[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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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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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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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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Re: [WIP] GalCop Missions

Post by Nite Owl » Sat Sep 14, 2019 4:20 am

A mission type that was previously unseen by me cropped up; Defend Satellites. The first satellite to defend was at another planet about 7000 kilometers away from the Main Station. Arrival was made in under the 5 minute attack limit by using my Torus Drive and avoiding combat on the way there. Once there the space telescope in question was located and ran parallel to for another 5 minutes. Nothing happened, no attackers, nothing to defend the satellite against even thought it still had its "**" designation.. Paused the game, checked in with Mr. Latest Log, and found the following repeating itself every 10 seconds:

Code: Select all

23:33:35.599 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (GalCopBB_Satellites 0.5.4): TypeError: this._satToDefend.script.orbiting is undefined
My guess (which is usually wrong) is that since the satellite was orbiting a planet other than the Main Planet the "orbiting" was undefined. Thank you once again for your many contributions to an ever expanding Ooniverse.
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Re: [WIP] GalCop Missions

Post by phkb » Sat Sep 14, 2019 5:38 am

My guess (well, okay, it's not really a guess because I checked my code) is that I used the wrong variable name. It should be this._satToDefend.script._orbiting, not this._satToDefend.script.orbiting.

Thanks for the pickup and testing. New version on the way.

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Re: [WIP] GalCop Missions

Post by phkb » Fri Sep 27, 2019 3:02 am

OK, version 0.5.5 is now available, which fixes the issue in the satellite mission.

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Re: [WIP] GalCop Missions

Post by gilhad » Tue Oct 29, 2019 12:27 pm

Hello, I downloaded the new version of Oolite about moth ago and had some problems with GalCop Missions 0.5.5.

I found (and fixed for me) this typo and than it was better :)

Code: Select all

--- a/oolite.oxp.phkb.GalCopMissions.oxp/Scripts/galcopbb_derelict.js
+++ b/oolite.oxp.phkb.GalCopMissions.oxp/Scripts/galcopbb_derelict.js
@@ -158,7 +158,8 @@ this.systemWillPopulate = function () {
 							var checkShips = null;
 							for (var j = 1; j <= 5; j++) {
 								checkShips = system.addShips("trader", 1, pos, player.ship.scannerRange);
-								if (checkShips) derelict = [0];
+								if (checkShips) derelict = checkShips[0];
 								if (derelict) break;
 							}
 							if (derelict) {

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Re: [WIP] GalCop Missions

Post by Nite Owl » Wed Oct 30, 2019 12:32 am

Now that the forum is back up and running well enough to read and post let me thank you phkb for your fix to the satellite mission. During the forum downtime this mission was run by me very successfully with a large number of credits as a reward. Thanks again for keeping us entertained.
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Re: [WIP] GalCop Missions

Post by phkb » Wed Oct 30, 2019 4:50 am

Thanks for the bug report, gilhad. I’ll confirm it and post an update.
Nite Owl wrote:
Wed Oct 30, 2019 12:32 am
Thanks again for keeping us entertained.
You’re welcome!
Nite Owl wrote:
Wed Oct 30, 2019 12:32 am
During the forum downtime this mission was run by me very successfully with a large number of credits as a reward.
Do you think the risk/reward balance was about right for the mission?

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Re: [WIP] GalCop Missions

Post by Nite Owl » Wed Oct 30, 2019 5:54 am

The risk/reward balance for the Satellite Mission is spot on. Large amounts of credits are always welcome. This is especially true for this mission given that you have to scoot from planet to planet within a system in a 5 minute time frame. That time frame requirement forces you to ignore all other credit earning possibilities like bounty hunting and trading. Just my humble opinion but I have always thought that most missions pay out too few credits for the amount of time and effort that they ask a player to put into them. This pertains to both the native missions and those generated by the various mission OXZ's. It could also be the little old code tweaker in me typing this as fiddling about with small bits of code has become almost as much fun as playing the actual game.
So your mission only pays 5,000 credits?
Let us see where that is coded so an extra zero can be added.
Should not unbalance things too much.
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