[WIP] GalCop Missions

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

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Prester John
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Re: [WIP] GalCop Missions

Post by Prester John » Fri Oct 19, 2018 2:37 pm

phkb wrote:
Fri Oct 19, 2018 4:34 am
Prester John wrote: I didn't know we could do that... And, besides, the instructions on how-to, mwell... [GRUMF!] :|
(grmldammmit_jgugkgkh_whydon'ttheyteachus_,ù$^ :x *ù*mm_inthebeginning_*$^ :x $ù*_forthenewbies***SNARL!)
I've been holding off putting explicit instructions in the mission text, going for a more generic "You must enter interstellar space -- manually -- from either [system], with your target system set to [destination], or from [destination], with your target system set to [system]." It just feels like it breaks mimesis to be telling the player behind the keyboard how to do something the player character should know how to do. But I understand your frustration. I might add a clue for the next release that can just be shown once to help players find the solution.
Prester John wrote:HAH! I feel better.
Well, that's good, right? Right?
<laughs nervously>

:oops:
HAH! You, bad, bad, bad guy... :lol:

Anyway, YES!, thank you, it worked at the second time I tried.
However, I was not prepared for the BIG fight and, *boom!*. :shock:
Nevertheless, I re-loaded and re-tried again (yes, many times) to finally succeed to survive at the end. *PHIEW!* :roll:

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phkb
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Re: [WIP] GalCop Missions

Post by phkb » Sun Nov 18, 2018 11:43 pm

Version 0.5.1 has just been released. Not a big update this time, just a small additional. After accepting your first mission to Interstellar space, you will receive an email offering some tips on how to get there and what to expect. This will hopefully assist new players who haven't forced misjumps in the past and don't know how to do it.

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Nite Owl
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Re: [WIP] GalCop Missions

Post by Nite Owl » Mon Nov 19, 2018 10:19 pm

Minor bug has cropped up in the Latest Log. Was actually there in the previous version as well but did not get around to reporting it before v0.5.1 was released.

Code: Select all

16:24:28.902 [script.javaScript.exception.notDefined]: ***** JavaScript exception (GalCopBB_CargoMonitor 0.5.1): ReferenceError: whom is not defined
Thank You once again for a wonderfully enhanced game.
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phkb
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Re: [WIP] GalCop Missions

Post by phkb » Tue Nov 20, 2018 1:57 am

Nite Owl wrote: Minor bug has cropped up in the Latest Log. Was actually there in the previous version as well but did not get around to reporting it before v0.5.1 was released.
Version 0.5.2 is now available, which should sort this out.

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Re: [WIP] GalCop Missions

Post by Rustem » Sat Apr 13, 2019 12:17 pm

Question about spawning routines in conception this pack:

1. All assassins should be has initial bounty equals null?

2. Assume the assassin from hit team has null bounty. In the near witchpoint a police may be set him the some bounty due to attack a player ship. Then in the next player jump this assassin should be has latest bounty?

3. Also above questions to assassin's escort (some assassin has escort).

Initial bounty can be influence to encounter with assassins, if a hunters or police present in the witchpoint, sometime player can got protect from police.

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phkb
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Re: [WIP] GalCop Missions

Post by phkb » Sun Apr 14, 2019 4:23 am

Rustem wrote:1. All assassins should be has initial bounty equals null?
Is it null or zero? If it's null it should probably really be zero. In either case, assassins in the core game start with a bounty of zero, and I've followed that logic here.
Rustem wrote: Then in the next player jump this assassin should be has latest bounty?
It should, but only if the assassin followed the player through their wormhole. Looking at my code for the hit teams, I'm not storing any change in bounty the individual ships might receive while fighting the player, so if the player escapes and meets up with them a few jumps later, they'll all have their bounty reset to zero. I might expand the code to include the capture of bounty changes in a future release.

The same applies to the escorts.
Rustem wrote: Initial bounty can be influence to encounter with assassins, if a hunters or police present in the witchpoint, sometime player can got protect from police.
You can get some protection from police if your bounty is also zero, but it's not always guaranteed. Sometimes it depends on how your ship is viewed by the game - if you've kept your nose clean, and are known as a good, reliable trader, the police might take your side. But if you're known to engage in illicit trade or piracy, even with a clean status, the police might take the other side.

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Re: [WIP] GalCop Missions

Post by Rustem » Sun Apr 14, 2019 9:25 am

phkb wrote:
Sun Apr 14, 2019 4:23 am
Rustem wrote:1. All assassins should be has initial bounty equals null?
Is it null or zero? If it's null it should probably really be zero. In either case, assassins in the core game start with a bounty of zero, and I've followed that logic here.
Looked the 'oolite-populator' script. So, a bounty not reset for assassin role to zero, its will loads from shipdata(or setting by ship script), if its present.
... I might expand the code to include the capture of bounty changes in a future release.
I think, not required this option, its rare event in this hit team's scenario.

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Re: [WIP] GalCop Missions

Post by phkb » Mon Jul 15, 2019 11:53 am

Version 0.5.4 has been released. In this version:
  • Improved logic for adding ships to a system.
  • Fixed invalid reference error when generating missions.
  • Better use of new functions available in later versions of Oolite.
  • Corrected use of samplePrice method.

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