taltamir
Posts: 1290
Joined: 4/2/2010 Status: offline
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quote:
ORIGINAL: Sliverine I'm just speculating here but i believe when Elliot programmed the patrol function, he set the AI to randomly pick a friendly structure and warp to it, then stay at object and auto attack anything that comes close and after a certain amount of time (which might be influenced by the strategic importance of the object i.e. they patrol mines more and starbases less etc...and maybe distance is also a factor?) they then warp to the next available target to rinse and repeat. Depending on the coding and how many previously patrolled in-system structures are 'remembered', you might actually see the AI skip certain structures that are too far out for instance, something which i hope does not happen. This error is most probably due to the fact that when you set a ship to patrol an empty system (i.e. one with no friendly structures), the AI is unable to randomly pick a friendly structural target to warp to and begin patrolling (due to there not being a structure to being with) and hence, you get the error that there is no patrol target. A possible fix would be to add an action for the AI to perform in the event of an empty system in its action tree like maybe, warp to the sun and actively engage any hostiles or 'escort' any neutrals that appear into the system etc... pretty much, yea exactly this.
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