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NPCs play their retreat voicelines as soon as they undock
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NPCs play their retreat voicelines as soon as they undock |
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Just popping in
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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:
Posted on: 2020/11/8 18:41
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Re: NPCs play their retreat voicelines as soon as they undock |
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this NPC have mounted guns?
Posted on: 2020/11/9 18:34
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Re: NPCs play their retreat voicelines as soon as they undock |
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Home away from home
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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.
Posted on: 2020/11/11 0:50
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Re: NPCs play their retreat voicelines as soon as they undock |
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Quote:
Yes they do have mounted guns Quote:
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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Re: NPCs play their retreat voicelines as soon as they undock |
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Oh, fleeing without enemies around. Did you create those NPCs yourself, or is it an existing mod, or vanilla game?
Could you please post the npcships entry for these NPCs, and their loadout?
Posted on: 2020/11/13 20:27
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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] Code: [Loadout] Code: [zone] 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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By the values it looks all correct to me. By default pilot_outcast_ace uses behaviour to never flee. At maximum the area_trade_trader encounter overrides it with a pilot fleeing, but the others should not. Especially area_defend never flees.
The NPCShipArch and Loadout look correct to me. Btw this archetype = bw_elite2 in the Loadout I have never seen before. I think that does not exist or is unused.
Posted on: 2020/11/15 13:10
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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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Would it be possible for you to upload your mod, or only those files needed? Perhaps so we could test on our own pace and trying to isolate the issue? It sounds really curious.
Posted on: 2020/11/16 3:10
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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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@Cursetantine
possible ways: 1. Video conference with shared screen (may be Skotty can, my English is very bad, at voice - yet more). 2. If you don't want make your mod public - continue talk in private conversation. That'll remove all issues with privacy. No one from devs here wants to share your mod or use without your permissions.
Posted on: 2020/11/16 15:16
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Re: NPCs play their retreat voicelines as soon as they undock |
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This is a vanilla problem. For example near, let's say, Montezuma or Dawson or even Luxury Liner Hawaii, when an NPC created by
area_trade_trader or area_trade_smuggler undocks.
Posted on: 2020/11/21 16:39
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Re: NPCs play their retreat voicelines as soon as they undock |
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also witnessed it in vanilla.
the retreat lines also happens in Chugoku when there never npcs beside the blood dragon around. "they overpower me in a minute/ had enough of this" like this edit: indeed without area_trade_trader they wont play retreat lines only normal idle lines
Posted on: 2020/11/21 21:00
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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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