No, it's definitely bombing runs. If the AI doesn't work, it's something you did - I've told people how to fix it about 20 times and it still happens.I think the crashes in galactic conquest have something to do with the AI as the AI doesn't seem to work on the mod after I redownloaded it.
Exception error during bombing run
#21
Posted 15 January 2008 - 05:00 AM
#23
Posted 18 January 2008 - 02:20 AM
Could you tell me which bombers you had in orbit? Also any carriers. Or rather, test it with different bombers and find out which one does it, because I've gotten runs to work fine, but I'm not sure if I tested them all.
For me the only problems arise when I have skipray blastboats up an no built Tie Bombers.
#25
Posted 21 January 2008 - 03:05 PM
okay, as Pheonix said, its the <Ship_Class> tag. We ran into this problem also, but only with the Skipray Blastboat. i dont know why, as when the B-Wing has no run, its classified as a bomber as well, but causes no crash. I think it may have something to do with the fact that in the vanilla game, its a bomber, because its the only one that didnt work. changing its class to a fighter should fiix the Skipray crash, though it changes its accuracy sets and targeting priorities.Could you tell me which bombers you had in orbit? Also any carriers. Or rather, test it with different bombers and find out which one does it, because I've gotten runs to work fine, but I'm not sure if I tested them all.
For me the only problems arise when I have skipray blastboats up an no built Tie Bombers.
Long live the XML coders!
#27
Posted 24 January 2008 - 09:29 PM
i think <category_mask> may control similar functions, i really dont know either...
there needs to be acompiled database for EaW tags... that would really help coders clean up code, and think of new ideas.
Long live the XML coders!
#29
Posted 28 January 2008 - 05:37 PM
#30
Posted 28 January 2008 - 08:17 PM
I'm betting that is why fighters grouped with bombers will stay together when you move them as a unit (moving forward then stopping, then moving again, then waiting..), but when grouping two different kinds of fighters together with nothing else in the group, they move at different speeds and paces. Same deal with ships. They always fly all together at the same speed when grouped with a capship.Since you are on it, what exactly does <is_escort>yes/no</is_escort> do? I noticed in vanilla all fighters and fighting ships below the capital level have this tag set to yes. In the escortplan.lua only fighters and the Interdictor are specified as escorts, so I guess the script and the tag have nothing to do with each other. In PR even capital ships have the tag set to yes. I wonder if this has a detrimental effect on the tactical AI, and would advice to follow the vanilla settings and set capitals, bombers and non-fighting ships not to escort as long as we don't have a clue what it does.
I'm guessing it's a flag that says 'when moved as a group, match the pace of the slowest <is_escort>no</is_escort> entity'.
Just a wild guess, but I don't know of any other tags that explain why fighters only stick together when there's bombers in the group, and ships only stick together when there's a capship present. I don't have a guess for why escortplan.lua is at odds with the tag. But if the guess is right, then certainly it should be set to no for capships and bombers, to keep the AI massing it's forces, instead of charging them in separately. Actually, that might explain why the AI does exactly that, knowing that capships in PR are set to 'yes'.
Edited by Dalmp, 28 January 2008 - 08:20 PM.
Reply to this topic
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users