Friendly ship running trade route at enemy stations?

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Aeonic
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I created a station convoy for my Stalwart class ship so that they will show up randomly and fly around from station to station, just to be seen. Only problem is, they're flying from hostile station to hostile station, which isn't exactly what I wanted. How can I get them to fly from friendly station to friendly station?

Code: Select all

	<StationType UNID="&stStalwartConvoy1;"
			name=			"(stalwart convoy 1)"
			sovereign=		"&svIndependentTrader;"
			dockScreen=		"&dsAbandonedCrate;"
			dockingPorts=		"4"
			
			maxStructuralHitPoints=	"20"
			ejectaType=		"&vtWreckEjecta;"
			
			scale=			"ship"
			mobile=			"true"
			mass=			"50"
			noMapIcon=		"true"

			attributes=		"debris,friendly,envAir,envAvoidsFire"
			locationCriteria=	"--planetary,-void"
			levelFrequency=		"ucurv ----- ----- ----- -----"
			>

		<Names>Abandoned Cargo Container</Names>

		<Image imageID="&rsStations1;" imageX="480" imageY="0" imageWidth="32" imageHeight="32" />

		<Ships>
			<Ship count="1" class="&scStalwartMK1;" orders="trade route">
				<Items>
					<Lookup	count="1d2" table="&trMinorItem2;"/>
					<Table>
						<Lookup chance="80" count="1" table="&trConsumables2;"/>
						<Lookup chance="20" count="1" table="&trMajorItem2;"/>
					</Table>
				</Items>
			</Ship>
		</Ships>
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george moromisato
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Short answer:

Change the sovereign of your station to &svCommonwealth; or something that is an enemy of all the hostile stations.

Long answer:

There are three kinds of dispositions that a sovereign might have towards another:

A is friendly towards B
A is hotile towards B
A is neutral towards B

The Commonwealth and the player are hostile towards pirates and others.

Independent traders are neutral towards pirates and others.

The trade route orders has the ship visit any station that is not hostile, i.e., any friendly or neutral station.
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Aeonic
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Okay, thanks, that works.

However, I find it a little odd that they visit and dock at stargates as well.

And it would be nice if they could be bothered to defend themselves when attacked. What's up with that?
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Arisaya
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Aeonic wrote:And it would be nice if they could be bothered to defend themselves when attacked. What's up with that?
AH HA! that's the freighter bug I've been talking about... 'aggressor = true' results them in first-striking, but in theory, they ARE supposed to defend themselves (if they have an omni weapon anyways), yet they don't usually, which is the same bug I've been getting w/ korolov ships.
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Aeonic
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Wolfy wrote:'aggressor = true' results them in first-striking
How/where do you set that?

And all ships should defend themselves, even from the player when shot at enough.
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Arisaya
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Aeonic wrote:
Wolfy wrote:'aggressor = true' results them in first-striking
How/where do you set that?

And all ships should defend themselves, even from the player when shot at enough.
It should say in the RC2 thread in the commonwealth forum
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Aeonic
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I placed aggressor = "true" in the AISettings:

Code: Select all

		<AISettings
			fireRateAdj=		"15"
			fireRangeAdj=		"20"
			fireAccuracy=		"85"
			perception=		"4"
			aggressor=		"true"
		/>
But I don't see any change in behavior.

I still think its very peculiar that all of these ships fly back to the stargate and dock when they're done visiting their station. Shouldn't they be gating out or something?

Image

After hanging out there for a minute, they fly off to visit another station.
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Arisaya
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Aeonic wrote:I placed aggressor = "true" in the AISettings:

Code: Select all

		<AISettings
			fireRateAdj=		"15"
			fireRangeAdj=		"20"
			fireAccuracy=		"85"
			perception=		"4"
			aggressor=		"true"
		/>
But I don't see any change in behavior.

I still think its very peculiar that all of these ships fly back to the stargate and dock when they're done visiting their station. Shouldn't they be gating out or something?
//pic//
After hanging out there for a minute, they fly off to visit another station.
Umm... I wasn't sure if it was exactly aggressor (It's something like that on page 2 or 3 I think)... you'd have to go double check.
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Aeonic
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I was copying what george said, not what you said:

http://www.neurohack.com/transcendence/ ... ssor#21806
Last Cause Of Death: Destroyed by Karl Svalbard's last Lucifer missile, right after I blew him up. And the crowd cheers.
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