I am trying to take the Earth Slaver (a variant of it, actually, the Core Slaver) and make it chase the player around at high speeds. However, it only really uses its speed when running away.
Certain ships that I modded have little to no problem with this (Chasm -> Tsunami Interceptor, Luminous Drone -> Luminous Warrior both work fine)
There is no behavior settings listed in the AI tag, however.
How does the game determine if a ship chases down the player or stays back a few more lightseconds? How can I make my Core Slaver chase down the playership?
AI behavior
- Periculi
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Did you look in the station code? Some AI behaviors are set there, which is where the individual ships are given orders such as wander and patrol. But there might be other behaviors that can be used in a Ship AI tag, I can't recall tho.
Patrol does quite nicely for the other interceptors, especially when the station is destroyed, so that is not my problem.
The Core Slaver is a singular case especially because it will never use additional maneuverability. I can set it to ~80 and it still will have the turning ability of a Earth Slaver. Similarly, it will never invoke it's speed abilities unless you take its shields out, in which case it retreats at full speed.
The Core Slaver is a singular case especially because it will never use additional maneuverability. I can set it to ~80 and it still will have the turning ability of a Earth Slaver. Similarly, it will never invoke it's speed abilities unless you take its shields out, in which case it retreats at full speed.
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I haven't seen it in action, so I don't know exactly what could be going on.
But one possibility is that the Core Slaver's weapons have too high a range. If a ship has long-range weapons, it doesn't need to get that close to the player.
But one possibility is that the Core Slaver's weapons have too high a range. If a ship has long-range weapons, it doesn't need to get that close to the player.
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Just thought of another possibility:
Maneuver of 80 = very bad maneuverability
Maneuver of 1 = very good maneuverability
Ships with bad maneuverability can't get close to the player (they tend to overshoot the player because they can't turn around fast enough to cancel their velocity.)
Maneuver of 80 = very bad maneuverability
Maneuver of 1 = very good maneuverability
Ships with bad maneuverability can't get close to the player (they tend to overshoot the player because they can't turn around fast enough to cancel their velocity.)
will try that.
Ah! Its true!
Maneuverabillity: lower = better
Max Speed: higher = better
Makes perfect sense with what programming experience I have, but I never thought of that.
Now lets see if I can make an interceptor out of it yet.
EDIT:
It is now a pseudo-interceptor with a unique personality. Mod updated on Xelarus
Ah! Its true!
Maneuverabillity: lower = better
Max Speed: higher = better
Makes perfect sense with what programming experience I have, but I never thought of that.
Now lets see if I can make an interceptor out of it yet.
EDIT:
It is now a pseudo-interceptor with a unique personality. Mod updated on Xelarus