. It is a rare thing that I have not seen happening yet. Arrived in this state it is not responding to attack messages:

Code: Select all

    "ENTER_WORMHOLE" = {
		ENTER = (setDestinationToTarget,
			"setDesiredRangeTo: 1.0",
			"setSpeedFactorTo: 1.0",
			performFlyToRangeFromDestination
		);
        	"DESIRED_RANGE_ACHIEVED" = ("setStateTo: LURK"); 
		"PLAYER WITCHSPACE" = (enterTargetWormhole);
    }; 
It is just that a ship can't target a wormhole but just go's to its position. When the wormhole collapses before the ship arrives the ship does not get a "TARGET_LOST". In the original script it even waited indefinitely at that old wormhole position. I added a DESIRED_RANGE_ACHIEVED to this state. When the wormhole is still there it will jump through it, when not it gets this message and restarts looking for pray.
However, when the player manage it to follow the first ship through the wormhole, the message "PLAYER WITCHSPACE" will make that all other group members will also instantly jump to that system, no matter if they are far away from the hole.

I am reluctant to add an ATTACK response to this state because when hitting one group member will sent an ATTACK to all group members. This will also break of the travel of the other members. I am just counting o the ship being able to enter the hole before its energy runs death.

But as said before: This group jumping a very rare situation I haven't seen yet.
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Post by Screet »

Eric Walch wrote:
I am reluctant to add an ATTACK response to this state because when hitting one group member will sent an ATTACK to all group members. This will also break of the travel of the other members. I am just counting o the ship being able to enter the hole before its energy runs death.
Wow! I like the idea in which this was implemented! Maybe the group leader can check if his buddies are close, if not, first ask for formation form up before jumping in order to get a better chance of them entering if the group was scattered? formation form up also does not react to enemy fire. The ships let the player shoot them down and they stay yellow. Thus I'm not really 100% comfortable with this, as those ships become defenseless, but it makes sense. If the player manages to get to the wormhole, this sounds like really good fun!

There's another AI state which does not react to attacks: if a ship launches from a pirate cove and attacks the player, switching the cloak on and off again often results in the pirate attempting to dock at the pirate cove. The pirate will allow to be shot down without doing anything about it. I guess there should be a switch to another ai state and the docking cancelled.

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Eric Walch
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Post by Eric Walch »

Screet wrote:
There's another AI state which does not react to attacks: if a ship launches from a pirate cove and attacks the player, switching the cloak on and off again often results in the pirate attempting to dock at the pirate cove. The pirate will allow to be shot down without doing anything about it. I guess there should be a switch to another ai state and the docking cancelled.
Currently those ships are launched with a plain pirate AI. That AI lets the ship dock when it loses its target. And in the docking AI there is no scanning for targets.
1.73 will have a handler on launching ships. (they already have one for docking ships) With this handler it will be possible to give these plain ships a dedicated AI. This way they also can use a dedicated dockingAI instead of the default one.

Currently the pirate cove is transmitting a groupAttack message but because its own group ID is not set, this never receives its defenders. I already asked to give the station a groupID to make this possible.
Just wait for 1.73 than these thing become possible.
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