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September. 29, 2023
The Starport Forum Index > All Posts (Cursetantine)

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Re: NPCs play their retreat voicelines as soon as they undock
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area_trade_trader was indeed the issue. I checked their behaviours and copies these values from defend_job to trader_job;

scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
loot_flee_threshold = hardest

Now traders do not instantly run away from fights(I think) but run when their hull drop down to 75%. But I get to keep trader NPCs without them retreating all the time. Thanks guys!

Posted on: 2020/11/22 18:53
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Re: NPCs play their retreat voicelines as soon as they undock
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Afraid I can't, it's part of a big project, would be wrong to share the files.

Posted on: 2020/11/16 12:12
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Re: NPCs play their retreat voicelines as soon as they undock
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bw_elite2 is Sabre in the mod I am working on. I doubt it's related, as this problem occurs everywhere whether it's vanilla or not. I'll continue to investigate, thanks.

Posted on: 2020/11/16 1:56
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Re: NPCs play their retreat voicelines as soon as they undock
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Happens both in zones created by me and vanilla zones regardless of NPC rank. Here is an example from the zone I created for a base, level 19 outcasts NPC flees as soon as he undocks;

Code:
[NPCShipArch]
nickname = fc_ou_bw_elite2_d19
loadout = fc_ou_bw_elite2_loadout02
level = d19
ship_archetype = bw_elite2
pilot = pilot_outcast_ace
state_graph = FIGHTER
npc_class = unlawful, class_fighter, d19

Code:
[Loadout]
nickname = fc_ou_bw_elite2_loadout02
archetype = bw_elite2
equip = ge_bwe_engine_01
equip = npc_shield01_mark10, HpShield01
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_s_thruster_01, HpThruster01
equip = armor_scale_4
equip = co_gun02_mark01, HpWeapon01
equip = fc_ou_gun01_mark03, HpWeapon02
equip = fc_ou_gun01_mark03, HpWeapon03
equip = fc_ou_gun01_mark03, HpWeapon04
equip = fc_ou_gun01_mark03, HpWeapon05
equip = fc_ou_gun01_mark03, HpWeapon06
equip = torpedo01_mark01, HpTorpedo01
cargo = torpedo01_mark01_ammo, 20
equip = mine01_mark01, HpMine01
cargo = mine01_mark01_ammo, 20
equip = ge_s_cm_01, HpCM01
cargo = ge_s_cm_01_ammo, 20
equip = LargeWhiteSpecial, HpHeadlight
equip = SlowSmallWhite, HpRunningLight01
equip = SlowSmallWhite, HpRunningLight02
equip = SlowSmallWhite, HpRunningLight03
equip = SlowSmallWhite, HpRunningLight04
equip = SlowSmallWhite, HpRunningLight05
equip = SlowSmallWhite, HpRunningLight06
equip = SlowSmallWhite, HpRunningLight07
equip = SlowSmallWhite, HpRunningLight08
equip = contrail01, HpContrail01
equip = contrail01, HpContrail02
equip = contrail01, HpContrail03
equip = contrail01, HpContrail04
equip = DockingLightRedSmall, HpDockLight01
equip = DockingLightRedSmall, HpDockLight02

Code:
[zone]
nickname = zone_hi01_pop_base2
pos = 4266.17583741402, 2796.29952009161, 16970.1440517204
shape = SPHERE
size = 2000
sort = 4
toughness = 19
density = 9
repop_time = 10
max_battle_size = 6
pop_type = fc_ou_grp, single_base_unlaw
relief_time = 20
density_restriction = 4, lawfuls
encounter = area_scout, 19, 0.120000
faction = fc_ou_grp, 1.000000
encounter = area_defend, 19, 0.220000
faction = fc_ou_grp, 1.000000
encounter = area_trade_trader, 19, 0.270000
faction = fc_ou_grp, 1.000000


Can this be happening because NPC count in the area is larger than density?

Posted on: 2020/11/15 12:00
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Re: NPCs play their retreat voicelines as soon as they undock
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Quote:

Jeider wrote:
this NPC have mounted guns?


Yes they do have mounted guns

Quote:

Skotty. wrote:
Perhaps the pilots you assigned to the NPCs are made to flee on low difficulty levels. Which means that already weak ships can make them flee. That is usually done for e.g. smugglar NPCs that are meant to not engage fights.


But for this to happen shouldn't there be enemy NPCs first? I am talking about them fleeing without any enemies around them as soon as they leave the base.

Posted on: 2020/11/13 16:30
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NPCs play their retreat voicelines as soon as they undock
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What is this related to? I've asked around a bit but no one seemed to have knowledge on the matter. I tested around with battle size, toughness etc. but couldn't get different results.

Thanks.

Fixed:

Quote:

Cursetantine wrote:
area_trade_trader was indeed the issue. I checked their behaviours and copies these values from defend_job to trader_job;

scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
loot_flee_threshold = hardest

Now traders do not instantly run away from fights(I think) but run when their hull drop down to 75%. But I get to keep trader NPCs without them retreating all the time. Thanks guys!

Posted on: 2020/11/8 18:41
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Bases become invisible inside nebulas (Solved)
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I have this issue when I place a base inside a nebula, it becomes invisible. Archetype or exclusion zone or nebula size seem not to have an effect on this. I tried a lot of things and am still puzzled on why this happens. Example given below;

Open in new window
Random gas_miner_nodock, Sigma-19 System Honryu Cloud
Open in new window
gas_miner_nodock, my system, nebula identical to honryu cloud

Has anyone ever had the issue before? What am I missing?

Thanks.

edit: Solved. Thank you everyone for help. Answer can be found below.

Posted on: 2020/5/18 14:55
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