Space Engineers

Space Engineers

NPC Provider (BB)
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Update: 20 Nov, 2024 @ 3:53am

1 second grace period before the ships start moving, this allows Factorum ships from the Factorum NPC pack to properly lock Prototech modules on landing gears

Update: 18 Nov, 2024 @ 1:21pm

division by 0 fix

Update: 18 Nov, 2024 @ 1:00pm

- NPC ships read projectile speeds and average DPS directly from the weapons on the grid on init
- NPC ships decide target lead based on the distance from the target, available weapons, their projectile speeds and DPS

Update: 18 Nov, 2024 @ 12:55am

- Overhaul of fixed weapon usage
- NPC ships can use fixed weapons more dynamically. They won't shoot all weapons when any of them is in range, they will start/stop shooting specific weapon types based on their range. This will prevent NPCs wasting their that much ammo and having to wait for the replenish cycle to get more magazines when they are finally in range.
- NPC ships can use fixed weapons pointing in different directions if those weapons are guided (weaponcore only, Provider considers non-weaponcore weapons as always unguided)

Update: 17 Nov, 2024 @ 8:51am

NPC combat ships which belong to the mission encounter will double-check the mission position in case they get too far from the spawn position (and from the mission waypoint)

Update: 17 Nov, 2024 @ 2:07am

fixed wrong mission reference, NPC in mission should take the closest mission and waypoint as it's point of origin and return to it. I however used OrderByDescending by mistake, so when multiple missions were active (say two player doing missions independently), the NPC's were returning the the most distant mission instead.

Update: 11 Nov, 2024 @ 3:23am

- better handling of mission combat ship origin positions, ships spawned in missions will consider the closest active mission waypoint as the point of origin and will return to it if not otherwise engaged
- better handling of ship naming when the ships are being called in by "carriers" through the fighter hangar mechanic, fighters spawned by (NPC-ENC) ships will get the same (NPC-ENC) prefix and will consider the mission area as their origin same as their mothership
- dynamic squadron check-up, ships will check their squadron status every 30 seconds, and will re-join other squadrons if they are more suitable. This means the following:
- ship will join any other squadron with free spot if it is alone in it's squadron (even if it is not the squadron for the desired ship size)
- ship will switch squadrons to join another squadron with the desired ship size if it becomes available
- this change allows NPCs to re-group and it should prevent the NPC fleet fracturing into various small single ship squadrons engaging others 1 on 1, mano a mano, especially when ships are getting destroyed and taking losses

Update: 10 Nov, 2024 @ 1:41am

reputation code tweaks, to avoid certain issues where factions have certain reputation and faction members have different reputation

Update: 9 Nov, 2024 @ 3:56am

- optimized proximity danger check (before all other nav checks, so ships should be a bit better at avoiding friends/asteroids)
- fixed /npc spawn fleet;FACTIONTAG;distance commands, it was sometimes spawning several ships into each other
- added vanilla version of WC SetAiFocus, using the base game lock-on feature, NPC ships can now utilize gun turrets to shoot at longer than 800m distance
- expanded logging on AI init (added grid names to most of them, so it has more info value)
- minor code cleanup

Update: 8 Nov, 2024 @ 11:43am

- slightly experimental space flight code, toggle dampeners on/off when needed
- optimized turning code, should make ships with fixed weapons slightly more dangerous
- improved target leading (but not too good)