Search found 1410 matches

by Redspear
Wed Apr 01, 2020 1:44 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 630
Views: 193329

Re: Split: Re-scaling experiment

I think I've solved the scanner problem :shock: In a nutshell: Scanner at 50% resulted in no docking ships at the main stations. Not great... Just tried scanner at 66% which but oonly docking ships were vipers. Better but still an issue... One code tweak later, I arrived at Isinor station to be imme...
by Redspear
Tue Mar 31, 2020 7:35 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 630
Views: 193329

Re: Split: Re-scaling experiment

Well, previously and relative to the mk 3, it was... planets & stars x 6.6 space lane x 12 stations and freigters x 2 fighters x 0.66 I did have a version where ship scalings were more specific but once you shrink anything then you need to start thinking about doing the same with laser ranges. Re th...
by Redspear
Tue Mar 31, 2020 5:49 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 630
Views: 193329

Re: Split: Re-scaling experiment

:P :P :P :D Testing the basic build out now. Will likely need some tweaks before I can present it but scaling around the mk 3 makes things so much easier... Re: ship rescaling, it occurs to me that if I just rescale freighters and stations then there'd be no need to play with laser ranges (smaller ...
by Redspear
Mon Mar 30, 2020 10:17 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 630
Views: 193329

Re: Split: Re-scaling experiment

Now that I've got more time on my hands I thought it might be a good idea to blow the dust off this thing and update it for 1.89, even if only for my own amusement. Every time I come back to it after considerable time off I need to spend a little while to get my head around the whole thing again. Sk...
by Redspear
Sun Mar 29, 2020 6:24 pm
Forum: Expansion Pack
Topic: Star Fuel OXZ
Replies: 19
Views: 9990

Re: Star Fuel OXZ

Thanks for taking a look Astrobe. As you may know, I included the restriction as a route planning strategy. However, given that it only works well when a suitable detour is very near to your destination, it wouldn't be a big loss in its current form. So although I'm not sure about making it availabl...
by Redspear
Sat Mar 28, 2020 7:08 pm
Forum: Expansion Pack
Topic: Cargo Scoop as Standard OXZ
Replies: 1
Views: 261

Re: Cargo Scoop as Standard OXZ

Apologies folks. There's some apparently manifest related issue that's resulting in download failures regarding updating the oxz list. According to a log report, this oxz is the problem. I've set the oxz to draft state which returns things to normal but also prevents downloading this oxz. It should ...
by Redspear
Sat Mar 28, 2020 5:43 pm
Forum: Expansion Pack
Topic: Cargo Scoop as Standard OXZ
Replies: 1
Views: 261

Cargo Scoop as Standard OXZ

That's right, cargo scoop, not fuel scoops. You'd still need fuel scoops to scoop fuel. Launching from the station on your maiden flight you can be a trader, smuggler or bounty hunter but that's about it. Piracy and mining are out because you can't reliably profit from either. Well, maybe with this ...
by Redspear
Sat Mar 28, 2020 12:57 pm
Forum: Discussion
Topic: Why was the difficulty of pirates set so high?
Replies: 147
Views: 5018

Re: Why was the difficulty of pirates set so high?

Well, yes, it's fake too, but it's still an attempt to make a model of an economy. Given that all model economies are either a) unsatisfactory; b) prone to producing money pumps; or c) both, I think it's better to ditch the idea entirely. Like any model, it depends on what you are expecting to get ...
by Redspear
Fri Mar 27, 2020 9:54 pm
Forum: Discussion
Topic: Why was the difficulty of pirates set so high?
Replies: 147
Views: 5018

Re: Why was the difficulty of pirates set so high?

That's one thing I don't think weve discussed yet. The current model make more sense when it's a GalCop standardised market. They're all GalCop stations so essentially, you're being paid to ferry stuff for GalCop. You don't even reall know what it is. It's labelled food so take it to the food marke...
by Redspear
Fri Mar 27, 2020 9:10 pm
Forum: Discussion
Topic: Why was the difficulty of pirates set so high?
Replies: 147
Views: 5018

Re: Why was the difficulty of pirates set so high?

Faced with the prospect of making do with something that is Not Very Good, or disposing of it altogether and just faking it, I'd vote for faking it. Interesting. I see the current model as faking it. With a totally fake economy running, then planets can export and import an endless variety of weird...
by Redspear
Fri Mar 27, 2020 7:43 pm
Forum: Discussion
Topic: Why was the difficulty of pirates set so high?
Replies: 147
Views: 5018

Re: Why was the difficulty of pirates set so high?

Rekrul wrote:
Fri Mar 27, 2020 7:11 pm
How about if the game semi-randomly created shortages of certain items...

...The fluctuating availability wouldn't be player-centric and would somewhat simulate an active market that was being influenced by others.
Ah, you beat me to it :)
by Redspear
Fri Mar 27, 2020 7:42 pm
Forum: Discussion
Topic: Why was the difficulty of pirates set so high?
Replies: 147
Views: 5018

Re: Why was the difficulty of pirates set so high?

The problem with too much randomised price variance is that it all just becomes a crapshoot. I said price variance. No one wants 'too much' price variance ;) And how long will prices persist? What if you turn up at planet A, find a great price for Liquor and Wines, take it to the Industrial planet ...
by Redspear
Thu Mar 26, 2020 7:20 pm
Forum: Discussion
Topic: Why was the difficulty of pirates set so high?
Replies: 147
Views: 5018

Re: Why was the difficulty of pirates set so high?

I think we may be at the thread split stage but... Forgive me if I lay this out, if even only for my own clarity/sanity. Ok, so please correct me if any of this isn't true: We're talking about two different models here. One is the current model as it operates within a default install of oolite and t...
by Redspear
Thu Mar 26, 2020 1:27 pm
Forum: Discussion
Topic: Why was the difficulty of pirates set so high?
Replies: 147
Views: 5018

Re: Why was the difficulty of pirates set so high?

I don't have a problem with this idea - but the problem is, you can never see it. Agreed, it's handwaved. Whether or not that's enough is where we appear to differ. ALL Liquor & Wines from ANY (say) Average Agricultural planet will ALWAYS have the same narrow price range; and it will always have th...
by Redspear
Thu Mar 26, 2020 11:55 am
Forum: Discussion
Topic: Why was the difficulty of pirates set so high?
Replies: 147
Views: 5018

Re: Why was the difficulty of pirates set so high?

Yes. For anything not scanned, we can handwave it by saying that the ship was going the opposite way from the player So it is, once again, the player action that brings it into (or in this case maintains) its existence, right? And to be clear: I have no problem with this. who could ever prove other...