Thargoids versus fugitive pirates?

General discussion for players of Oolite.

Moderators: winston, another_commander

Switeck
---- E L I T E ----
---- E L I T E ----
Posts: 2411
Joined: Mon May 31, 2010 11:11 pm

Thargoids versus fugitive pirates?

Post by Switeck »

In regular space, will Thargoids shoot at EVERYONE else, including nearby pirates that may be attacking you?
I'm just wondering because I haven't been able to set up such a scenario owing to the rarity of Thargoid ships in regular space.

Target fixation for enemies doesn't seem a problem as-is, at least from the player's point of view. Even a couple laser hits on a enemy ship that's already in a furball fight with something else is usually enough for it to switch its attention to you.

I am however seeing escort fighters NOT attack me when I kill their mothership. (Especially offender Pythons).

This could be for a mission series add-on with various factions fighting it out without clean/offender/fugitive status being able to clearly define which side is which...and maybe even including traitors/backstabbers. Sadly, I won't be making missions anytime soon...
User avatar
Thargoid
Thargoid
Thargoid
Posts: 5528
Joined: Thu Jun 12, 2008 6:55 pm

Post by Thargoid »

Yes, we shoot at anyone who isn't an alien.

That includes you. :twisted:
User avatar
Killer Wolf
---- E L I T E ----
---- E L I T E ----
Posts: 2278
Joined: Tue Jan 02, 2007 12:38 pm

Post by Killer Wolf »

why are y'all so grumpy? what did humans ever do to you?!
User avatar
Eric Walch
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral
Posts: 5536
Joined: Sat Jun 16, 2007 3:48 pm
Location: Netherlands

Re: Thargoids versus fugitive pirates?

Post by Eric Walch »

Switeck wrote:
I am however seeing escort fighters NOT attack me when I kill their mothership. (Especially offender Pythons)....
That a bug in 1.73 were ships that are self part of a group, don't correctly send out their escorts. And the only ships working in groups are pirates. Ergo: it are always the offender ships showing this problem. Fixed in trunk, long time ago.
Switeck
---- E L I T E ----
---- E L I T E ----
Posts: 2411
Joined: Mon May 31, 2010 11:11 pm

Post by Switeck »

So I'm not losing my mind about dumb escorts.
The solution is to try the trunk obviously...or can I import parts of the trunk into v1.73.4?
User avatar
JensAyton
Grand Admiral Emeritus
Grand Admiral Emeritus
Posts: 6657
Joined: Sat Apr 02, 2005 2:43 pm
Location: Sweden
Contact:

Post by JensAyton »

Switeck wrote:
So I'm not losing my mind about dumb escorts.
The solution is to try the trunk obviously...or can I import parts of the trunk into v1.73.4?
Not easily.

Anyway, 1.74 is close to ready. We’re just ironing out a torrent of last-minute bugs.
User avatar
DaddyHoggy
Intergalactic Spam Assassin
Intergalactic Spam Assassin
Posts: 8515
Joined: Tue Dec 05, 2006 9:43 pm
Location: Newbury, UK
Contact:

Post by DaddyHoggy »

Ahruman wrote:
Switeck wrote:
So I'm not losing my mind about dumb escorts.
The solution is to try the trunk obviously...or can I import parts of the trunk into v1.73.4?
Not easily.

Anyway, 1.74 is close to ready. We’re just ironing out a torrent of last-minute bugs.
:shock: 8)

Glad you're not taking the M$ approach of releasing with lots of "undocumented features"
Selezen wrote:
Apparently I was having a DaddyHoggy moment.
Oolite Life is now revealed here
User avatar
JensAyton
Grand Admiral Emeritus
Grand Admiral Emeritus
Posts: 6657
Joined: Sat Apr 02, 2005 2:43 pm
Location: Sweden
Contact:

Post by JensAyton »

The downside is, we’ve now been in “ready to release, except…” mode for almost a month.
User avatar
Thargoid
Thargoid
Thargoid
Posts: 5528
Joined: Thu Jun 12, 2008 6:55 pm

Post by Thargoid »

Yeah but I've stopped finding bugs now ;)
User avatar
JensAyton
Grand Admiral Emeritus
Grand Admiral Emeritus
Posts: 6657
Joined: Sat Apr 02, 2005 2:43 pm
Location: Sweden
Contact:

Post by JensAyton »

There are more bugs on Heaven and Earth, small alien,
Than are dreamt of in your philosophy.
User avatar
Thargoid
Thargoid
Thargoid
Posts: 5528
Joined: Thu Jun 12, 2008 6:55 pm

Post by Thargoid »

Ah yes but we find them in witchspace too
Switeck
---- E L I T E ----
---- E L I T E ----
Posts: 2411
Joined: Mon May 31, 2010 11:11 pm

Post by Switeck »

Unless very well coded, could there even be a bug with wandering out of the "playing area" in regular space or witchspace?
Admittedly, this would probably require a very long trip to eventually cause the location values to flip over. 8)
Sydney2K
Competent
Competent
Posts: 35
Joined: Thu Apr 22, 2010 5:20 am

Post by Sydney2K »

Dumb idea for a OXP? A homing device that, when activated, draws Thargoid ships in from Witchspace, who immediately start attacking everything in the surrounding space. It could be useful if you're bring pursued by a mass of pirates and you need someting to distract them.
User avatar
Killer Wolf
---- E L I T E ----
---- E L I T E ----
Posts: 2278
Joined: Tue Jan 02, 2007 12:38 pm

Post by Killer Wolf »

a picnic broadcasting mine. that should draw the bugs.

odd idea for the OXP tho, what makes you think they'd ONLY attack the pirates?
Sydney2K
Competent
Competent
Posts: 35
Joined: Thu Apr 22, 2010 5:20 am

Post by Sydney2K »

Killer Wolf wrote:
odd idea for the OXP tho, what makes you think they'd ONLY attack the pirates?
No, they'll attack anything human- pirate, Imperial Navy, police, EVERYBODY. You could set it off near a base, and the Thargoids would start attacking the base.

I was thinking that if you activated it you would automatically change status to offender, because guiding enemy ships to human space would be illegal, potentially treasonous. It could be something you might pick up after you destroy a Thargoid warship, a one use rescue beacon that alerts nearby Thargoid ships to a fellow ship in distress. The beacon would mask your own FOF as a Thargoid upon activation, so the Thargoid ships wouldn't immediately attack you. If you sold it though, it would be an Alien Item.
Post Reply