Wouldn't the result depend on which, if any, of the ships was using the Infinite Improbability Drive?Ahruman wrote:And even then, it would only be almost certain.DaddyHoggy wrote:Doesn't this only become true if you fly along for an infinite amount of time? (and if random numbers on a PC were indeed truly random)But of course the next scan and evaluation happens ten seconds later. So if you fly alongside him for long enough, eventually he will attack. By reducing the probability further, you can extend the average period until he attacks.
Personalities.oxp
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- CheeseRedux
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Hi,
Just a quick question. I noticed you'd posted
What is the current state of play? Are you still 'recruiting' personalities or is the OXP now fully released?
Just a quick question. I noticed you'd posted
on another thread today (30/9/2010), but as far as I can see this OXP is still a WIP and most of the documentation including the Wiki entry dates from November last year.Commander McLane wrote:Have you considered to come on-board the Personalities.oxp?
What is the current state of play? Are you still 'recruiting' personalities or is the OXP now fully released?
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- Commander McLane
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Indeed, I haven't yet got around to finishing the OXP. Basically, what it still needs is to check whether the features which I had planned for post-1.73 do actually work as expected in 1.74.
However, regardless of the state-of-finishing of the basic OXP, you will always be able to commit your own personality. It works like YAH: Along with the OXP you get the first ten-or-so personalities, and then I'll publish more sets whenever I get more submissions. All the mechanics will be in the basic personalities.oxp, and personalities_A.oxp etc. will only contain new personalities.
So please, keep them coming!
However, regardless of the state-of-finishing of the basic OXP, you will always be able to commit your own personality. It works like YAH: Along with the OXP you get the first ten-or-so personalities, and then I'll publish more sets whenever I get more submissions. All the mechanics will be in the basic personalities.oxp, and personalities_A.oxp etc. will only contain new personalities.
So please, keep them coming!
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What about adding a 'mix-ai' into this oxp. Basically this is an npc that mixes at random the characteristics of the submitted members. In this way you can make sure that you don't meet the forum members too often and ensure that you always encounter fresh and intersting npc's basically these are 'super npc's' with unpredictable behaviour.
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- Commander McLane
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The release candidate is already tuning down the chances for meeting one of the personalities. And the probability of re-meeting a specific personality will automatically decrease with adding more personalities into the mix.pagroove wrote:What about adding a 'mix-ai' into this oxp. Basically this is an npc that mixes at random the characteristics of the submitted members. In this way you can make sure that you don't meet the forum members too often and ensure that you always encounter fresh and intersting npc's basically these are 'super npc's' with unpredictable behaviour.
As for a mix-ai: in the release candidate there is only one AI for all personalities. The different behaviours are solely steered by script-infos. Of course I could add a couple of anonymous ships into the mix, with no special pilot, and slightly randomized behaviour (or even simply one anonymous ship for each existing "role"). For the player they would look like ordinary Oolite ships at first glance, but they would behave differently.
Although, on second thoughts, much of the personalities' charme relies on their individual chatter, which by default wouldn't be possible for "generic" personalities. So I don't know... Perhaps "super NPC's" should better be dealt with by a seperate OXP?
EDIT: This seems to go in the same direction.
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(Hopefully) coming soon to a Galaxy near you...
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Re: Personalities.oxp
Is this lovely oxp being developed further?
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Re: Personalities.oxp
Yes. If you like, send me your entry (details in first post of the thread).
Re: Personalities.oxp
I'll think about it, and in the meantime, is 0.9 the newest version still?Commander McLane wrote:Yes. If you like, send me your entry (details in first post of the thread).
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Re: Personalities.oxp
Any way to turn down the frequency of the encounters? I'd like the various personalities to show up a little bit less then they do. I'm sure I missed the number I need to edit.
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Re: Personalities.oxp
IIRC correctly, the probability is set at 65%, so if you find a suspicious-looking 65 lurking in the code somewhere, that's likely to be your culprit.
"Actually this is a common misconception... I do *not* in fact have a lot of time on my hands at all! I just have a very very very very bad sense of priorities."
--Dean C Engelhardt
--Dean C Engelhardt