Hey guys,
In Shipmaker, whenever I set a ship's AI to "broadside", it never seems to translate to the game itself. When i control that ship myself, it starts out with broadside AI, which is fine, but whenever the ship is AI controlled it always seems to revert to "normal" AI and attack me head-on, despite every attempt of mine to change it in ship maker. does anybody know a fix to this?
Issues with ship AI
Moderators: th15, Moderators
it is possible to get it to work with player controlled ships if you tell the ship to attack again when it is closer to the target.
"Damn hippies with their slippers and mesh bags looking for "adventure" or friggin' nerds who hasn't held anything but a microscope in their girly little hands. Such posers don't last long here." - Wolf (S.T.A.L.K.E.R.)
He already said he's having no issues with it under player control.Rugdumph wrote:it is possible to get it to work with player controlled ships if you tell the ship to attack again when it is closer to the target.
As Droid says, it's a bit wobbly. However, it is possible for it to work for AIs - it is just incredibly, incredibly finicky.
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Setting maxrange to the sandbox height (in the sandbox, obviously) helps but otherwise not much you can do.
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Thrusallanian Naval Database: Patrol Craft to Behemoth, support ships, stations, warp gates, everything.
http://www.wyrdysm.com/phpBB2/viewtopic ... sc&start=0
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Curvy Alien Fleet: viewtopic.php?t=4959
Thrusallanian Naval Database: Patrol Craft to Behemoth, support ships, stations, warp gates, everything.
http://www.wyrdysm.com/phpBB2/viewtopic ... sc&start=0
Fleets of the Five States, get it here: http://www.wyrdysm.com/phpBB2/viewtopic.php?t=1929