[#4950] 8.0 HF4 Boarding ship leaves instead of carrying out orders

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LameFox
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[#4950] 8.0 HF4 Boarding ship leaves instead of carrying out orders

Post by LameFox »

https://drive.google.com/file/d/1Q2pz3j ... sp=sharing

I have ordered this Barbarossa (PYH-565) and subordinates to board a passing Argon freighter (PLG-509), giving them the specific task of "disabling" the target (largely because I want to know what "disable" actually means).

However the ship is now buggering off into the depths of space, leaving the fighters to do all the heavy lifting. It's flown out of range of its medium guns and is currently leaving range of its large ones.

I cannot fathom how this could possibly be interpreted as disabling anything, except the ship's own usefulness to me. Was this script written entirely for unarmed civilian freighters? Does it think it's a carrier? Whatever it is it's certainly not helping here.
Last edited by Tranxalive on Thu, 19. Feb 26, 16:35, edited 1 time in total.
Reason: Adding Mantis Report number.
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Alan Phipps
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Re: 8.0 HF4 Boarding ship leaves instead of carrying out orders

Post by Alan Phipps »

If you check the ship's current order, what is it doing? That might eliminate fleeing, resupplying, following or attacking something else, or continuing with a previous order when the player is not piloting. It might be worth double-checking its default behaviour and global/individual 'action on ...' settings too.
A dog has a master; a cat has domestic staff.
LameFox
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Re: 8.0 HF4 Boarding ship leaves instead of carrying out orders

Post by LameFox »

It just says "Fly To Heretic's End" or in the queue, "Board [Auto]" and lists the target ship. It has no old orders, nor anything to resupply, and hasn't taken damage that would make it flee.

FWIW this is the same behaviour I saw when using unarmed M transports to carry marines. I would issue them different tasks like attacking turrets and engines, and they passed that down to their subordinate fighters and sat at a distance. I assumed it was because they had no turrets to make use of, so there wasn't anything they could do themselves. Instead it seems like the script always thinks the troop carrier should sit off in the distance, despite what capabilities it has or what orders the player gave it.

Maybe it just doesn't know what to do with turrets at all. That would be disappointing but not surprising.
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