Oolite Bulletins

For information and discussion about Oolite.
It is currently Fri Nov 24, 2017 10:24 pm

All times are UTC




Post new topic  Reply to topic  [ 37 posts ]  Go to page Previous 1 2 3
Author Message
 Post subject: Re: Pirate Coves
PostPosted: Mon Sep 28, 2015 7:18 pm 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Mon Apr 27, 2015 9:03 pm
Posts: 276
A few suggestions for the update:
  • This OXP makes the search for rock hermits much more dangerous. (Without a strong fighter ship at least, though Vortex pirates can also come out :shock: ) It should therefore make normal hermits more effective to dock with. They should sell thrice as much precious metals or so.
  • Docking with a pirate cove should be punished if the player is clean. Maybe let it cost 5000cr to bribe the guards for letting him flee or so. If the player is offender, no special action; fugitives could get improved support (especially high-tech shipyard for maintenance and equipment)
  • The pirate cove status should be revealed by the attackers coming out then or by coming near if offender/fugitive, not only by docking (so you can be sure it's not a normal hermit without being punished when docking).

_________________
warning sound if a missile is inbound: Missile warning


Top
   
 Post subject: Re: Pirate Coves
PostPosted: Sat Oct 24, 2015 8:09 pm 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Mon Apr 27, 2015 9:03 pm
Posts: 276
Quote:
the markets, like all older oxp markets, no longer seem to work at all.
What do you mean, exactly ? I can buy or sell stuff at pirate coves. Does not seem to differ much from normal rock hermits.

_________________
warning sound if a missile is inbound: Missile warning


Top
   
 Post subject: Re: Pirate Coves
PostPosted: Thu Oct 06, 2016 5:50 pm 
Offline
Deadly
Deadly
User avatar

Joined: Fri Oct 21, 2011 9:01 am
Posts: 253
Location: Some buggy planet at the edge of the known universe
Hi All!

After a previous report of a weird attacking pattern, posted here and with kind assistance from A_C, I was able to do some quick searching and found that the issue mentioned was indeed linked to pirate coves.

I found this out by lanching into a system, clearing the Aegis and then spawning a pirate cove. I targetted the spawned cove first before targetting the ships that can out of it. During the battles I had the following occur, similar to the original issue.
Code:
> :spawn [pirate-cove]
> this.T = system.addShips("[pirate-cove]", 1, player.ship.position, 10000); if (this.T) this.T = this.T[0]; else consoleMessage('command-error', 'Could not spawn "' + "[pirate-cove]" + '".');
[Station "Rock Hermit" "Rock Hermit" position: (-49935.3, -38523.5, 491177) scanClass: CLASS_ROCK status: STATUS_IN_FLIGHT]
Rock Hermit 9367 spawned at 7 km

Far Star 129 spawned at 7 km

Player alert condition changed from 2 to 3

Player targeted Rock Hermit 9367 who has 1000 energy

Player lost lock on Rock Hermit 9367

Player targeted Far Star 129 who has 350 energy

Player attacked Far Star 129 who has 338 energy

Player attacked Far Star 129 who has 327 energy

Player attacked Rock Hermit 9367 who has 1000 energy

Player attacked Far Star 129 who has 315 energy

Player attacked Rock Hermit 9367 who has 1000 energy

Player attacked Far Star 129 who has 304 energy

Player attacked Rock Hermit 9367 who has 1000 energy

Player attacked Sidewinder Scout Ship 3208 who has 240 energy

Player attacked Sidewinder Scout Ship 6091 who has 240 energy

Player attacked Far Star 129 who has 300 energy

Player attacked Rock Hermit 9367 who has 1000 energy

Player attacked Far Star 129 who has 289 energy
and so forth.

I then flew on to encounter some multiple pirates and tried the same again. Target one enemy then target another and start blasting. The resulting battle followed the normal pattern without additional non-hitting attacks.
Code:
Player attacked Krait 23440 who has 130 energy

Player attacked unsuccessfully by Krait 23440

Player got message from Krait 23440 : Life! I can't shake them!

Player attacked Krait 23440 who has 118 energy

Player attacked Krait 23440 who has 106 energy

Player attacked Krait 23440 who has 95 energy

Player attacked Krait 23440 who has 83 energy

Player attacked Krait 23440 who has 71 energy

Player targeted Cobra Mark I 20085 who has 150 energy

Player attacked Cobra Mark I 20085 who has 138 energy

Player attacked Cobra Mark I 20085 who has 126 energy

Player attacked Cobra Mark I 20085 who has 114 energy

Player attacked Cobra Mark I 20085 who has 103 energy

Player attacked Cobra Mark I 20085 who has 91 energy

Player attacked Cobra Mark I 20085 who has 79 energy

Player attacked Cobra Mark I 20085 who has 67 energy

Player attacked Cobra Mark I 20085 who has 55 energy

Player attacked with Missile from Cobra Mark I 20085

Player attacked Cobra Mark I 20085 who has 44 energy

Player got message from Cobra Mark I 20085 : Parking meter! Witchspace and rock!

Player attacked Cobra Mark I 20085 who has 32 energy

Player attacked Cobra Mark I 20085 who has 20 energy

Player attacked Cobra Mark I 20085 who has 8 energy

Player lost lock on Cobra Mark I 20085

Player target Cobra Mark I 20085 is destroyed

Player killed Cobra Mark I 20085 with energy damage

Wreckage 20906 spawned at 19 km

Wreckage 4991 spawned at 19 km

Player hit by ECM, 3 remaining

Player hit by ECM, 2 remaining

Player hit by ECM, 1 remaining

Player hit by ECM, 0 remaining

Player targeted Python 7115 who has 706 energy

Player lost lock on Python 7115

Player attacked unsuccessfully by Mamba 16221

Player attacked unsuccessfully by Mamba 16221

Player attacked unsuccessfully by Mamba 16221

Player attacked by Mamba 16221 384+384 shield and 525 energy left

Player taking shield damage from Mamba 16221 384+369 shield and 525 energy left

Player attacked unsuccessfully by Mamba 16221

Player attacked unsuccessfully by Mamba 16221

Player targeted Mamba 16221 who has 240 energy

Player attacked by Mamba 16221 381+381 shield and 525 energy left

Player taking shield damage from Mamba 16221 381+366 shield and 525 energy left

Player attacked unsuccessfully by Mamba 16221

Player attacked unsuccessfully by Mamba 16221

Player attacked unsuccessfully by Mamba 16221

Player attacked by Mamba 16221 379+379 shield and 525 energy left

Player taking shield damage from Mamba 16221 379+364 shield and 525 energy left

Player attacked unsuccessfully by Mamba 16221

Player attacked unsuccessfully by Mamba 16221

Player attacked unsuccessfully by Mamba 16221

Player attacked by Mamba 16221 378+378 shield and 525 energy left

Player taking shield damage from Mamba 16221 378+363 shield and 525 energy left

Player attacked by Mamba 16221 374+369 shield and 525 energy left

Player taking shield damage from Mamba 16221 374+354 shield and 525 energy left

Player attacked unsuccessfully by Mamba 16221

Player attacked unsuccessfully by Mamba 16221

Player attacked unsuccessfully by Mamba 16221

Player attacked unsuccessfully by Mamba 16221

Player attacked unsuccessfully by Mamba 16221

Player attacked by Mamba 16221 373+373 shield and 524 energy left

Player taking shield damage from Mamba 16221 373+358 shield and 524 energy left

Player attacked unsuccessfully by Mamba 16221

Player attacked unsuccessfully by Mamba 16221

Player attacked unsuccessfully by Mamba 16221

Player attacked unsuccessfully by Mamba 16221

Player attacked unsuccessfully by Mamba 16221

Player attacked by Mamba 16221 375+375 shield and 519 energy left

Player taking shield damage from Mamba 16221 375+360 shield and 519 energy left

Player attacked by Mamba 16221 372+367 shield and 520 energy left

Player taking shield damage from Mamba 16221 372+352 shield and 520 energy left

Player attacked by Mamba 16221 368+358 shield and 521 energy left

Player taking shield damage from Mamba 16221 368+343 shield and 521 energy left

Player attacked unsuccessfully by Mamba 16221

Player attacked unsuccessfully by Mamba 16221

Player attacked Mamba 16221 who has 228 energy

Player attacked unsuccessfully by Mamba 16221

Player attacked Mamba 16221 who has 216 energy
After the battle I spwaned another pirate cove, to check if the issue would still be there without first targetting the pirate cove.

But the same issue happened.
Code:
> :spawn [pirate-cove]
> this.T = system.addShips("[pirate-cove]", 1, player.ship.position, 10000); if (this.T) this.T = this.T[0]; else consoleMessage('command-error', 'Could not spawn "' + "[pirate-cove]" + '".');
[Station "Rock Hermit" "Rock Hermit" position: (-86235.2, -92753.3, 427859) scanClass: CLASS_ROCK status: STATUS_IN_FLIGHT]
Rock Hermit 24301 spawned at 9 km

Player alert condition changed from 1 to 2

Krait 1906 spawned at 9 km

Player alert condition changed from 2 to 3

Player targeted Krait 1906 who has 506 energy

Player attacked Krait 1906 who has 494 energy

Player attacked Rock Hermit 24301 who has 1000 energy

Player attacked Krait 1906 who has 482 energy
So, in short three times i have noticed the unattacking attacks when a pirate cove was involved and targetting one then switching the target for attack makes no difference. It doesn't actually create a problem, or at least not one that I can see but there does seem to be a coding issue.

_________________
Flying The Sizzlin' Suzie VI, a trusty and venerable Boa Class Cruiser in Oolite 1.84 on

under Windows 6.1.7601 Service Pack 1 64-bit
with a Geforce GT610 videocard


Top
   
 Post subject: Re: Pirate Coves
PostPosted: Tue Oct 25, 2016 2:35 am 
Offline
Competent
Competent
User avatar

Joined: Wed Aug 24, 2016 10:30 pm
Posts: 36
An interesting incident occurred to me earlier:

I had just exited a Dodo, and was waiting around the lane seeing if I could hitch a ride with another ship. To my luck, I found a Trident shuttle was jumping with his escorts. But what was interesting to me was that it said, "Destination locked. Jumping to Pirate Cove now."

Now, I didn't know that pirate coves counted as their own separate planets. Maybe it was just a glitch, and it was displaying it's end destination, and not just the system it was jumping into? Well after the wormhole appeared, I locked on to it. It gave the destination as Pirate Cove. Odd. Still, I followed in. I was greeted with a "witchjump warning" and the ominous beeping of the scanner... I found myself in the middle of a pitched battle between Thargoids and pirates. There was the pirate cove, and all the asteroids, out in the middle of Interstellar Space. There were four or five pirates already out, but being shoot to bits. Within seconds of my arrival, the pirate cove exploded majestically. The Trident was next to go, and then me.


I didn't think fast enough to pause and take a screenshot, and I have absolutely no idea how to get the log or code or anything... so I know I'm not at all helpful in reporting this (seeming) glitch. But it sure was interesting. (And it gave me an idea for an OXP to have coves, asteroid fields, and other oddities out there in Interstellar Space. Currently it just seems like a dead-end and a game ender.)

_________________
I'm Ravished by the Sheer Implausibility of that Last Statement

It should be a crime for Anacondas to fly without escort. That much temptation is just too much to resist.


Top
   
 Post subject: Re: Pirate Coves
PostPosted: Tue Oct 25, 2016 3:30 am 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Wed Aug 15, 2012 4:19 am
Posts: 2469
Location: Finland
Sounds like some other OXP at work. Interstellar tweaks OXP perhaps?


Top
   
 Post subject: Re: Pirate Coves
PostPosted: Tue Oct 25, 2016 10:35 am 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Mon May 20, 2013 9:53 pm
Posts: 2427
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Quote:
in the middle of Interstellar Space.
If you have a decent ship then this is a good place to practice your skills and make steps towards to the next ranking.

Otherwise press and hold down F6 right in the tunnel until the map appear at the end of jump, quickly select your destination system and press 'h' to start countdown asap. Then inject or dodge a few more seconds and you are out of trouble. The hitchhike saved the half of jump fuel.

_________________
OXPs by Norby


Top
   
 Post subject: Re: Pirate Coves
PostPosted: Mon May 01, 2017 11:23 pm 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Sat Sep 12, 2009 11:58 pm
Posts: 989
Location: Essex (mainly industrial and occasionally anarchic)
Here's a very belated reply, and a request.

The reply is to spara and Cmdr. Aiden Henessy. The message, 'Destination locked. Jumping to Pirate Cove now' does not owe to the Interstellar Tweaks OXP. (Source: I wrote that OXP.) The arriving in witchspace amidst a pirate-thargoid battle: yes, that may well have been Interstellar Tweaks.

The request: can we give pirate coves - and maybe just all rock hermits - more hit points (i.e. energy) please? They seem to easy to destroy. If the change isn't forthcoming, I'll be moved to hack my local versions of the OXPs!


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 37 posts ]  Go to page Previous 1 2 3

All times are UTC


Who is online

Users browsing this forum: Bing [Bot] and 22 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
cron
Powered by phpBB® Forum Software © phpBB Limited