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simpleEvent:19 = biomech rage level #198
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Is calming down the biomechs even a thing anymore? It seems like if you attempt to hail a hostile biomech it just freezes in place. |
Further observations with regards to the last int in the packet: If you specify any value other than 0, the client renders the biomechs as hostile. If you send another packet with a 0 while the biomechs are hostile, the client renders them as docile once again. |
The last value in the packet is the biomech rage level. It starts at 0 (docile). When a biomech is attacked it goes to 4. It is allegedly possible to interact with the biomechs to reduce their rage level by 1. Doing so four times pacifies them. However, in practice I haven't been successful at actually doing this. |
So, if this is understood properly, 0 is the starting value of the biomech's hostility (docile), 4 is its maximum hostility which is triggered every time a player ship attacks it, and that's the only way to increase its hostility but there is supposedly also a way to tame it again. Apparently the way to tame them is to "hail" a stage 4 biomech, thus calming everybody down? What does you mean, hail them? Are you referring to the scramble signals? |
Running a mini-audit for you now. My archive contains a total of 987 "Unknown_f754c8fe_19" packets, however I don't usually index the VALUE, I had to do a full re-parse of almost every game I've ever captured, but here y'go:
... so the values of 2 and 3 are pretty rare. Most games seem to start out with 0, SOME games seem to later send 4. That could be somewhat consistent with "angering biomechs"? The game where it had other values (I've included Unknown_f754c8fe_19 and heartbeat packets to give a sense of timing):
... might look like they are calming down / being calmed? This was a 2.6.0 level 10 Siege game with a ship called "Weeping Somnambulist", Might never have seen Unknown_f754c8fe_19(1) just because nobody has ever "calmed them" enough? If that's even "a thing" any more? |
Did those lower-valued packets occur by themselves, or was there another event (besides a heartbeat packet) that preceded each, e.g. a "hail" or scramble signal? In other words, did the values go down because the player did something explicitly to calm the biomechs? |
BTW I updated the above comment with the full overnight results. Still only one that went 0 to 4 to 3 to 2 but never to 1 never mind to 0 again.
Great question! The above file IS available in my archive if you want to parse it yourself BTW, but let me see...
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Or to simplify, showing only Unknown_f754c8fe_19, heartbeats for timing, attacks involving biomech 3470, fighter 5182 that caused this mess, and the untimely demise of the fighter...
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So calming biomechs comes from asking them to surrender? Am I reading this right? |
And it has to be a different ship than the one that actually injured them? |
Honestly I have NO idea, I'm just passing on decodes from the ONE game (out of an archive of 1455 games) where I've seen values that are not "0" or "4". It might even have been some special scripted-mission behaviour, I have no idea.
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Typically when a biomech sends that message, it's in response to a scramble signal (which replace taunts). |
Not sure about that either, but it was a fighter that angered the biomech, possibly shot it accidentally, was certainly mid-dogfight with at least 3 other vessels at the time, and in this example the unlucky fighter was technically already destroyed (very) shortly before the Unknown_f754c8fe_19(4); (rage level 4?) was declared. 🤷♂️ |
See also #105 |
I can confirm that when the biomechs become hostile, the following packet gets sent:
I have not yet managed to capture a packet where you hail a stage 4 biomech and calm the tribe. The protocol docs note that values of 0, 2, 3, and 4 have been observed in the payload after the subtrype. Presumably 4 = angry? So what do 0, 2, and 3 mean? Why have we not observed 1?
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