Possible issue with Capital ships not fighting

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imminentepicfail
Posts: 40
Joined: Tue, 26. Nov 13, 11:55

Possible issue with Capital ships not fighting

Post by imminentepicfail »

There has been some talking how players capital ships won't attack enemies.

As seen on this video, I had Balor fully armed and it's defence officer set to attack enemies.

http://www.youtube.com/watch?v=PsamON2Z ... e=youtu.be

Still, Balor was clueless what to do while one reaver ship was attacking me.
Found out that default reputation player <-> Reivers is -0-25.

Does reputation has to be all the way to -0.5 to be actually real enemies?

Would go and test this my self with modified savefile where Reivers rep
is set to -0.5 but Im on long workduty ...

So if anyone can test and confirm this? Also needs to be fixed so Reivers are -0.5 by default or allow player to mark factions to enemies / friends like in X3 ( would actually help alot )
In sandbox no one is holding your hand
Scoob
Posts: 11204
Joined: Thu, 27. Feb 03, 22:28
x4

Post by Scoob »

Here's an interesting thing...

In a free play game, I decided to give myself a Taranis and a Heavy Sul so I could play around. I editied my save to assign two PMC ships to my ownership.

I forced both ships into a fight - by basically annoying everyone in the ZOne - and they fought back perfectly. Ok, both got totally owned by a station, but they fired all their turrets, launched drones and missiles and basically went down fighting hard.

In both these ships, the crew were not present in the landing area when you dock with them...important or not I wonder?

So, something is seriously bugged about player owned ships, but simply assigning a faction-owned ship to the player directly works perfectly. Weird eh?

Scoob.
Ndyil
Posts: 44
Joined: Sat, 23. Nov 13, 04:57

Post by Ndyil »

Scoob, that is likely because of the way you acquired those cap ships. Normally when you acquire a cap ship and then assign a defence officer to it, that defence officer is told(in md\NPC_Staff.xml) to start the 'fight.station.player' script(which after reading inside it, is obviously meant for stations, not cap ships, its clearly why they never fire), but since you acquired them through save editing they were likely still using whatever fight script is assigned to NPC defence officers on cap ships, which is 'fight.defend.capital' I think.

I don't see any fight script meant for player owned cap ships unfortunately...
Scoob
Posts: 11204
Joined: Thu, 27. Feb 03, 22:28
x4

Post by Scoob »

@Ndyil

Yep, you're 100% right - at least, it matches my understanding of the issue. Basically, player owned crew are assigned incorrectly. That's part of the reason I was playing around with assigning NPC assets to me, almost to prove a point.

Scoob.
adrian_egosoft
EGOSOFT
EGOSOFT
Posts: 170
Joined: Fri, 24. May 13, 15:41
x4

Post by adrian_egosoft »

I will try to clarify this. The capital ships in your squad, are following you by default, and the defend NPC is in "defend" mode.

If they are under attack, they will defend itself, if not they will just wait.
Right now the command "attack" for the defend NPC is not working yet, but will be soon.
Scoob wrote: In a free play game, I decided to give myself a Taranis and a Heavy Sul so I could play around. I editied my save to assign two PMC ships to my ownership.
If you edit your save-game manually, probably will not work.
Scoob
Posts: 11204
Joined: Thu, 27. Feb 03, 22:28
x4

Post by Scoob »

From a combat perspective, my cheated ships worked great. However, for a proper game I suspect I'd run into problems. Also, I like my crew on deck to greet me when I land.

For the record, normally, cap ships with their defence officers in either defend or attack mode don't work at the moment. Additionally, they seem to set themselves to attack, even if send to defend. They did work for me briefly back in v1.12, but that didn't last.

Scoob.

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