Fleeing behavior.

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MakerLinux
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Re: Fleeing behavior.

Post by MakerLinux »

flywlyx wrote: Mon, 3. Mar 25, 20:56A good example is the police function—after years of complaints, they finally broke their own rule, and now the police "cheat" to perform their duties.
Sorry, but I'm curious. How is that? What does police do to cheat? Do you have the reference to the post explaining that?
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flywlyx
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Re: Fleeing behavior.

Post by flywlyx »

MakerLinux wrote: Wed, 5. Mar 25, 10:05 Sorry, but I'm curious. How is that? What does police do to cheat? Do you have the reference to the post explaining that?
The update patch in the AI script changes how the police handle ships that don't follow certain rules. Instead of immediately tagging them as criminals and turning hostile, the police will now ignore them.
While this creates gaps in police scans, it significantly reduces the chances of the police randomly becoming hostile.
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grapedog
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Re: Fleeing behavior.

Post by grapedog »

I'd be happy if flee just had them keep going in their mostly current direction.... usually they are already moving away from their target, flee should NOT have them do an abrupt hard turn allowing their attackers to easily close the distance and put on additional pressure. If I have them flee, just hit the boosters, get into travel drive... and when you are free and clear of attackers, then figure out where you are going.

the vast majority of my ships perform better if I tell them to flee, pause, cancel the flee, and have them continue on to their destination.
Virtualaughing
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Joined: Sat, 14. Jun 08, 20:40
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Re: Fleeing behavior.

Post by Virtualaughing »

The worst is that there is a god factor in all of this. or at least there was. Sometimes if i reloaded the game and focused directly to prevent a loss, then in another sector another loss happened. Sure "they" can say it is because I have made a strategic change which diverted the pirate attention for my other ship... but I don't think so
X to X3 is MENU SUPERIOR!
I think Egosoft has already worked out our doom, because Xenon AI will reach the stars! :D
Virtualaughing
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Joined: Sat, 14. Jun 08, 20:40
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Re: Fleeing behavior.

Post by Virtualaughing »

grapedog wrote: Fri, 7. Mar 25, 17:38 I'd be happy if flee just had them keep going in their mostly current direction.... usually they are already moving away from their target, flee should NOT have them do an abrupt hard turn allowing their attackers to easily close the distance and put on additional pressure. If I have them flee, just hit the boosters, get into travel drive... and when you are free and clear of attackers, then figure out where you are going.

the vast majority of my ships perform better if I tell them to flee, pause, cancel the flee, and have them continue on to their destination.
In X3R there was a workaround for all of this. No weapons installed on traders so they had no other option than flee. In X2 there was a situation when my Python got behind a Xenon capship and if it started to do a go around, then it got shot so it continued it's path to the "end of the world".
X to X3 is MENU SUPERIOR!
I think Egosoft has already worked out our doom, because Xenon AI will reach the stars! :D

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