Mine are in def-mode and enemies just fly right by...

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Also notice that m ships often not shoot with they main guns or turrets however they have them in they loadout's and onother thing is that ships often randomly jump out with extreame speeds and on extreame distance's.Yggdrasill88 wrote: ↑Mon, 7. Jan 19, 11:45 Hello and thank you for this mod!
I just have a tiny problem in vanilla or mod for the patrol order.
Some ships attacked by my patrol change of sector and my ships follow them in the other sector. In Hatikvah's Choice sector, my patrol target a Xenon N ship that return in Tharka's Cascade XV...![]()
I think an additional condition would be great! Cancel the attack order when the target ship change of sector for patrol function.
The M's front gun issues have been found and fixed for 1.6, they only took a single target no matter what and would not take potshots at anything else. Now they have knowledge of other targets to attack while dogfighting and should use them more often.
I'm disabling reoccurring smart retargeting for non-capships and testing with that to see how it works. It was probably compounded by rippling signals propagating down from the lead ship.
Interesting, there is a specific station configuration option to force that, but I cannot see it being set anywhere ($config_attackenemies to true on the station). I'd think it would be something you talk to the station manager about and needs to be modded into the conversation tree instead of being a default...never played in there before though
What size of ships (S, M, L, XL, Multiple)? There are different control scripts for different sizes and I want to ensure I look in the right place.Yggdrasill88 wrote: ↑Mon, 7. Jan 19, 11:45 Some ships attacked by my patrol change of sector and my ships follow them in the other sector. In Hatikvah's Choice sector, my patrol target a Xenon N ship that return in Tharka's Cascade XV...![]()
Very nice. Using your mod and very much liking it so fare. Feels a lot different than vanilla.7ate9tin11s wrote: ↑Tue, 8. Jan 19, 08:06 1.6 Status and Progress
Besides some new bugfixes and some nice performance gains, 1.6 will mainly feature fully modular construction allowing you to switch on an off features at will to prioritize framerates, make life safer for a night of SETA, etc.
Current modules include:I estimate release tomorrow or Wednesday, weekend at the latest.
- Core - The baseline fixes and enhancements to existing AI scripts, this is made to be as light as possible for weaker systems or heavily modified universes
- Deployables - Additional non-vanilla usage of deployables in combat and while fleeing
- Escorts - Tightened escort groups and overlapping fields of fire (Yes, I finally got it completely fixed!)
- Minesweeping - Turrets will target mines dangerous to the ship
- OOS Drones - Ships will use their drones when out of sector instead of applying them as invulnerable magic damage
- Targeting - A lightened version of the 1.5 smart targeting system
- Stations - Non-player stations will pre-emptively attack enemy fighters and other ships instead of waiting to be attacked
- Debug (defaults to off) - For those that want to get all the debug messages and just start with a battle raging around them
Long story short, I renamed a core variable back in 1.0 and thought it would propagate through as ships got into combat on a loaded game. It didn't because fight.attack.object.medium is not actually a fight script, it is the permanently running gunnery script for medium ships with turrets. I've reverted it in the upcoming 1.6 and that error will go away.g_BonE wrote: ↑Tue, 8. Jan 19, 15:27 Hi and thanks for Your mod. Looks like it fixes a lot of issues. I especially like the fix to AI attacking indestructibles. A little thing bothering me is that the debug log fills with "[=ERROR=] 67970.30 Error in AI script fight.attack.object.medium on entity 0x12d45: Property lookup failed: $nextdeployablelaunch" entries since i have added AggresiveAI. I was wondering what might cause this?
7ate9tin11s wrote: ↑Tue, 8. Jan 19, 00:18What size of ships (S, M, L, XL, Multiple)? There are different control scripts for different sizes and I want to ensure I look in the right place.Yggdrasill88 wrote: ↑Mon, 7. Jan 19, 11:45 Some ships attacked by my patrol change of sector and my ships follow them in the other sector. In Hatikvah's Choice sector, my patrol target a Xenon N ship that return in Tharka's Cascade XV...![]()
I will poke at the escort sector locking some more and may be able to get it. It is on the listStonedMajorTom wrote: ↑Tue, 8. Jan 19, 18:44 yes thats not funny. i found today my two patrols from holy vision in faulty logic VIImy colossus wos still in holy vision, all other Ls Ms and Ss wos in the xenon system.
I think the colossus would have followed them sometime.
and
THANK YOU for the last update. my destroyers can now destroy a station. they can target - most of the - modules.
there are sometimes invisible modules that they cant set as a target.
Edit:
is there a possibility to set new "empty" (1 building storage, 1 T or E-Dock-Module with full HP) enemy construction areas as a target for the npcs? (in my conquered systems)
i have a lot of those left in my conquered areas from hop. it is really annoying to destroy all of them by myself.
They actually try to do this, but only if they do not have front-mounted weapons. Right now only carriers have no front mounted weapons and really use the broadside code. More specifically, they try to move into the targets weakest quadrant and stay there where they take the least damage