The pilot could be a flesh & blood AI humanoid, or the ship's AI flying could be performed via autopilot. Ideally the AI controlled ship would fly dynamically (selecting its own waypoint etc on-the-fly), but doesn't strictly need to in order to be mentioned. This could be commanded by the player in-game, or scripted into a scenerio. This could entail something like AI wingmen, could be in space or in atmosphere above planet (or restricted to only one or the other, etc). Regarding #2, let's get a bit more specific. Ability for player to command a (potentially friendly) AI to fly a different (potentially player owned) ship. Ability for player to leave own ship and walk around in 1st and (/or) 3rd personĢ. If this thread is somehow out of bounds here that's cool, please delete.) Ok, here goes.ĭo any space games exist which have both of these two features? :ġ. (Note - I posted in the "Other Discussion" section here, and thinking this is likely a great place to ask, because surely many of you guys are following the development of similar games. Over the past couple days, I read up on the current state of similar games (via recent "this game vs that game" threads on reddit and steam, etc), and eventually honed in on what I was specifically most interested to find. Maybe we'll get something like this in EGS some day, and meanwhile I eagerly await (and greatly appreciate) each new update. T261 Server cannot be started because of one collapsed "SIMULATION_STATE.I absolutely love EGS, and I've been hoping for player or script directed NPC control of ships since the beginning. T291 AI without thrust modules does not work well T534 F5-screenshots of galaxy map appear with background transparent T546 Using "create docking" on station and planets causes nullpointer T647 Turrets on ships built in shipyard do not inherit AI settings. ![]() T663 Shipyard running out of power causes loss of blocks T675 Multislot ITEM LOST at Ship Deconstruction by Shipyard with Storage T689 Tab + F6 causes nullpointer when in build mode T711 ship core can be destroyed completely T714 Game complains inventory is full in creative mode T733 creative mode hotbar doesn't allow you to remove items T883 Forcefield Slabs Lighting is Fullbright and Uncolored T969 Nullpointer when removing filled cargo blocks T973 Creating ores by replacing cargo space with rock types T1021 Shipyard pulling extremely inefficient T1051 Defensive Ion Effect Not Affecting Docked Entities T1060 Cannons with penetration depth have damage loss T1110 "View Relations" does not display correct relationship values T1115 ArrayIndexOutOfBoundsException on modified planet plate T1118 explosions don't trigger shield recharge outage T1121 Z-fighting with "preview block to build" enabled while using some build tools T1125 removing shipyard computer while constructing results in item loss T1142 Cannot open calibrate thruster menu from build mode T1143 overheating fleet ships are still AI controlled T1049 Personal Cargo drops at astronaut position on death w/ setting on T1172 ships assigned to fleet lose all rail based entities on unload T1182 Fleet and normal AI is stationary in combat T1186 During carrier recall, drones can dock to the wrong pick up point ![]() T1194 docked fleet members stay behind in unloaded move orders T1199 Nullpointer when opening map after deleting a fleet T1238 carrier recall drones unable to redock properly and get stuck in a loop, caused by non physical rails bigger numbers of turrets).Īnother optimization was getting rid of a slowdown caused by non fleet ships, where servers would get bombarded by database queries which caused immense lag on server side.Ī few unreported bugs have been fixed too. Also optimizations have been made to memory taken (RAM) and docking processing in bigger numbers (e.g. This may need to be increased more in the future.Ī bunch of bugs (47 confirmed) have been fixed. With fixing simulation through the introduction of fleets, simulation spawn (pirates/traders) frequency has been increased. Minimum Rail movement and rotation speed is now 5 times higher. Newly generated Void Systems are mostly empty now. We will further develop fleet functions along the way in the next updates. Also, the flagship will not participate in any mining. Keep in mind that for now the sector they are mining in will have to be loaded. We apologize for any trouble and frustration caused by the downtime.įleets now have an additional order “Mine Sector”, that when given will do exactly that. We also moved some things to more robust systems to hopefully never encounter blackouts of this size again. It has been some eventful two weeks with servers going into chaos, but now we are almost fully back up.
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