Capital Ship Engagements...help

This is the place for all questions related to modding Starshatter.
Post Reply
Necromancer
Posts: 54
Joined: Wed Jun 16, 2004 6:53 pm

Capital Ship Engagements...help

Post by Necromancer »

I'm working on a Star Trek: TNG mod, I've got several smaller ships in now (Saber, Hideki & Jem'Hadar Fighter)... Here's the problem, all are armed with beam weapons, no turrets, nothin' fancy, just beam weapons. When I put several on the board at the same time, with orders and nav points to assault each other, they move toward each other and then stop just outside the engagement area. Now, that's what happens when I set them as a 'Frigate' class vessel. If I set them as 'Attack', they close on each other and the carnage begins... am i doing something wrong, or is this a function of the capital ship AI?
Thanks ahead of time...

Nec
Melkor
Posts: 74
Joined: Wed Aug 11, 2004 6:38 am

RE: Capital Ship Engagements...help

Post by Melkor »

I'm having the same problem. It seems that they always stop at exactly 44.9 km from their target. This is maybe hard-coded in the AI? Are you using realistic physics? Maybe they're supposed to coast into closer range, but don't in arcade mode because of the artificial drag...?
Necromancer
Posts: 54
Joined: Wed Jun 16, 2004 6:53 pm

RE: Capital Ship Engagements...help

Post by Necromancer »

I've tried both Arcade physics and relaxed physics, I'm loath to use real physics because it doesn't mimic star trek style ship movement very well... but I suppose that's one reason that the ships couldn't engage, come to think of it, I don't remember having this problem in the Demo... I may just take my ships over to the demo and see what happens... aaah...a task for the evening... [8D]

Nec
cymru
Posts: 5
Joined: Fri Jul 23, 2004 12:30 am

RE: Capital Ship Engagements...help

Post by cymru »

Any chance of some images?
You may get some support from some of the big Starfleet command modders with this.
Melkor
Posts: 74
Joined: Wed Aug 11, 2004 6:38 am

RE: Capital Ship Engagements...help

Post by Melkor »

I just tried mine in the demo, and they work fine in arcade mode...there must have been a change in the engagement AI between the demo and 4.0.2...anyone know anything about this, like a work around?
Necromancer
Posts: 54
Joined: Wed Jun 16, 2004 6:53 pm

RE: Capital Ship Engagements...help

Post by Necromancer »

Here's another thing... If I set them as capital ships and tell them to attack a specific target, they stop with no ensuing engagement... but tell them to break and attack and they'll engage the opposing force... Guess I'm gonna have to play with the settings a bit more... um unless [&o]Milo[&o] is willing to give us the ability to set our own AI routines for each ship [:D]....
User avatar
TheDeadlyShoe
Posts: 549
Joined: Tue Apr 06, 2004 3:06 pm

RE: Capital Ship Engagements...help

Post by TheDeadlyShoe »

Heh. What range are the weapons set up to fire at?
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
Post Reply

Return to “Starshatter Modding Forum”