Do your ships stop when fired upon?

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

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MySweetRevenga
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Post by MySweetRevenga »

I"ve been having the same problem. Sometimes I set SETA on and go to bed. I wake up and check to find a couple of my complex traders destroyed or low on health, and sometimes I'll see one of them sitting in a sector set to "none" and with varying degrees of damage and full shields. So I can assume if I had not noticed them sitting there, another pirate group would probably come along and finish the job. I usually find my sector patrol ships stopped at "none" as well which I assume happens after the ship kills some pirates, although it doesn't happen with every group of pirate. If I watch it, the patrol ship kills the pirates, then continues to patrol so I have yet to actually witness the ship dropping commands. This sector patrol dropping happens with both sector patrol and cycrow's defend sector methods. I've set a ship to "attack all enemies" and I'll see if that one drops as well.

Oh also, my sector traders will drop to "none" when they get attacked and jump to a safe station. I recall with TC it would continue with the original sector trader command despite being attacked and running away.
Silverblade The Enchanter
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Post by Silverblade The Enchanter »

It *always* happens to my ships when they are actually hit in combat

I have two patrol M7s in Terran space (I have complexes in Oort Cloud and Last of the Unknowns and plan on another in Kuiper Belt)
one patrol going from Kuiper Belt to last to the Unknown in Terran space
One going from first to last unknown sector
so they keep pirates from attacking my traders who since that section doesn't have "jump gates" is a pain in the butt (traders have to go through all sections, they are NOT using jumpbeacons)

I also have a major blockade on north gate in Grand Exchange to xenon sector

Every damn time one of my warships is hit, they stop dead and have to be restarted, real pain in the butt

Only work around for warships is to put them in a wing, I believe they will keep on their wing task unless ALL of them are hit.

Traders that are hit you have to manually jump out yourself by their commands, ASAP while hoping drones keep enemy distracted to do so as if they are hit, they stop again.

Incredibly frustrating at times, sigh
Last edited by Silverblade The Enchanter on Tue, 31. Jan 12, 11:33, edited 1 time in total.
Xander Cade
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Post by Xander Cade »

I went on a Xenon purge in X534, the one above Getsu Fune, the other night and thought it would be a good place to put a few of my ships through their paces.

Personal ship: Griffon
-Falcon Hauler
-Red Wing - 4 x Venti
Phoenix
Brigantine
-White Wing - 10 x Eurus
-Gold Wing - 10 x Venti
Drake

Soloing with a Griffon without using any of my wings I had a pile of floating wares so sent the Falcon out to collect them. While off fighting a pair of Qs, the Falcon got attacked by an M and I get a message telling me the Falcon has completed it's orders and is waiting for new ones. M destroys Falcon.

Reload.

Send Red Wing out to protect the Falcon. Falcon and all Venti survive with barely any shield damage. Falcon sends a message to say it has no orders. Resend the command to Collect Wares in Sector. I see another Q jump in and head towards him. Falcon attacked by another M and stops orders. Venti destroy attacker too fast for me to know what it was. Resend orders. While fighting the "new" Q I get the message my ships are under attack. Another Q has jumped in and is attacking the Falcon and his escort. Incoming Message - Falcon has finished it's orders. Falcon blows up. Venti blow up.

Reload.

After reissuing orders to the Falcon after it is attacked, I kill the first of the two Qs I am fighting and it drops a PPC. The Falcon isn't going to be enough. Right then, the second Q comes into view about 50 metres in front of me and I strafe the wrong way.

Reload.

I call in the Drake, set Red Wing to protect it and leave the Falcon docked. Because there are, or will be, five Qs within Gravidar range after I kill the two I am engaged with, I order in the Phoenix and send it to attack one of the Qs. When I am sure the Phoenix is clear of the gate I bring in the Brigantine and order it to Follow Me. Gold Wing set to Attack Closest Enemy to Me, White Wing set to Protect Brigantine. Drake is attacked by N, destroys N and asks for new orders. Phoenix is attacked by M and asks for new orders while NOT returning fire on the N, I change the orders to Attack All and the M goes *poof* (yes, the turrets were set and the ship was loaded with Flak and CIG on top of PPC/Gauss). The nearest thing to the Phoenix is a Q so I leave it with Attack All. Brigantine is attacked and asks for new orders as White Wing scrambles to kill the N which is destroyed by flak before they are all out. Drake is attacked again and again asks for new orders as Red Wing deals with the offending L. Red Wing 3 stops moving and sends me a message asking for orders while taking hull damage. Resend Wing command. Resend Drake command. By now I have killed the two Q and steer towards another one, swatting fighters on the way. Phoenix asks for orders as the Q eats its shields. Brigantine asks for orders. Drake asks for orders. Resend. Phoenix asks for orders. Resend. Phoenix asks for orders. Resend. Phoenix asks for orders. Resend. Q destroyed, Phoenix happy. Set Phoenix to Attack Capitals. Q attacks Brigantine, Brigantine scrambles White Wing and asks for orders. Gold Wing also heads for Q. Q disappears in a hail of EBC in all of about five seconds while I am still 6km away. Phoenix asks for orders, presumably the captain is cowering under his command console again because of the nearby LX. *Sigh.* Reassign White Wing to protect the Phoenix and Gold Wing to Attack Nearest to Brigantine. Drake asks for orders.

For some ungodly reason I continued with this crap until the Drake had collected all the best goodies (PPC, ISR, CIG), which took dozens of resent orders to accomplish. Every single time one of the ships was attacked it immediately stopped and asked for orders. Sometimes even the Wing ships stopped, but nowhere near as frequently. In the end, the Phoenix turned out to be completely useless - because it was so slow and spent most of it's time asking for orders when attacked by such scary things as Ns and Ms, it only managed to engage the one Q. Extraction was... interesting.

To add insult to injury, my Fleet led by a Panther, which had been patrolling in CBSE (nothing to protect and rarely anything to fight) while I wait in vain for the Fleet Commander scripts to be fixed, was attacked by three Pirates. The TS asked for orders and was destroyed. A Nova asked for orders and was destroyed. A Pericles asked for orders and was destroyed. A Nemesis asked for orders and took hull damage. After the Pirates were dead... the Panther asked for orders and I had to use Call to Arms because the entire fleet had stopped working.

Combat is supposed to be a major part of this game. Fleets of ships, whether commanded by script or the player, are also meant to be major parts of this game. When remote controlled ships stop what they are doing whenever they get hit, and wait passively to be destroyed, there is something drastically wrong.
"What he doesn't understand is that the Welsh are a subject people, put on Earth to do menial tasks for the English." - John Cleese
qwizzie
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Post by qwizzie »

See following post in the Technical Forum which also has a link to this post

http://forum.egosoft.com/viewtopic.php?t=315527

in other words, its a bug from 1.0 which doesnt seem to have been solved in 1.1
MySweetRevenga
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Post by MySweetRevenga »

Is this a new bug with AP? I used to play TC over at a buddy's place (he always had the best hardware) and I don't recall this bug. I can't remember if his version was vanilla or what patch it was up to.
Last edited by MySweetRevenga on Tue, 31. Jan 12, 06:43, edited 1 time in total.
pr0nflakes
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Post by pr0nflakes »

Yes its a new one.

My guess would be that it stems from the changes to OOS combat but dont quote me on it.
grumman
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Post by grumman »

I've also experienced the opposite bug - fighters flying away despite not being given orders to do so. Once was when I used a repair laser on an abandoned ship before claiming it, and once was when incoming fire hit my personal ship as I was repairing it.
Grumman - killjoy extraordinaire
MySweetRevenga
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Post by MySweetRevenga »

Another few odd behavioral things I've noticed about what the ships do.

- While in sector, I order my maxed speed jaguar raider to dock with my astraeus, it will approach the astraeus, then stop about 4-5 km away and sit there for a while even while on SETA 10. This happens even when I"m sitting in the cockpit of the jaguar. Usually I lose patience and order it to move in a direction 1km, and then tell it to dock again and it will.

- Whenever I transport into a ship to take manual control, the ship loses its home base. I don't recall if this happened in terrain conflict.

- Here's an odd one and I'm not sure if they're related to each other. I"ve seen instances where I would order my M7 ships to jump to another sector, and they would just sit there. This happens a lot while OOS when they are docked at my argon equipment dock. They undock, but never jump until I move tell them to move a distance and then order a jump again. Just today, I ordered the Astaeus I was piloting to jump and I hit SETA. Ship just sat there for a good 5-10 seconds while in SETA 10 which would be an awful long time with SETA off. Then the voice came on with the text at the bottom of the screen counting down the jump, and flipping off SETA. I hit SETA again. Normally with SETA on the jump would happen before the countdown even hits 7. This time SETA stayed on and the vocal countdown kept going even though the countdown text at the bottom of the screen was gone. Eventually the computer said "jumping", and finally the ship jumped. So in this case the jumping is bound to the audio countdown???

edit: I realize these bugs might not have anything to do with the issue in the topic, but I figured, it's odd ship script behavior so maybe it might help track down the problem after all? Not sure.
qwizzie
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Post by qwizzie »

grumman wrote:I've also experienced the opposite bug - fighters flying away despite not being given orders to do so. Once was when I used a repair laser on an abandoned ship before claiming it, and once was when incoming fire hit my personal ship as I was repairing it.
- ships not claimed yet consider fire from your repairlaser as hostile and will indeed fly away. That is intended behaviour and is present in both X3 TC and X3 AP.

- a ship of yrself with you ejected from and trying to repair will be a player owned NPC ship and with incoming fire will indeed try to escape that incoming fire. Intended behaviour for TC & AP as well.
ooxx
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Joined: Fri, 12. Jun 09, 09:39
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Post by ooxx »

sorry for my English :)

my game have this issue too, my ship stop when its taking fire.

i play X3AP vanilla game, with Bonus Package 5.1.00(only Missile Defense Mosquito, Turret On/Off Hotkey, Hephaistos Corp. Station Building Service),,there is no ***modified*** mark in "my pilot status " :roll:
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Ripskar
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Post by Ripskar »

Have the Devs identified the problem yet?
I've had it on my game but it doesn't seem to be a universal problem?
Do you miss dangerous pirates?
Try leading the target a little more...

ImageCobra Mk. III Cmdr.
ooxx
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Post by ooxx »

I hope it can be fix in next patch.

In my game, AI ship has this problem too: many many ships(both sides) just stay there and do nothing in the war sector. :evil:
Tidaar
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Post by Tidaar »

Until this bug is fixed , wing command should be used for caps and for other group of fighters. Univ traders will throw out drones and do the jump most of the time. As for TS traders well .... tough luck.

Its incredibly annoying to see a Boreas loaded to the max deciding to stop its engines and gets damaged by a frigate class Q. Its an invitation for easy target practice.
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Pootentate
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Post by Pootentate »

Has anyone determined if the 2.0 patch fixed this problem? The fix list seems to suggest it might. But I don't know if I'm reading it right.
I quit AP and headed back to XTC because of this issue. It really is a game killer. :(
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Ripskar
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Post by Ripskar »

Yes, confirmed I had one of my blockade runners attacked and it maintained orders where previously it reverted to NONE.
Do you miss dangerous pirates?
Try leading the target a little more...

ImageCobra Mk. III Cmdr.

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