Patch 3.0 Capital AI Issue report

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wanglewis
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Patch 3.0 Capital AI Issue report

Post by wanglewis » Wed, 17. Dec 14, 16:26

Capital ships will not response to incoming attack after complete the "withdraw from battlefield" order. You need to give him a new order like staying where you are, then it response correct.

dmk
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Post by dmk » Wed, 17. Dec 14, 17:02

it's seems there are many such AI issues:
1. freighters don't do trading after you send them to some zone and issue new trading orders while they in transit.
2. withdraw from battlefield clears trading queues.
3. subordinate L ship don't goes to boost with commander,
it could be late for 15 minutes (it will out of boost wrong place in zone with gate, while commander will go out near gates).
4. attacker don't pursue on boost capital, which is trying to "withdraw from battlefield", while doing it without boost.
5. "withdraw from battlefield" don't use jump drive.
6. when next trading operation in other sector trading do slow full undock (with moving) not using jumpdrive (actually it can begin to move and same time begin to activate jumpdrive, when last his drone come aboard).
7. crazy pathing in TO maze (ship goes on boost though gate to albion, don't "jump" to albion, goes for 40 km away, and returns to gate without boost losing 20 minutes).
8. enemy capital ships don't fires on skunk, while player dont' fires first, even if they have attack Skunk order.
9. your transport with escort ignores fires from neutral marauder (which has command to attack your transport), any fight command is not working, and "withdraw from battlefield" too (because marauder considered neutral)
=> your transport will die unless you will fight with attacker yourself, or order your transport to jump to other sector. (P.S. titurel with balor could kill marauder if they will fire)

adrian_egosoft
EGOSOFT
EGOSOFT
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Post by adrian_egosoft » Fri, 19. Dec 14, 11:54

Hi guys, I' try to answer some of these problems.
wanglewis wrote:Capital ships will not response to incoming attack after complete the "withdraw from battlefield" order. You need to give him a new order like staying where you are, then it response correct.
This is the intended behaviour for the "Withdraw from Battlefield" order, it will try to fly away from enemies, Stand By and will not engage any fights until new orders (Follow me again, trades, New Orders, ...).
dmk wrote:it's seems there are many such AI issues:
1. freighters don't do trading after you send them to some zone and issue new trading orders while they in transit.
While they are doing something that is not Wait or Follow you, first they will finish the task and then do the trade.
dmk wrote: 2. withdraw from battlefield clears trading queues.
All the New Orders cancel the current task, no matter if is trading or any other task, they will stop it and make the new order.
dmk wrote: 3. subordinate L ship don't goes to boost with commander,
it could be late for 15 minutes.
Known issue that will try to solve.
dmk wrote: 4. attacker don't pursue on boost capital, which is trying to "withdraw from battlefield", while doing it without boost.
Attacks and chasing while boost are not currently implemented, but is a nice to have.
dmk wrote: 5. "withdraw from battlefield" don't use jump drive.
Could be improved to use it, but is very risky to decide to use it because it could take 10s with fuel and 10-12 min without fuel. Even 10s could be too long in some situations. Noted anyway.
dmk wrote: 6. when next trading operation in other sector trading do slow full undock (with moving) not using jumpdrive (actually it can begin to move and same time begin to activate jumpdrive, when last his drone come aboard).
7. crazy pathing in TO maze (ship goes on boost though gate to albion, don't "jump" to albion, goes for 40 km away, and returns to gate without boost losing 20 minutes).
8. enemy capital ships don't fires on skunk, while player dont' fires first, even if they have attack Skunk order.
I would need more detail reports about those, ideally with savegames.
dmk wrote: 9. your transport with escort ignores fires from neutral marauder (which has command to attack your transport), any fight command is not working, and "withdraw from battlefield" too (because marauder considered neutral)
In this case, the Marauder should become an enemy (with negative reputation) after some hits. Until is not an enemy, only Attack Object (or the Attack Option in the context menu) would make effect.
If it never changes to an enemy, and this is reproducible, I would appreciate a savegame in a separate report.

Thank you.

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Fri, 19. Dec 14, 13:45

Hi Adrian,

Thanks for your reply.
adrian_egosoft wrote:
wanglewis wrote: 7. crazy pathing in TO maze (ship goes on boost though gate to albion, don't "jump" to albion, goes for 40 km away, and returns to gate without boost losing 20 minutes).
I created a report for this at the following link but unfortunately, I didn't have a save from before it happened. I provided details for trying to reproduce the issue. Sorry that is not as good as a save but perhaps it can help a bit.

http://forum.egosoft.com/viewtopic.php?t=374768

Regards,
Sparks
Last edited by Sparky Sparkycorp on Fri, 19. Dec 14, 16:39, edited 1 time in total.

dmk
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Post by dmk » Fri, 19. Dec 14, 16:31

adrian_egosoft wrote:Hi guys, I' try to answer some of these problems.
big thanks. now I specify more correctly where each bug is
(but major bug is last one)
0.
adrian_egosoft wrote: This is the intended behaviour for the "Withdraw from Battlefield" order, it will try to fly away from enemies, Stand By and will not engage any fights until new orders (Follow me again, trades, New Orders, ...).
I think(it was detailed by Sparky Sparkycorp) it is about that's after initial escape ship is just stuck and doing nothing dying under next attack, that is bug.
1.
adrian_egosoft wrote: While they are doing something that is not Wait or Follow you, first they will finish the task and then do the trade.
nope they are waiting in zone forever (I waited 25 min actually) (after arriving there, capt. order changes to wait), having incompleate trade list.
that's definitely counts as "trading stuck" bug.
2.
adrian_egosoft wrote: All the New Orders cancel the current task, no matter if is trading or any other task, they will stop it and make the new order.
it's not usefull (it's issue) - or get dead trader still without complete trades, or get lost trades, just not so much correct implementation, I would definitely prefer to exchange behavior with 1. (i.e. in 1. trade should override current move/wait order, but in 2. withdraw should temporary execute withdraw, and if/when threat is gone (killed by station defence) ship should return to trading after notifying player about it).

feature request: more important ANY ship when attacked by superior force and if it's not on attack orders should auto execute withdraw (because it is not ordered to fight and die), there is some exceptions due to limited fight command list (I actually need sometimes "fight" command: protect, ware exchange, help repair same time (for heavy battle freighters) ), so commander option is prefereable, but it's really needs to be ON by default.

hint: x3 CAG, CLS MkI traders was doing that pretty fine, so current x-rebirth state of withdraw from battle is degradation from x3.


3.
adrian_egosoft wrote: Known issue that will try to solve.
thanks again.
we really needed some mostly readonly site where bugs in progress described, we actually need only vote for bug importance, and may be put additional info to linked with such bug forum topic, I think such automation (i.e. for each bugzilla, or something you use : create forum vote topic in "known issues forum" with same description, and put (back) link in your bugzilla, and sometimes project back current votes/comment count in bugzilla) don't cost much (weak of first year student work, or 1 day for pro + moderation) compared even to work finding separate entries in beta forum which actually describes same bug, when bug is closed script could write message to corresponding forum topic.
4. same as previous.

5.
adrian_egosoft wrote: Could be improved to use it, but is very risky to decide to use it because it could take 10s with fuel and 10-12 min without fuel. Even 10s could be too long in some situations. Noted anyway.
I don't understand why it can't do both?
i.e. boosting away, while same time charging jumpdrive (it works well if you order it manually, at least before ship changes sector :), in this other sector ships forget that it is on boost and fly away for looooong time :), stop command is not working), same for undocking trader, which should jump to next trade point anyway.
6. described in detail in previous.

7.
crazy pathing in TO maze (ship goes on boost though gate to albion, don't "jump" to albion, goes for 40 km away, and returns to gate without boost losing 20 minutes).
adrian_egosoft wrote: I would need more detail reports about those, ideally with savegames.
this reported many times and it's more general bug, more specific case is reported by Sparky Sparkycorp http://forum.egosoft.com/viewtopic.php?t=374768

if you checked (not you personally) and don't confirm I will give you savegames (they old and needs to be found, savegame load time is significant)

again it requires to ride on balor from omicron to albion, but case with going through stone slightly tricky (it would appears after stop command in 40km away from gate (inside maze) location, and riding back to some zone), I will reproduce and send save game if needed.

for now only screenshot available for riding on vulture through jump beacon (in DeVries near Albion gate) http://cloud-4.steampowered.com/ugc/431 ... 63F658D9E/

several threads in bugs forum already.
http://forum.egosoft.com/viewtopic.php?t=374772
http://forum.egosoft.com/viewtopic.php?t=374758
http://forum.egosoft.com/viewtopic.php?t=374907
http://forum.egosoft.com/viewtopic.php?t=374542
http://forum.egosoft.com/viewtopic.php?t=374577
http://forum.egosoft.com/viewtopic.php?t=374283
8. enemy capital ships don't fires on skunk, while player dont' fires first, even if they have attack Skunk order.
any lonely(without fighters) reiver titurel will do repeat bug, while its on patrol and did not choose target:
when skunk appears nearby it will change order to attack skunk, but will not fire, when skunk comes to range (I did not waited more than 5 sec inside guns area, but 5 sec is enough for bug).
I will reproduce for you if you can't.


9.
adrian_egosoft wrote: In this case, the Marauder should become an enemy (with negative reputation) after some hits. Until is not an enemy, only Attack Object (or the Attack Option in the context menu) would make effect.
If it never changes to an enemy, and this is reproducible, I would appreciate a savegame in a separate report.
there is > 4 topics all explicitly about it, in beta forum, in universe, and in tech support.
if you outside zone you don't see Marauder in zone ships list, so specific Attack object command is out of question (may be because of other bug or just illformed game design player view of remote zone with his ships inside)

what about player relation standing if his ships will retaliate (when it will work as you described)?

http://forum.egosoft.com/viewtopic.php?t=374826
http://forum.egosoft.com/viewtopic.php?t=375322
http://forum.egosoft.com/viewtopic.php?t=375246

I seen more but I can't find them now.
if you still can't reproduce I will send you save.

dmk
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Post by dmk » Wed, 31. Dec 14, 08:30

so they decided to go on holydays and leave criticall bugs of 3.0 TO not fixed.
well it's sums all about x-rebirth.
(P.S. plot-related tojan drone, and http://forum.egosoft.com/viewtopic.php?t=375959 bug, and shipyard stuck is criticall, and this
no cancelable trade bug is major (twice reported in beta)
)

or official answer is still that in 3.1 to continue to play you need to do save editing?

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