(WIP) GalCop's Most wanted

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Diziet Sma
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Re: (WIP) GalCop's Most wanted

Post by Diziet Sma » Tue Feb 27, 2018 12:16 am

Astrobe wrote:
Mon Dec 04, 2017 6:14 pm
The main function of WP buoys is of course to mark a dangerous zone where ships could pop anywhere and anytime.

Heh.. was about to make this point/suggestion myself, but see you beat me to it!
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Re: (WIP) GalCop's Most wanted

Post by Nite Owl » Mon Mar 05, 2018 8:51 pm

Ran into an odd error while going after one of the "Most Wanted". In game it resulted in over a dozen ships popping up with the same name as the ship that was being hunted. Each of these ships had an escort and each escort had the same name as all of the other escorts. None of the primary ships had the "Most Wanted" pilot's name attached to them. All of these false ships came into the Witchpoint with clean status. It took a few reloads to figure out what was going on. Looking at my Latest Log it was generating the following error over and over again which may explain why so many ships with the same name kept popping in.

Code: Select all

[script.javaScript.exception.unexpectedType]: ***** JavaScript exception (BountySystem_MostWanted 0.9): TypeError: system.addShips("[" + item.escortShipKey + "]", 1, pos, 1000) is null
After a few attempts the correct ship with the correct pilot name and fugitive status did show up but by then the space around the Withchpoint was far too crowded with false reports to try and take him down. Good Luck Commodore phkb in figuring this one out. Any further details that you might need to solve this just ask and they will be provided as best as can be remembered. Heading into dock now and ignoring all of these same named ships.
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Re: (WIP) GalCop's Most wanted

Post by phkb » Mon Mar 05, 2018 9:56 pm

OK, version 0.10 is now in the download manager, which should avoid that error and cope better in the event an escort ship can't be created (for whatever reason).
Thanks for reporting!

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Re: (WIP) GalCop's Most wanted

Post by Nite Owl » Sat Apr 21, 2018 12:17 pm

Went after a "Most Wanted". Parked at the witchpoint for 15 minutes to wait for his arrival. No show. Figured he jumped in at some other point or boredom prevented me from waiting long enough past his arrival time. Latest Log gave the following error when checked at a slightly later time.

Code: Select all

[script.javaScript.exception.unexpectedType]: ***** JavaScript exception (BountySystem_MostWanted 0.10): TypeError: this._systemDockingData[system.ID] is undefined
Will keep reporting these as they are found. Enjoying the concept of the GalCop OXP's and the added depth they provide to the game. Thank You once again for your time and effort.
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Re: (WIP) GalCop's Most wanted

Post by phkb » Sat Apr 21, 2018 12:30 pm

Thanks for the report. Will check it out and let you know what I find.

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Re: (WIP) GalCop's Most wanted

Post by montana05 » Sat Apr 28, 2018 2:13 pm

I admit that I hesitated to install this OXP for a while, mainly because it depends on the Bounty System OXP which makes life more difficult for an honest assassin. Today finally I did a test-run and was impressed, a real fine addition to Random Hits OXP. While Random Hits is better for fast cash (choose a target at a system nearby, jump there, take the route to the planet and kill it) GalCop's Most wanted offers much more challenge, a plan and a time schedule is needed.

While I just eliminated 4 most wanted so far and never boded to cross half the sector to get the bonus at the HQ I observed that while your target is changing to fugitive status when you use the scanner the escorts are staying at neutral status and attacking you. I didn't use the scanner on the escorts as well because I was to busy to fight them off so I might missed something.

On a side-note getting some kind of ranks or medals after a particular number of missions would be a nice touch, its always motivating if you see how much you accomplished already. :wink:
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Re: (WIP) GalCop's Most wanted

Post by phkb » Sun Apr 29, 2018 2:21 am

montana05 wrote: Today finally I did a test-run and was impressed, a real fine addition to Random Hits OXP. While Random Hits is better for fast cash (choose a target at a system nearby, jump there, take the route to the planet and kill it) GalCop's Most wanted offers much more challenge, a plan and a time schedule is needed.
That's fantastic. I'm glad you enjoyed it.
montana05 wrote: I observed that while your target is changing to fugitive status when you use the scanner the escorts are staying at neutral status and attacking you. I didn't use the scanner on the escorts as well because I was to busy to fight them off so I might missed something.
Escorts will likely have hidden bounties as well, so you might have missing a few extra credits. Nothing significant, though.

New version 0.11 now available, just a bug fix for the issue raised by Nite Owl.

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Re: (WIP) GalCop's Most wanted

Post by Balisongdalo » Mon Sep 17, 2018 8:42 pm

Managed to take out one bounty head from the most wanted list a while back, and I must say was challenging but doable! I used the witchpoint stalking method for finding my target. My question is, if you kill a most wanted target does the list refresh over time or do I have to pick another target off the list for lower pay? I tend to take the highest paying bounties only just like in Random Hits.
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Re: (WIP) GalCop's Most wanted

Post by phkb » Mon Sep 17, 2018 9:21 pm

Balisongdalo wrote: My question is, if you kill a most wanted target does the list refresh over time or do I have to pick another target off the list for lower pay?
The list will refresh, as sometimes other bounty hunters will eliminate a target, and new entries might appear occasionally.

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Re: (WIP) GalCop's Most wanted

Post by Balisongdalo » Sat Sep 29, 2018 8:35 am

Having a similar problem like nite owl while stalking a most wanted target at the witchpoint. I've used wait for a period of time, then going back to the witchpoint, still no show after the countdown. Loaded saved games and repeated process still no show, even tried the last seen method with the ship docked list at the main station.
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Re: (WIP) GalCop's Most wanted

Post by phkb » Mon Oct 01, 2018 9:58 pm

@Balisongdalo: Can you pm me one of your save game so I can have a look at what the problem might be? Thanks!

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Re: (WIP) GalCop's Most wanted

Post by phkb » Sun Oct 07, 2018 1:32 am

OK, after some debug work, thanks to Balisongdalo, I think I've addressed the issue. The root cause was that I was attempting to simulate what I thought would happen in the real world, where the current status of any wanted criminal list would only be updated periodically. In this case, it was every three days. This led to somewhat misleading information on the screen, which said a criminal was due to arrive when they weren't.

Because of the inherent difficult in tracking anyway, I've turned off this "delay". Now, whenever you go to the Most Wanted page, the information will be as up-to-date as it can be. I've done the change in a way that can allow it to be turned on again later, if this change makes things too simple, so any feedback on the difficulty level would be appreciated.

This updated version is now in the manager. There's a corresponding update for the Bounty System to go with this update. Thanks to Balisongdalo for his assistance in working the problem out.

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Re: (WIP) GalCop's Most wanted

Post by phkb » Wed Jul 03, 2019 11:18 pm

Version 0.13 has been released. In this version:
  • Made more compatible with OXP's that change the system.concealment property.
  • Improvements to ship group generation code.
  • Protection for ship name generation process, in case randomshipnames doesn't return a ship name when asked.

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Re: (WIP) GalCop's Most wanted

Post by NorthenderPNE » Thu Jul 04, 2019 10:49 am

phkb wrote:
Wed Jul 03, 2019 11:18 pm
Version 0.13 has been released. In this version:
  • Made more compatible with OXP's that change the system.concealment property.
  • Improvements to ship group generation code.
  • Protection for ship name generation process, in case randomshipnames doesn't return a ship name when asked.
Thanks for that phkb, appreciated. :wink:
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Re: (WIP) GalCop's Most wanted

Post by ffutures » Wed Jul 10, 2019 8:49 pm

This probably isn't one I'd want to run myself, I tend to go for big ship trading rather than a combat-orientated game, but it occurs to me that it would be useful to sort the most-wanted list in order of distance from current location - I can see you show the distance, can't tell if sorting by it is an option or not.

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