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:
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 = hardestNow 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!
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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.
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Jeider wrote:
this NPC have mounted guns?Yes they do have mounted guns
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.
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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? -
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;
[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
[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[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?
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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. -
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.
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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.
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Afraid I can’t, it’s part of a big project, would be wrong to share the files.
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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. -
This is a vanilla problem. For example near, let’s say, Montezuma or Dawson or even Luxury Liner Hawaii, when an NPC created by [c]area_trade_trader[/c] or [c]area_trade_smuggler[/c] undocks.
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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 [c]area_trade_trader[/c] they wont play retreat lines only normal idle lines -
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 = hardestNow 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!