Assailant/Sent lock-up with 1.12

After the update, my assailants and sents now continuously activate the long range missiles thus immobolizing them perminantly.  This happens whether the enemy is present or not.  I can only fix this by turning off the autocast.  Wasn't the patch supposed to fix this specifically? 

Before 1.12 I did not have this problem.  Please advise...

7,412 views 11 replies
Reply #1 Top

Solution: Use illuminators. :grin:   Ehhh... *sighs at his own laughter*. I'm sorry. I'm no help at all. >.>

Reply #3 Top

The trigger it uses is aiUseTime OnlyWhenAttackTargetIsInFiringSolution...

I've played around with it a bit during modding, and it now apparently uses ANY target (Fleet or move order target) to trigger the action.

With no Finish conditions, this stops Ship Movement, even in noncombat situation, BREAKING those two classes as far as the AI is concerned.

Putting a finish condition in place of "NoTarget" works partly to fix (in the buffchargedmissilesself file)... but the movement becomes jerky, as the action starts and stops.

Essentialy its invoking the bool modifiers in the self buff file, even if the target does not meet the criteria needed for the buff to continue to fire...

This pretty much breaks TWO ship classes for the Vasari... and needs some attention.

Reply #4 Top

Um...No.  In v1.12, the charged missles auto-cast was fixed and for the FIRST TIME EVER it actually works.  Let me repeat, IT WORKS NOW.  Previous to v1.12, it was broken.

This pretty much breaks TWO ship classes for the Vasari... and
End of quote

How so?  If you don't like it, don't research it.  It's that simple.

Reply #5 Top

Oh, maybe becuase the AI DOES use them? 

Until I fixed this in with a Mod, then it was normal to be seeing AI Vesari ships sitting around, outside of the range of combat doing nothing... and in fact you could run a scout into a system that you do not want to keep, and FREEZE part of their fleet behind the lines...

I'm still playing around with finish conditions... but it does look like the problem is in the way the AI handles the initial trigger itself (maybe needs a target filter?).

 

Reply #6 Top

Upon further research, I figured out the problem.

They updated the Ability entity files in the game files, but did not relfect that change in the Forge tools Reference files, so anyone using Forge as a reference for modding does not have the "fix"...

Seems there is now a new trigger availabe.... "OnlyWhenAttackTargetIsInFiringSolutionAndHasAttackOrder"... old trigger, and the one in the Forge Reference files is "OnlyWhenAttackTargeIsInFiringSolution"...

So, in essence, base game was working correctly, but anyone who was using a Mod based off of Forge, it was NOT working...

Fix is to copy the ability files for Charged Missiles, and Light charged missiles, from the game files in your program folder, to your mod directory.... if you are running any Mods.

Reply #7 Top

So maybe this post should be in the Modding portion of the forum?

Reply #8 Top

Geezzz.... sorry for trying to help out a fellow player....

 

Lets see.... trouble... does not say MOD trouble... just trouble...

Reply #9 Top

My point was, is this is mod problem or a game problem?  You are talking about the mod, but I don't know about the OP.  Don't take it personally.

Reply #10 Top

Sorry, I work in software Testing (between contracts right now)... I know exactly which types of boards get more attention than others...

Mods? not so much... technical trouble boards?  I live in them.

As the problem seems to be that they did not update the Reference files in the Forge Folder with the fix,  thats a release problem... and somewhat a Quality Control issue... basicly a version control issue.

Reason I stumbled on this thread in the first place was I was seeing this behaviour as well, and was looking to see if others were having the same "trouble"... and to try to get data on the problem to see if I could diagnose the prob...

I saw it.... OP saw it... you did not.,. data which led me to look at Game versions, and the files that changed....

Reply #11 Top

Well I guess I am glad you posted here, because it seems my knowledge of the UNmodded game helped out the modders.  Good luck to you.