Random Hits OXP

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

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gizmo
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Re: Random Hits OXP

Post by gizmo »

My pleasure
ralph_hh
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Re: Random Hits OXP

Post by ralph_hh »

Some feedback:
The auto re-fuel is very nice. It just didn't make sense to rush out for a battle almost unarmed with no injector fuel. The Thargoids I fought might think otherwise.

The chart connected with the RH bulletin boards is VERY helpfull! It is just perfect!
Tanks a lot!
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spara
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Re: Random Hits OXP

Post by spara »

ralph_hh wrote:
Some feedback:
The auto re-fuel is very nice. It just didn't make sense to rush out for a battle almost unarmed with no injector fuel. The Thargoids I fought might think otherwise.

The chart connected with the RH bulletin boards is VERY helpfull! It is just perfect!
Tanks a lot!
Let me quote gizmo here:
gizmo wrote:
My pleasure
:D :D :D
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Re: Random Hits OXP

Post by gizmo »

I'm a bit confused...

After killing a (high-level) mark and receiving my "fistful of credits" my reputation dropped from a "a fearsome great one" to "an inexperienced great one".
Shouldn't the reputation increase or stay at the same level instead?
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Re: Random Hits OXP

Post by Fatleaf »

gizmo wrote:
I'm a bit confused...

After killing a (high-level) mark and receiving my "fistful of credits" my reputation dropped from a "a fearsome great one" to "an inexperienced great one".
Shouldn't the reputation increase or stay at the same level instead?
Did you kill the mark in a cowardly way of some kind? Or spend too long between the kill and the last visit to a Space bar?
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spara
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Re: Random Hits OXP

Post by spara »

Fatleaf wrote:
gizmo wrote:
I'm a bit confused...

After killing a (high-level) mark and receiving my "fistful of credits" my reputation dropped from a "a fearsome great one" to "an inexperienced great one".
Shouldn't the reputation increase or stay at the same level instead?
Did you kill the mark in a cowardly way of some kind? Or spend too long between the kill and the last visit to a Space bar?
Looking at the code, it looks like the only thing that drops the score from which the reputation is determined is canceling a hit. Has that happened? If not, then there's something wrong with the reputation calculation part.
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Re: Random Hits OXP

Post by gizmo »

I neither killed the mark cowardly (would I've got the credits in that case?) nor did I cancel a contract.

I'll check if I can recreate the problem - should there be somthing easy to spot in the savefile or in the debug console?

edited to add:
Between the kill and the next space bar visit wasn't even a jump (I killed the mark in an Anarchy).
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Re: Random Hits OXP

Post by gizmo »

Tried it and the same happened again (dropped from inexperienced to newly appointed).

Here's what I saw in the debug console - took the contract

Code: Select all

(Hatred : 1448. Events Timer : 512. Dockings : 9. Events Number : 16. Special Mission Timer : 512. 
Revenge Status : NO. Time to Strike : SLOW_BURN. Revenge Jumps Made : 0. Special Mission : WAITING. 
Master Timer : 512. Dice Roll : 75)
destroyed the marks's ship and the pod

Code: Select all

Mark was killed by: [PlayerShip "Cobra Mark III" position: (-40056.1, -12363.5, 285249) scanClass: CLASS_PLAYER
status: STATUS_IN_FLIGHT] Because of: energy damage. Last recorded hit: PLAYER_ATTACK

Mark podded out of his ship

Pod was killed by: [PlayerShip "Cobra Mark III" position: (-44700.7, -10297.4, 289260) scanClass: CLASS_PLAYER 
status: STATUS_IN_FLIGHT] Because of: energy damage
edited to add:

and the relevant lines from the savefile - before the kill

Code: Select all

<key>mission_random_hits_criminal_hate_score</key>
<string>1448</string>
<key>mission_random_hits_criminal_kill_score</key>
<string>5</string>
<key>mission_random_hits_currentrank</key>
<string>an inexperienced</string>
<key>mission_random_hits_dockings_number</key>
<string>9</string>
<key>mission_random_hits_score</key>
<string>382</string>
after the kill

Code: Select all

<key>mission_random_hits_criminal_hate_score</key>
<string>1455</string>
<key>mission_random_hits_criminal_kill_score</key>
<string>5</string>
<key>mission_random_hits_currentrank</key>
<string>a newly appointed</string>
<key>mission_random_hits_dockings_number</key>
<string>9</string>
<key>mission_random_hits_score</key>
<string>391</string>
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spara
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Re: Random Hits OXP

Post by spara »

I think I've got it. You've gone through the roof so to speak :D . There is a rank and a title. Rank is that "fearsome" and title is "great one". There are 14 titles altogether and the rank is just cycled from 10 different set's of three. 1 is the lowest and 10 the highest. The set is selected by taking modulo 10 from the rh score so these just go around and around. You seem to be on your around 25th round of ranks since reaching "great one". :lol: You seem to like these missions.

From the looks of it, it looks like that part of the code is a bit unfinished. I'll do something about it. Thanks again for reporting, you've been very helpful in debugging this old classic oxp.
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Re: Random Hits OXP

Post by gizmo »

spara wrote:
:lol: You seem to like these missions.
It sure looks that way :oops:
I especially like the difficult ones - an easy way to burn your money with repairs instead of "blings" :mrgreen:
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Re: Random Hits OXP

Post by Cody »

gizmo wrote:
... an easy way to burn your money with repairs instead of "blings"
<nods sagely>
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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spara
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Re: Random Hits OXP

Post by spara »

Version 1.10.2 is up.

* Fixed the rank system to work the way it most likely was meant to work.

Gizmo, you should now be known as "The Great One". 8)
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Re: Random Hits OXP

Post by streb2001 »

Could you release this as a straight OXZ file? The expansion manager seems to be giving me an older version every time I reload it.

** OK solved. For anyone as daft as me who is having this problem: don't forget to update the expansion pack list using the expansion manager menu!
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Re: Random Hits OXP

Post by cim »

streb2001 wrote:
don't forget to update the expansion pack list using the expansion manager menu!
The next Oolite version will make it more difficult to forget that step.
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Re: Random Hits OXP

Post by streb2001 »

I suppose I should 'fess up to my dirty little secret here. I am a big user of Jones Mod Enabler. I have even used it for mp3 playlists and source code library management in the past!

I'm afraid that for any addons that are only available via the expansion manager I copy the OXZ out of Oolite, delete the addon using the expansion manager and then re-enable it with JME. I do this for two reasons: 1. I like to "own" all the files I use and 2. I like to unpack interesting Oolite addons and see how they work.

My point is this - if you change the expansion manager in future versions, could you still make it possible for people like me to get at the OXZs please? ie don't encrypt them or anything like that.
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