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kurush
 
Joined: 07 Nov 2005 Posts: 3853 on topic

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Posted: Tue, 17. Apr 12, 05:33 Post subject: |
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| ThommoHawk wrote: |
Also, UT's do not trigger the attack alarm signal (sounds like a loud telephone ringringring) when attacked. Also some other odd behaviour occurs... |
I run a semi-modified game and only use ST in Yaki space and its vicinity. My STs were attacked only once in AP and it jumped properly. I also remember hearing the distress signal.
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Freddy72nz

Joined: 04 Aug 2004 Posts: 46 on topic Location: New Zealand

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Posted: Tue, 17. Apr 12, 06:24 Post subject: |
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I wonder if it has anything to do with the attacking ship not being an enemy on the global list? I'm friendly with the Terrans and ATF and the War sectors have always been problematic. Ships being destroyed instantly when the player isn't there and there are no enemies etc.
They definately used to jump away from enemy Pirates.
Oh well,
Have a good one,
Freddy
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kurush
 
Joined: 07 Nov 2005 Posts: 3853 on topic

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Posted: Tue, 17. Apr 12, 07:06 Post subject: |
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| Freddy72nz wrote: |
| I wonder if it has anything to do with the attacking ship not being an enemy on the global list? |
Nope, I always have Pirates set to friends in FOF and for each individual trader. And my ship jumped away from a Pirate Nova Raider. Definitely could be war zone dependent though, things are a bit wacky there.
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Vayde

Joined: 06 Feb 2004 Posts: 646 on topic Location: England,UK

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Posted: Tue, 17. Apr 12, 09:17 Post subject: |
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Wild guess, do your transports have show as enemy if enemy to me set to yes?
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kurush
 
Joined: 07 Nov 2005 Posts: 3853 on topic

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Posted: Tue, 17. Apr 12, 09:45 Post subject: |
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| Vayde wrote: |
| Wild guess, do your transports have show as enemy if enemy to me set to yes? |
Mine? Yes, they do. I think the only way to have it otherwise is to set the global flag and propagate it to all properties..
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Kapakio
 
Joined: 20 Oct 2005 Posts: 3897 on topic Location: France

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Posted: Tue, 17. Apr 12, 09:50 Post subject: |
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| kurush wrote: |
| Definitely could be war zone dependent though, things are a bit wacky there. |
No, you can see in my savegame that the UT is attacked by a Q in a regular Argon sector and it's not jumping.
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Vayde

Joined: 06 Feb 2004 Posts: 646 on topic Location: England,UK

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Posted: Tue, 17. Apr 12, 10:12 Post subject: |
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Sorry, I should have been more specific in who my question was to, I was asking it to Thomohawk, thanks for the info though Kurush.
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p00fer
Joined: 01 Mar 2012
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Posted: Tue, 17. Apr 12, 21:30 Post subject: |
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i think i figured part of it out...do the UTs launch fighters when attacked on your instances?
my game has this behaviour:
-trader gets attacked (no matter which kind)
-trader launches fighters
-trader has orders to jump but since fighter drones can't follow it ignores it.
when i tell it to jump it warns me bout the drones, and asks for confirmation.
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Vayde

Joined: 06 Feb 2004 Posts: 646 on topic Location: England,UK

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Posted: Wed, 18. Apr 12, 00:37 Post subject: |
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You could test that out by removing the fighter drones, however if you beam them off or sell them I have a feeling that the trader will just go buy some more.
It could be that by examining the AP script and the TC script which controls the jumping or fleeing behaviour, that a reason could be found for the odd ship behaviour you are seeing.
If someone who's familiar with scripts does do this and finds an issue, then it can be easily patched out and several of you who are very frustrated by this will not just stop playing and continue on.
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ThommoHawk
 
Joined: 30 Oct 2006 Posts: 1088 on topic Location: Terra Australis

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Posted: Wed, 18. Apr 12, 04:59 Post subject: |
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^ regarding some comments questions above:
1) fighter drones have nothing to do with it. To test this all I did was eject them and have them all leave a sector befor a UT was even attacked. Made no difference. did not jump. did not issue warning signal. (Edit: mind you that is a strange message bout the drones not jumping for sure - wierd behaviour like i keep saying)
2) all my UTs have the setting show as enemy if enemy to me to yes. It does not matter what the setting is in this case. whatever reason the UTs are attacked for, they should jump, and the warning alarm signal should be audible.
3) also some folks mention that they remember Ut's jumping ok, and the alarm sounding, but was that before APv2.0 or since?
And I would like to hear from anyone who has actually downloaded and tried the 'malfuncitoning UT' savegames posted here in this thread with these issues, and see what happens in their case.
what I think is happening:
THE XENON CPUs ARE TAKING OVER THE UT's AI !!!!!
_________________ Holy Argnu cows! I have found it! An asteroid of pure ore - 100% - I am rich! Now, I just need to find one like that made from silicon.... hmmm. Where do I want to go today...? |
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kurush
 
Joined: 07 Nov 2005 Posts: 3853 on topic

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Posted: Wed, 18. Apr 12, 05:07 Post subject: |
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| ThommoHawk wrote: |
3) also some folks mention that they remember Ut's jumping ok, and the alarm sounding, but was that before APv2.0 or since?
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I can't quite remember about my ST. I would not rule out pre-2.0 jump.
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Kapakio
 
Joined: 20 Oct 2005 Posts: 3897 on topic Location: France

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Posted: Wed, 18. Apr 12, 10:21 Post subject: |
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| ThommoHawk wrote: |
And I would like to hear from anyone who has actually downloaded and tried the 'malfuncitoning UT' savegames posted here in this thread with these issues, and see what happens in their case.
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Actually I would like to see any savegame with a UT that is properly jumpoing. Until I see that, my assumption is that UTs ARE NOT JUMPING IN ATTACKS and this is a general bug.
I hope that Egosoft is already looking at this bug
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Vayde

Joined: 06 Feb 2004 Posts: 646 on topic Location: England,UK

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Posted: Thu, 19. Apr 12, 18:58 Post subject: |
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| madprof wrote: |
To try and figure out what's going on I removed all extra scripts/mods, verified files via steam, reinstalled the bonus pack and cycrows cheat packge.
Started a new game and cheated in 21 mercurys with full upgrades and maximum UT experience level, then set it so most races was at 5 notoriety except for terran (5000) and ATF (-10000)
initial result - saw one say Killing ... before been destroyed.
I've finally got to escape jump - but it has involved make changes to two of the scripts.
plugin.autotrade.local - had to change from "add secondary signal" to "connect ship command/signal" for the attacked signal
lib.ship.signal.attacked.trader - had to remove the check to see if this script was already running on the ship
Editing just one of them didn't do the job. Now when attacked they launch drones and jump, unless in terran space where the escape range is too short.
The downside to this for some is the fact it required a modified game.
One possibility if you don't use the blacklist manager is to copy the two scripts from TC into AP, been signed I don't think it will set the modified flag. |
Looks to me like Madprof found a partial solution here and also a possible cause. So this got me thinking that perhaps to prevent ships stopping when being fired upon in AP, several scripts were altered to fix that bug but another was unfortunately introduced.
As AP is more combat orientated then perhaps the release notes should have said Fight, Build, Think.
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Kydoimos
Joined: 30 Nov 2008 Posts: 8 on topic Location: Canada

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Posted: Fri, 20. Apr 12, 00:24 Post subject: |
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| Vayde wrote: |
| perhaps the release notes should have said Fight, Build, Think. |
I lol'd
Also, the EJumping thing was my bad. I have been away from the game for a while and was sure they used to jump... "oops"
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ThommoHawk
 
Joined: 30 Oct 2006 Posts: 1088 on topic Location: Terra Australis

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Posted: Fri, 20. Apr 12, 04:25 Post subject: |
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| p00fer wrote: |
i think i figured part of it out...do the UTs launch fighters when attacked on your instances?
my game has this behaviour:
-trader gets attacked (no matter which kind)
-trader launches fighters
-trader has orders to jump but since fighter drones can't follow it ignores it.
when i tell it to jump it warns me bout the drones, and asks for confirmation. |
@p00fer by fighters you must mean fighter drones? Anyhow, I had not as far as I remember ever ordered a UT under attack to jump (becuase in TC and previously would do so with no problems). So yesterday when a UT was attacked, I tried it and yes, can confirm to my surprise that it would not immediately jump, but give that dialogue box you mention 'some ships (drones) following cant jump do you still want to yes/no'. Thing is I would have to get back to TC and let a Ut get attacked there to confirm if this occures as a 'standard behaviour' anyway. Trouble is, in TC, by the time you hear the attack warning alarm the ship has jumped anyhow, and it is impossible to test.
_________________ Holy Argnu cows! I have found it! An asteroid of pure ore - 100% - I am rich! Now, I just need to find one like that made from silicon.... hmmm. Where do I want to go today...? |
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