[Split] Convoys OXP

Discussion and information relevant to creating special missions, new ships, skins etc.

Moderators: winston, another_commander

User avatar
montana05
Deadly
Deadly
Posts: 243
Joined: Mon May 30, 2016 3:54 am

Re: Larger convoys

Post by montana05 » Wed Jul 26, 2017 2:01 am

phkb wrote:
Tue Jul 25, 2017 10:10 pm
Although I'm not sure about putting the bounty amount into the ship name.
I have to agree, specially since the displayed amount doesn't reflect the the real cash paid out. A 2K bounty for a team leader at the end paid 28 and some bounties were actually in the name of harmless traders. :o

- Destruction of Cobra Mark III Leader - 2000cr bounty: Bounty 28 ₢ for 28 ₢
- Destruction of Krait Leader - 1000cr bounty for 27 ₢
Trying to survive behind the controls of a Caduceus Psi XT in Alpha test :lol:

User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2542
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: Larger convoys

Post by Norby » Wed Jul 26, 2017 10:15 am

Thank you guys, in Convoys v.1.2 labels in names are replaced just to "High bounty".
The goal is to inform the player that leaders worth much more than usual fugitives but really better if do not known the value.

phkb wrote:this is still happening
No such circular messages at me. The quoted ships are not leaders which mean the problem is not in my escort_roles, maybe you get these from another OXP which now accidentally use leaders as escort.

First I checked through all escort definitions in the core, the used escort roles are escort-* and pirate-*-fighter, but I willfully avoided these in the roles of leaders. So I think you got these from another OXP, where Anaconda, Boa and Python contain not only escort roles in escort_roles.

The next roles are already used in core ships which have escorts:

Code: Select all

trader, trader-courier, pirate-medium-freighter, pirate-heavy-freighter
so I am sure I can use these in the roles of leaders safely (if this is the problem then should be fixed in the other OXP due to must happen without my OXP also). In addition Convoys use the following roles:

Code: Select all

trader-smuggler, sunskim-trader
hunter, hunter-medium, hunter-heavy
pirate, pirate-interceptor, pirate-aegis-raider
assassin-light, assassin-medium, assassin-heavy
shuttle, miner, thargoid, thargoid-mothership
so possible that another OXP define an Anaconda with hunter escorts or another of these, which now throw a circular message into the log. Note this is harmless, just tell that ingored the subsequent escorts as it should be.

If you could help me to track down which OXP do this then I can remove the problematic role. Without a proof it is possible that another OXP create the message in itself, or maybe better if fixed in the other side. I do not want to remove all of these because I only can balance the missing ones by inceasing the odds in the safe roles, which result maybe too often appearance there and surely no convoys in the left out roles.

montana05 wrote:A 2K bounty for a team leader at the end paid 28
At me bounties are paid well so I do not know the reason. At least the exact value is not displayed from now.

User avatar
montana05
Deadly
Deadly
Posts: 243
Joined: Mon May 30, 2016 3:54 am

Re: Larger convoys

Post by montana05 » Wed Jul 26, 2017 11:32 am

Norby wrote:
Wed Jul 26, 2017 10:15 am
montana05 wrote:A 2K bounty for a team leader at the end paid 28
At me bounties are paid well so I do not know the reason. At least the exact value is not displayed from now.

Just did a test-run in an Anarchy system, finally 1K for a Krait Leader but another 3 leaders still under 100. Btw I might just got lucky but 104 kills for a simple run to the main station seems out of the ordinary.
Trying to survive behind the controls of a Caduceus Psi XT in Alpha test :lol:

User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2542
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: Larger convoys

Post by Norby » Wed Jul 26, 2017 12:19 pm

montana05 wrote:
Wed Jul 26, 2017 11:32 am
104 kills for a simple run to the main station seems out of the ordinary.
Still fit into the mechanics category. :)
If you send me your Latest.log file either by uploading it somewhere or in email to norbylite at gmail dot com then I will look into, just without any promise.

User avatar
montana05
Deadly
Deadly
Posts: 243
Joined: Mon May 30, 2016 3:54 am

Re: Larger convoys

Post by montana05 » Wed Jul 26, 2017 12:50 pm

Norby wrote:
Wed Jul 26, 2017 12:19 pm
montana05 wrote:
Wed Jul 26, 2017 11:32 am
104 kills for a simple run to the main station seems out of the ordinary.
Still fit into the mechanics category. :)
If you send me your Latest.log file either by uploading it somewhere or in email to norbylite at gmail dot com then I will look into, just without any promise.

I think it would be a waste of time, I had a look myself and didn't see anything out of the ordinary. Probably your pirate convoys just make it easier to locate them by creating groups on the way. :D

EDIT: Confirmed, another short run to the space bar, 2 groups plus some lone wolfs, 23 kills.
Last edited by montana05 on Thu Jul 27, 2017 1:18 am, edited 1 time in total.
Trying to survive behind the controls of a Caduceus Psi XT in Alpha test :lol:

User avatar
phkb
Commodore
Commodore
Posts: 2282
Joined: Tue Jan 21, 2014 10:37 pm
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...

Re: Larger convoys

Post by phkb » Wed Jul 26, 2017 8:47 pm

Norby wrote:No such circular messages at me.
Well, actually... :D

In Convoys, you have the following in your shipdata.plist file:

Code: Select all

	"convoys-anaconda" =
	{
		like_ship = "anaconda";
		aft_weapon_type = "WEAPON_MILITARY_LASER";
		escort_roles = (
			{ role = "[python]"; min = 2; max = 6; }, //do not use trader roles here to avoid circular escort reference
			{ role = "[boa]"; min = 2; max = 6; },
			{ role = "escort-heavy"; min = -4; max = 8; }, //escort-* roles are ok, do not create convoy with these roles
			{ role = "escort-medium"; min = 0; max = 8; },
			{ role = ""; min = 0; max = 8; } // spare slots for wandering escorts
		);
		<snip>
		name = "Anaconda Team Leader";
		roles = "trader(1.5)";
	};
So, you're defining an "Anaconda Team Leader" as having at least 2 Python escorts and at least 2 Boas as well.

But! In the core shipdata.plist file, we have this (rearranged for clarity):

Code: Select all

	"boa" =
	{
		like_ship = "oolite_template_boa";
	};

	"oolite_template_boa" =
	{
		<snip>
		escort_roles = (
			{ "role" = "escort"; min = 1; max = 3; },
			{ "role" = "escort-medium"; min = -2; max = 2; },
			{ "role" = "escort-heavy"; min = -3; max = 1; },
			{ "role" = ""; min = 0; max = 2; },
		);
		<snip>
	};
So, whenever a Boa is spawned, it has the potential of possibly getting at least 1 escort ship attached to it.

Thus, if you define a "[boa]" in your escort data, when that Boa is actually spawned as an escort it might ask to have escorts of its own. Which leads to these circular reference issues.

To fix this, you need to create a custom Boa entry, calling it (for example) "boa-no-escorts", like-ship it to a "boa", but clear out the escort information, and use that definition instead. Like this:

Code: Select all

	"boa-no-escorts" =
	{
		like_ship = "boa";
		escort_roles = (
			{ "role" = ""; min = 0; max = 0; },
		);
	};
Hopefully that all makes sense, and I haven't removed clarity by overthinking/rewriting this!

User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2542
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: Larger convoys

Post by Norby » Wed Jul 26, 2017 11:28 pm

Thank you, I missed this case. For sure I redefined all core ships without escorts to prevent problems even if a ship will get escorts later.
I found that escort_roles=""; is the working way to prevent messages, even an empty () cause circularity.

Fixed in Convoys v1.3 and Freighter Convoys v1.3, please update these.

User avatar
phkb
Commodore
Commodore
Posts: 2282
Joined: Tue Jan 21, 2014 10:37 pm
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...

Re: Larger convoys

Post by phkb » Fri Jul 28, 2017 3:32 am

Norby wrote: The goal is to inform the player that leaders worth much more than usual fugitives but really better if do not known the value.
It still seems a bit strange. I can't imagine any pilot would be willing to wander the space lanes with a massive target painted on their back, saying, "Hey, come and kill me! I'm worth buckets of cash!"

Still, that's just me. Maybe there are some pilots like that. :D

User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2542
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: Larger convoys

Post by Norby » Fri Jul 28, 2017 11:17 am

The "Fugitive" and "Leader" words already paint a target mark, with this addition just a bit harder to miss it.
Useful for traders also: a remark that keep the largest distance from this ship while injecting away.

Astrobe
---- E L I T E ----
---- E L I T E ----
Posts: 580
Joined: Sun Jul 21, 2013 12:26 pm

Re: Larger convoys

Post by Astrobe » Fri Jul 28, 2017 6:44 pm

Thanks for putting it together.

FWIW, I share the opinion of phkb. Fortunately I can afford to be picky about minor details and remove the offensive material in my copy :-D.

User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2542
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: Larger convoys

Post by Norby » Fri Jul 28, 2017 8:45 pm

Ok, now the optional Convoy leaders without bounty labels OXP is available in the manager, next to Convoys.

Astrobe
---- E L I T E ----
---- E L I T E ----
Posts: 580
Joined: Sun Jul 21, 2013 12:26 pm

Re: Larger convoys

Post by Astrobe » Sun Jul 30, 2017 6:40 am

Something may be wrong with Convoys/ConvoysB: I saw a group of Vipers attack their own station. The funny thing is that when I shot it too, I immediately became the bad guy.
I already saw that happening with commies factories and space bars in anarchies, but never with a station up to now.

Also before that at another station, control told me I was in position 53 and it was no joke: I saw Vipers launch with a frightening regularity for a bunch of minutes.

That said, I'm on the latest trunk.

User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2542
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: [Split] Convoys OXP

Post by Norby » Sun Jul 30, 2017 4:37 pm

There are no AI related part in this addon, just add escorts to ships. Even you are sure that the group was a convoy (so one of them was named to "Sheriff" which is the leader of Viper convoys), then as far as I know the game without Convoys OXP should also spawn a single Viper which also attack the station. Theoretically.

Launches are also not in this pack. Are you use Station Dock Control? If yes then upgrade it, the newest update removed the launches of convoys.

cbr
---- E L I T E ----
---- E L I T E ----
Posts: 332
Joined: Thu Aug 27, 2015 4:24 pm

Re: [Split] Convoys OXP

Post by cbr » Sun Jul 30, 2017 9:31 pm

It is adding some nice traffic.

sightings

bunch(es) of shuttles near the planet
nice convoy of 3 boa plus several cobra mark i
very nice convoy of boa/python and several cobra mark iii

User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2542
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: [Split] Convoys OXP

Post by Norby » Mon Jul 31, 2017 7:57 am

cbr wrote:
Sun Jul 30, 2017 9:31 pm
sightings
Thank you for the report! :)

Feel free to post srceenshots also. Here is my way:
- Press * within the game to create an ~/oolite-saves/snapshots/oolite-xyz.png .
- Crop the unimportant parts with irfanview (I run it under Linux using Wine): open the image, draw a rectangle around the convoy using mouse, press Ctrl+y to activate Edit/Crop, then save it.
- Keep the sizes within 1000x800 pixels to be accepted by the forum. If you can not fit the important part into these during crop selection then you must shrink it. Press Ctrl+r for Image/Resize, type 1000 into width, then ok. Save it again.
- In postimage.org press the "Choose images" button, select the image and upload it.
- Copy the "Direct link" into an [img] tag in a post. Verify it by the Preview button before submit.

Post Reply