[Fix] and this is probably why we always ram stuff on autopilot - incorrect

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7ate9tin11s
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[Fix] and this is probably why we always ram stuff on autopilot - incorrect

Post by 7ate9tin11s »

aiscripts/move.generic.xml, line 278-279:

Code: Select all

            <!-- directly on top of destination is usually unsafe, force a safepos to be used -->
            <set_value name="$forcesafepos"/>
Should probably read:

Code: Select all

            <!-- directly on top of destination is usually unsafe, force a safepos to be used -->
            <set_value name="$forcesafepos" exact="true"/>
So they actually use a safe position instead of dead center in a station. :lol:

Diff line would probably be something like:

Code: Select all

<add sel="//aiscript/attention/actions/do_else[1]/do_else[1]/do_else[1]/set_value" type="@exact">true</add>
Will be trying it out myself to see if it helps (along with a bunch of other AI tweaks I am putting together)
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OneOfMany
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Re: [Fix] and this is probably why we always ram stuff on autopilot

Post by OneOfMany »

Please post your findings.
docwho83
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Re: [Fix] and this is probably why we always ram stuff on autopilot

Post by docwho83 »

Great if it work but have to wait until egosoft put it in to use since I am running unmod right now to play with the online toy they put in. NOT happy with this required not mod crap. There are mods I feel should have been in the game to start. Not that egosoft will ask me which ones.
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ApoxNM
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Re: [Fix] and this is probably why we always ram stuff on autopilot

Post by ApoxNM »

docwho83 wrote: Tue, 1. Jan 19, 07:42 Great if it work but have to wait until egosoft put it in to use since I am running unmod right now to play with the online toy they put in. NOT happy with this required not mod crap. There are mods I feel should have been in the game to start. Not that egosoft will ask me which ones.
I would really like to try the venture feature, but this game is unplayable without mods, probably I will never get to experience the ventures, as mods save this game.
docwho83
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Re: [Fix] and this is probably why we always ram stuff on autopilot

Post by docwho83 »

I restarted to play with the venture feature. It is a lot more work to make the game play like this. In my game that I was running mods on After 24 hours of play I was almost to the point that I could pump out all the station build parts myself. So I was about to start set up on a handful of stations. Now I been playing the unmod version for about 25 hours and nowhere close to getting everything running. Most of my ships do not have auto mining yet. Only have 3 trade ships so far. Started with one in the unworthy start.

Need a Sector trader mod as silly as that sounds. It was there to start but egosoft removed it in last update.
Need a upgrade on scanner so you get told how many leaks and or comm are on a station. Love that mod just dose not have it done to a software upgrade
Training / learning for the crew needs a little bit of work. again great mod out there for this.
Ware collections needs to be fixed so I can have my pilots collect while I do other stuff on the ship. Again there is a mod that corrected it for the most part.
explore command done better. Which saves me from having to do the search rings by hand. There is a mod that at least will make it search from the center out in a circle. Would be nice if it was a default setting. With avoid enemy sectors.
Mass move of merins or crew. Again there are mods.

While yes there are a few more that I had. Only 2 messed with anything that I felt was unsafe for venture feature. They were ship mods little over powered player ships. Flying rocks but more fire power. So that part I could live with out. But tho 6 things are killing me right now.
My Mods
RepairLasers Player controlled drone Also on steam
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ApoxNM
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Re: [Fix] and this is probably why we always ram stuff on autopilot

Post by ApoxNM »

docwho83 wrote: Tue, 1. Jan 19, 10:24 I restarted to play with the venture feature. It is a lot more work to make the game play like this. In my game that I was running mods on After 24 hours of play I was almost to the point that I could pump out all the station build parts myself. So I was about to start set up on a handful of stations. Now I been playing the unmod version for about 25 hours and nowhere close to getting everything running. Most of my ships do not have auto mining yet. Only have 3 trade ships so far. Started with one in the unworthy start.

Need a Sector trader mod as silly as that sounds. It was there to start but egosoft removed it in last update.
Need a upgrade on scanner so you get told how many leaks and or comm are on a station. Love that mod just dose not have it done to a software upgrade
Training / learning for the crew needs a little bit of work. again great mod out there for this.
Ware collections needs to be fixed so I can have my pilots collect while I do other stuff on the ship. Again there is a mod that corrected it for the most part.
explore command done better. Which saves me from having to do the search rings by hand. There is a mod that at least will make it search from the center out in a circle. Would be nice if it was a default setting. With avoid enemy sectors.
Mass move of merins or crew. Again there are mods.

While yes there are a few more that I had. Only 2 messed with anything that I felt was unsafe for venture feature. They were ship mods little over powered player ships. Flying rocks but more fire power. So that part I could live with out. But tho 6 things are killing me right now.
I use station ware basket fix, and some other fixes and weapons rebalance mods. Without these mods the game is broken for me. The fact that there is no option to tell my sation traders what exactly to do and almost no commands for auto traders is mind boggling. Wtf? Really.

Mass move marines and service crew mods, can't live without them.

There are quite a few mods I consider essentially fixing the game, with either fixing or adding things that should be in the game from the start!
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EGOSOFT
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Re: [Fix] and this is probably why we always ram stuff on autopilot

Post by CBJ »

Sorry, but the default value for the <set_value> action is "1" if no value is supplied, so this "fix" isn't a fix for anything. :)

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