Search found 299 matches

by Anonymissimus
Wed Jan 06, 2016 10:30 pm
Forum: Expansion Pack
Topic: [Release] Spicy Hermits
Replies: 300
Views: 88993

Re: [WIP] Spicy Hermits

key_autodock (insta-dock in realtime) should work for jams. (Main stations only.)
by Anonymissimus
Wed Jan 06, 2016 2:58 pm
Forum: Expansion Pack
Topic: [Release] Spicy Hermits
Replies: 300
Views: 88993

Re: [WIP] Spicy Hermits

As a pilot, I'd not be too happy about my destination being probed. In fact, I'd regard it as hostile behaviour, and take action! Why exactly ? If it's a ship that can be considered as allied even ? E.g. a trader should be pleased if a hunter is asking for his/her destination... But please, do not ...
by Anonymissimus
Wed Jan 06, 2016 2:43 pm
Forum: Discussion
Topic: Parcel / passenger transport
Replies: 134
Views: 44005

Re: Parcel / passenger transport

For cargo, until you finally pick up the platinum business with a top ranking, it is difficult to obtain a reputation as often you can carry only one single contracts load at a time. Not at all. I always sell that cargo, unless the trip is very short. 2-3 systems previously to the destination I sta...
by Anonymissimus
Tue Jan 05, 2016 11:36 pm
Forum: Testing and Bug reports
Topic: Assassins don't attack near to *any* station
Replies: 4
Views: 4323

Re: Assassins don't attack near to *any* station

Not by aegis-botherers though (unless they're led beyond the aegis, engaged, then led back - even then, it's not certain). You can encourage them to start their attack by hitting them once as soon as the station and police is out of scanner range. Leaving the aegis isn't needed. 8) Assassins seem t...
by Anonymissimus
Tue Jan 05, 2016 10:12 pm
Forum: Testing and Bug reports
Topic: Assassins don't attack near to *any* station
Replies: 4
Views: 4323

Re: Assassins don't attack near to *any* station

For the main station aegis it's of course the desired behavior. Are you saying they don't attack in the main station aegis? I have no OXP stations, so I know zilch about them. Yes, and this is of course correct, as I said. But they also show this behaviour for the OXP stations mentioned, and I woul...
by Anonymissimus
Tue Jan 05, 2016 9:55 pm
Forum: Testing and Bug reports
Topic: Assassins don't attack near to *any* station
Replies: 4
Views: 4323

Assassins don't attack near to *any* station

This may not be a bug, but I've noticed that assassins do not freely attack when the player is in the vicinity of some station. I've noticed it for mining outposts (from Rescue Stations OXP), Seedy Space Bars (from Random Hits) and now A Pirate Code (Pirate Cove OXP). Not sure for the bar, but for t...
by Anonymissimus
Tue Jan 05, 2016 8:43 pm
Forum: Discussion
Topic: Parcel / passenger transport
Replies: 134
Views: 44005

Re: Parcel / passenger transport

What's up with getting parcel reputation ? I've pretty recently delivered a risk 1 and risk 2 contract but still nobody has ever heard of me delivering a parcel (again). Getting cargo contract reputation is much easier (aside from the needed cargo space). For every successful contract reputation goe...
by Anonymissimus
Tue Jan 05, 2016 5:20 pm
Forum: Expansion Pack
Topic: [Release] Spicy Hermits
Replies: 300
Views: 88993

Re: [WIP] Spicy Hermits

Adding beacons to the ASC for every hermit feels like a bad idea though. The problem is similar to having too many primable equipments. When ambushed at the witchpoint I want to quickly get the beacon for some station e.g. space bar and don't want to press key_next_compass_mode a zillion times for it.
by Anonymissimus
Tue Jan 05, 2016 3:41 pm
Forum: Expansion Pack
Topic: (Release) Station Dock Control OXP
Replies: 197
Views: 105734

Re: (BETA) Station Dock Control OXP

I think the problem has been with stations getting created during the "shipLaunchedFromStation" event (and others), rather than through the system populator routines. What I've tried to do is to minimise the workload when these stations are found, spreading it out through a number of iterations of ...
by Anonymissimus
Mon Jan 04, 2016 2:38 am
Forum: Expansion Pack
Topic: (Release) Station Dock Control OXP
Replies: 197
Views: 105734

Re: (BETA) Station Dock Control OXP

Sorry, I'm still getting errors. 03:34:09.522 [script.javaScript.timeLimit]: ***** ERROR: Script "StationDockControl" ran for 5.01666 seconds and has been terminated. 03:34:09.522 [script.javaScript.stackTrace]: 0 (stationdockcontrol.js:3352) <anonymous function> 03:34:09.522 [script.javaScript.stac...
by Anonymissimus
Mon Jan 04, 2016 2:20 am
Forum: Expansion Pack
Topic: [Release] Spicy Hermits
Replies: 300
Views: 88993

Re: [WIP] Spicy Hermits

If there are systems with no hermits, then it's a bug, at least according to this note in the "oolite-populator.js" file (line 192) /* To ensure there's at least one hermit, for smugglers to dock at */ The code then goes on to add up the number of hermits in system, and if zero then it creates one....
by Anonymissimus
Mon Jan 04, 2016 12:23 am
Forum: Expansion Pack
Topic: [Release] Spicy Hermits
Replies: 300
Views: 88993

Re: [WIP] Spicy Hermits

Is there at least one in every system? Yes! There are systems without any, albeit they are kinda rare. I have some data output in the log counting stations or hermits so it's not so that I just didn't find them. The maximum I have seen (in my log) is 3 hermits in a single system (+ a pirate cove). ...
by Anonymissimus
Sun Jan 03, 2016 7:26 pm
Forum: Expansion Pack
Topic: [Release] Start Choices
Replies: 88
Views: 54856

Re: [Release] Start Choices

Yes, thanks.
That value is not even consistent in the core scenarios (normal, strict, tutorial). :?
by Anonymissimus
Sun Jan 03, 2016 7:11 pm
Forum: Expansion Pack
Topic: [Release] Start Choices
Replies: 88
Views: 54856

Re: [Release] Start Choices

Okay thanks. One question though, where is the timestamp saved inside the file ? Searching for time, date or 2084004 doesn't help. :?
by Anonymissimus
Sun Jan 03, 2016 3:03 pm
Forum: Expansion Pack
Topic: [Release] Start Choices
Replies: 88
Views: 54856

Re: [Release] Start Choices

How would one modify this OXP to start the game with an arbitrary (possibly OXP) <ship> ? Would it suffice to create a savegame using the debug console and reference it in scenarios.plist ? How were the existing saves in Scenarios/* created ? This could be a section on this OXP's wiki page "How to s...