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Assailer

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TheAssailer

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32 comments

  1. InRyzen
    InRyzen
    • member
    • 3 kudos
    This and Reaction Force are mandatory mods, but they have the same problem, over time they start to attack everyone, they need to be reviewed, they are wonderful mods. 
  2. Autumnleaves88
    Autumnleaves88
    • member
    • 0 kudos
    Seem to be attacking stations("attack stations" is turned off), left my fleet patrolling saw loads of spacesuits in my asset list and theyd decided to try and bash a kha'ak station
  3. darkscroller
    darkscroller
    • member
    • 0 kudos
    One of the best non-asset mods. Now, my patrols actually doing patrol, unlike vanilla "Roam around until i stumble on an enemy" patrol task.
  4. thoraero
    thoraero
    • supporter
    • 2 kudos
    Not sure if it's because of this mod but I got an issue where subordinates (of the commander on sector patrol) kept spending shield boosting OUTSIDE COMBAT (flying around with no enemy around).

    Is this a vanilla bug?
  5. unusualrobot
    unusualrobot
    • member
    • 0 kudos
    Check this thread on Steam about attacking traders.

    Added patch there for 1.11 (at the time of writing) that may fix it.

    Patch:


    diff --git a/aiscripts/sectorpatrol.xml b/aiscripts/sectorpatrol.xml
    index 4024502..b2c026a 100644
    --- a/aiscripts/sectorpatrol.xml
    +++ b/aiscripts/sectorpatrol.xml
    @@ -8,6 +8,7 @@
    <param name="fs_attack_l" type="bool" default="false" text="{314155, 11}"/>
    <param name="fs_attack_m" type="bool" default="true" text="{314155, 12}"/>
    <param name="fs_attack_s" type="bool" default="true" text="{314155, 13}"/>
    +<param name="fs_ignore_trade" type="bool" default="true" text="{314155, 17}" />
    <param name="fs_pirates" type="bool" default="true" text="{314155, 8}"/>
    <param name="fs_pursue" type="bool" default="false" text="{314155, 9}"/>
    <param name="fs_noboost" type="bool" default="false" text="{314155, 7}"/>
    @@ -111,7 +112,13 @@

    <debug_to_file directory="'fs_pat'" name="'debug'" text="'%s'.[$classes]" output="false" append="true"/>

    +<do_if value="$fs_ignore_trade">
    +<find_ship name="$ships" space="this.ship.sector" class="$classes" recursive="true" multiple="true" primarypurpose="purpose.fight"/>
    +</do_if>
    +<do_else>
    <find_ship name="$ships" space="this.ship.sector" class="$classes" recursive="true" multiple="true"/>
    +</do_else>
    +
    <do_all exact="$ships.count" counter="$si">
    <set_value name="$ship" exact="$ships.{$si}"/>


    BTW, also make sure to change id in content.xml so Steam version won't be overwriting if using it. Something like this (relevant part): 
    <content name="Sector Patrol" id="ws_2458720435" -> <content name="Sector Patrol [Nexus]" id="SectorPatrol"


    diff --git a/content.xml b/content.xml
    index c802287..0dce99c 100644
    --- a/content.xml
    +++ b/content.xml
    @@ -1,5 +1,5 @@
    <?xml version="1.0" encoding="utf-8"?>
    -<content name="Sector Patrol" id="ws_2458720435" author="Assailer" version="111" date="2024-04-07" save="0" enabled="1" description="Sector PatrolVersion 1.11

    There is no known compatibility issue with any other mods, also uninstalling shall not affect your save games." sync="false" lastupdate="1712478496">
    +<content name="Sector Patrol [Nexus]" id="SectorPatrol" author="Assailer" version="111" date="2024-04-07" save="0" enabled="1" description="Sector PatrolVersion 1.11

    There is no known compatibility issue with any other mods, also uninstalling shall not affect your save games." sync="false" lastupdate="1712478496">
    <text language="7" name="Sector Patrol" description="Sector Patrol"/>
    <text language="86" name="Sector Patrol" description="Sector Patrol"/>
    <text language="33" name="Sector Patrol" description="Sector Patrol"/>

    edit: link
    1. unusualrobot
      unusualrobot
      • member
      • 0 kudos
      Just saw it, missed line in t\0001.xml:

      <t id="18">Ignore trade ships</t>

      Also needs updating in aiscripts\sectorpatrol.xml as id 17 is already taken in 1.11

      <param name="fs_ignore_trade" type="bool" default="true" text="{314155, 18}" />
    2. Frunks
      Frunks
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      • 0 kudos
      Thanks for this! Gonna try the mod out with these changes and see how it goes.
  6. Revanheith
    Revanheith
    • member
    • 0 kudos
    LOL this mod turned my captains into psychopaths. They kill everything in sight regardless of relations. I couldn't help but laugh as all of my military force gangbanged and completely annihilated small civilian/trade ships into oblivion.
  7. BartKoenig
    BartKoenig
    • member
    • 0 kudos
    The AI in the game has been a major issue, and this mod has been a welcome relief.
    In just 20 minutes, my fighters were able to clear a busy sector full of pirates.
    However, they became bored and decided to attack other factions in the area.
    While it was funny, it wasn't what I had planned.
    Please, the author, fix this mod. The game needs it.
  8. ViTaN38
    ViTaN38
    • member
    • 0 kudos
    .
  9. herojstane
    herojstane
    • member
    • 2 kudos
    Saying this mod doesn't work is like saying the sky is blue on a clear day, basically just pointing out the obvious.

    Within 1 minute of enabling this command for my patrol ships in my own (very busy) sector I lost 1-2 rep with ALL possible factions. Within the first minute!!!

    Reports of lost rep and my ships attacking completely innocent ships just exploded after that. I watched OOS as they attacked ships that were DEFINITELY NOT pirates or enemies. The first to die was after all an ARG Courier which destroyed my perfect rep of 30, then a Boron Sturgeon, etc. Didn't see not even one suspicious ship die, just innocent traders.

    Hell, a wing of Katanas even decided to take on an ATN STATION despite the fact that "attack station" was clearly disabled in their settings, then after 30 seconds changed their minds and the station went blue again.

    The idea for this mod is great, but it either has horrible issues or was ruined by updates to the game since the release or it hates Kuda AI mod, but it's sadly being removed from my modlist as soon as it was put on it.
    1. unusualrobot
      unusualrobot
      • member
      • 0 kudos
      Well ... my Police AI (vanilla) just decided to go on the murder spree with no reason, so it may not be just this script problem.
  10. shilum
    shilum
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    trying to make a fleet with the commander using this default behavior. what is the the best setting for the subordinates? tried to mimic commander but they said cannot mimic