Subtask of: T471
Pirates seem to spawn in a distance of around 2 sectors distance to calling object.
To check:
- direction of spawn (always 2 sectors off in one direction?)
- influence of sector size
Subtask of: T471
Pirates seem to spawn in a distance of around 2 sectors distance to calling object.
To check:
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Status | Assigned | Task | ||
---|---|---|---|---|
Closed | lancake | T471 Hub-Issue: Pirate spawning / response fleets | ||
Rejected | AndyP | T672 response fleets do not spawn for custom trade stations | ||
In Queue | AndyP | T673 Not all mobs have the "MOB" tag in name anymore |
-Confirmed-
After testing this a while, it looks like "trade guild" is spawning in simulation groups,
but response fleets do spawn at all.
(New and old spawn system tested)
Additional info from @Matt_Bradock
What I deducted from thorough testing and info from other players, the pirate reinforcement wave can spawn anywhere in the 3x3x3 sector cube with the station in the middle. The problem is, that you don't have vision to all those, you have vision only to 7 sectors out of that 27, because what you see is the sector you're in, and the 6 that share a side with yours. You don't see into sectors situated diagonally to yours. There is only 25.9% chance that the pirate wave spawns in a sector you have vision and sensors coverage in - which is why you usually don't see the pirates: they have spawned in one of those diagonal sectors and the best way to find them is to check the corners of that 3x3x3 sector cube surrounding the pirate station. At least, that seems to work for me. Check the upper corners first as they are more likely to spawn there.
/initiate_wave works because that command always spawns the baddies in the same sector you're in. Station attack triggering pirate spawns used to work the same until the wave customization update. What would certainly solve the matter is making only the 6 sectors adjacent to the pirate station, and the station's sector itself eligible for spawning the pirate wave. Thus, they'd always show up on your nav.
This could be a good trail to fix it.
To my knowledge the sectors loaded around a player were always 3x3x3 but if this changed, this would be the cause for the spawning to drop the pirates in unloaded areas.
in addition to the placement issues noted above, i am noticing that regardless of the ship i am in, only an "/initiate_wave 1 1 -1" equivalent group of reinforcements is ever spawned in.
is it possible to confirm or deny that currently the only pirate ships that spawn do so as a result of a pirate station's distress call? i am no longer seeing any loose pirates anywhere in the universe (despite having a full set of 10 AI waves installed), but see nothing to this effect in the changelog published alongside the wave designer.
i would be keen to follow-up on this particular issue as i am trying to design some fun, naturally occurring, and variable pirate action for players, but it is hard to know what to report on a feature i am unsure of the design and intent behind. i don't entirely know what "working" is supposed to look like for pirate spawns anymore.
You can test it easily in single player.
Create a new world and set as default.
Start the game.
Add a wave with 1 Isanth for Faction -1 and difficulty 1.
Spawn a battleship and get in.
Jump to undiscovered stations till you find a pirate station and attack it.
After 10 distress calls, look with "/search Isanth" for the spawned amount of Isanth around. I don't think you will find 10.
Wait till the come to you..... or not.
Last tested with 0.19446 and a sector size of 5 km.
Fixed as byproduct of T673
(it was possible for stations to be included in response fleet. the database entry was faulty (database UID should never include a prefix like ENTITY_SHIP as they have a type anyways), so the ships couldn't find their data)
-QA Testing-
[2015-10-30 21:57:43] java.sql.SQLSyntaxErrorException: unexpected token: CAST required: ) [2015-10-30 21:57:43] at org.hsqldb.jdbc.JDBCUtil.sqlException(Unknown Source) [2015-10-30 21:57:43] at org.hsqldb.jdbc.JDBCUtil.sqlException(Unknown Source) [2015-10-30 21:57:43] at org.hsqldb.jdbc.JDBCPreparedStatement.<init>(Unknown Source) [2015-10-30 21:57:43] at org.hsqldb.jdbc.JDBCConnection.prepareStatement(Unknown Source) [2015-10-30 21:57:43] at org.schema.game.common.controller.database.DatabaseIndex.a(SourceFile:730) [2015-10-30 21:57:43] at org.schema.game.common.controller.database.DatabaseIndex.a(SourceFile:2432) [2015-10-30 21:57:43] at obfuscated.Zd.run(SourceFile:2327) [2015-10-30 21:57:43] at org.schema.schine.network.server.ServerEntityWriterThread.run(SourceFile:48) [2015-10-30 21:57:43] Caused by: org.hsqldb.HsqlException: unexpected token: CAST required: ) [2015-10-30 21:57:43] at org.hsqldb.error.Error.parseError(Unknown Source) [2015-10-30 21:57:43] at org.hsqldb.ParserBase.unexpectedTokenRequire(Unknown Source) [2015-10-30 21:57:43] at org.hsqldb.ParserBase.readThis(Unknown Source) [2015-10-30 21:57:43] at org.hsqldb.ParserDQL.XreadAllTypesValueExpressionPrimary(Unknown Source) [2015-10-30 21:57:43] at org.hsqldb.ParserDQL.XreadAllTypesPrimary(Unknown Source) [2015-10-30 21:57:43] at org.hsqldb.ParserDQL.XreadAllTypesFactor(Unknown Source) [2015-10-30 21:57:43] at org.hsqldb.ParserDQL.XreadAllTypesTerm(Unknown Source) [2015-10-30 21:57:43] at org.hsqldb.ParserDQL.XreadAllTypesCommonValueExpression(Unknown Source) [2015-10-30 21:57:43] at org.hsqldb.ParserDQL.XreadValueExpressionOrNull(Unknown Source) [2015-10-30 21:57:43] at org.hsqldb.ParserDQL.XreadValueExpressionWithContext(Unknown Source) [2015-10-30 21:57:43] at org.hsqldb.ParserDQL.readRow(Unknown Source) [2015-10-30 21:57:43] at org.hsqldb.ParserDQL.XreadContextuallyTypedTable(Unknown Source) [2015-10-30 21:57:43] at org.hsqldb.ParserDML.compileInsertStatement(Unknown Source) [2015-10-30 21:57:43] at org.hsqldb.ParserCommand.compilePart(Unknown Source) [2015-10-30 21:57:43] at org.hsqldb.ParserCommand.compileStatement(Unknown Source) [2015-10-30 21:57:43] at org.hsqldb.Session.compileStatement(Unknown Source) [2015-10-30 21:57:43] at org.hsqldb.StatementManager.compile(Unknown Source) [2015-10-30 21:57:43] at org.hsqldb.Session.execute(Unknown Source)
Nothing gets spawned, seems there's still a database issue. (I didn't have any enemy usable ships selected at first, but i did afterwards which gave me SQL exceptions)
Update, the fleets spawn now but they don't immediately fly to you. It can take 2 minutes to half an hour till they reach you.
Apparently everything was fine in 0.19361, but not since 0.19400
-QA Testing-
Fantastic, works again. Pissed so many pirate stations and trading guild shops off that I had 40 isanths chasing me for a long time.
I did notice however that the custom trading guild shops don't send a message out, nor does a fleet come to aid them. The turrets on those stations don't fire at you either unless you deal block damage to that specific turret.
Lowering priority and changing title.
-Rejected-
Not valid anymore, this system won't be used anymore when NPC factions take over completely.