Arbiter AI fault

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Ardis
Terran Nuclear Silo Safety Inspector
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Arbiter AI fault

Post by Ardis »

In one of my mods, I tried to remove the Arbiter's cloaking field and now the Arbiter flees at the sign of any damage instead of fighting back like it should.
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IskatuMesk
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Re: Arbiter AI fault

Post by IskatuMesk »

Sounds like it's using the AI action instead of the normal commands. A lot of the strings are duplicates but do not function in the same way as each other.
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Ardis
Terran Nuclear Silo Safety Inspector
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Posts: 228
Joined: Tue Sep 05, 2006 5:03 pm
Location: Ohio, USA

Re: Arbiter AI fault

Post by Ardis »

The weird part is that I copied the exact same AI tab on DatEdit from the Battlecruiser and it still runs. The way I went about removing the Arbiter's cloak field was by altering the Idle actions of the Arbiter in the AI, but I think I'll just return it to normal until I can find a way to get it to work otherwise..
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IskatuMesk
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Re: Arbiter AI fault

Post by IskatuMesk »

Might be a hardcoded flag or something.
Gameproc
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Ardis
Terran Nuclear Silo Safety Inspector
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Re: Arbiter AI fault

Post by Ardis »

Odd, I turned everything back to normal and the Arbiter still runs at first shot. It turns out that it acts the same way on an unmodded game, I even checked specifically.
I'm not unstable.
Unstable implies that I could BECOME more dangerous than I am now.
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