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Capital Ship Engagements...help

Posted: Tue Aug 17, 2004 3:06 pm
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

RE: Capital Ship Engagements...help

Posted: Tue Aug 17, 2004 6:22 pm
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...?

RE: Capital Ship Engagements...help

Posted: Tue Aug 17, 2004 6:33 pm
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

RE: Capital Ship Engagements...help

Posted: Tue Aug 17, 2004 6:42 pm
by cymru
Any chance of some images?
You may get some support from some of the big Starfleet command modders with this.

RE: Capital Ship Engagements...help

Posted: Tue Aug 17, 2004 8:20 pm
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?

RE: Capital Ship Engagements...help

Posted: Wed Aug 18, 2004 1:45 pm
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]....

RE: Capital Ship Engagements...help

Posted: Sat Aug 21, 2004 3:45 am
by TheDeadlyShoe
Heh. What range are the weapons set up to fire at?