I hate to make a shameless self-plug, but I went ahead and added the script edit to my personal modding tool, https://forum.egosoft.com/viewtopic.php ... 74#4689974. You can directly grab the edited "!fight.war.protectsector" off github, if preferred.Nanook wrote:Can you point me to a link in S&M on how you did this? We don't want to discuss such things in the vanilla forum, after all.
Terran cutlass destroyed my ship OOS, but I am Citizen!
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It's a hit detection issue. When I started my game, I had an M4 and no money, so I did what anyone would do: scavenge the war sectors for missiles and sell them to EQ docks. I ended up getting killed twice even though neither the Terrans nor the Argon were red. Well, OOS there is no hit detection so collateral damage is technically impossible, so I guess the devs "fixed" it this way.RAVEN.myst wrote:Thanks for once again some detailed technical info on AI behaviour, SirNukesUnderTheHood It gives me a framework should I choose to continue my little experiment at some point (the "groups of up to 5" bit is particularly interesting and potentially useful.)
I agree. I understand the (surmised) intention of making the area hazardous for "civilians" and what-not, but it could have been done a lot more elegantly. Such a challenge needs to be beatable, in my opinion, as it's precisely the sort of thing that advanced players would enjoy tackling and overcoming.SirNukes wrote:Personally, I think this enemy spawning is the hokiest thing in AP by a good margin...
My thematic experiment was about viably supplying the Argon side of the war zone with much-needed wares - given the war-torn situation, those factories are pretty undersupplied, and eventually also overstocked with products - ideal for lucrative trade. I managed to train CLS2 pilots in Elysium of Light, but it took very long:
- the ship would undock, resulting in a pursuit wave spawning
- thanks to the short distances between stations, the ship would make it to its destination
- now it's waiting for the locals to deal with the pursuit wave
- once dealt with, the ship waits out the remainder of its current "huddle interval"
- undocks, repeating the whole process...
Also, upon reaching level 3 (Supplier), the Zeph now wants to go to OmLy for fighter drones - and gets eaten en route. Manually providing the drones or not installing the FCS (thus disabling drone usage) allowed it to train to level 4 (jump-capable) without a problem, but even so, once I tried to have it trade in OmLy and Chest (never mind Circle!), it spent most of its time avoiding hostiles and eventually dying...
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Nope - the whole point of my experiment was to try to defeat the OoS pursuit waves in the war sectors without my direct intervention (ie. to set up a self-defending infrastructure - I try such off-the-wall things in these games ), which meant all of what I described was taking place OoS (and I was therefore actively staying out of there in order to not corrupt the test), which as you know isn't subject to collision detection...mistercat wrote:It's a hit detection issue.RAVEN.myst wrote:-stuff-
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Boron passenger: "You must hurry - my testicles are drying out!"
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Born on Lave, raised on Freeport 7...
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The Write Stuff
Boron passenger: "You must hurry - my testicles are drying out!"
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Born on Lave, raised on Freeport 7...
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The Write Stuff