PirateCove Bounty Error
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- Deadly
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PirateCove Bounty Error
Hi guys, firstly i'm running the latest trunk version. Right, my bounty scanner (v1.061) informed me of a bounty of 1000cr for destroying the asteroid, but on destroying it i only receive 100cr. Also i get 10cr coming up on some bounties ie: boulders etc, but only receive 1cr. I'm using the PirateCove.oxp as well a few others.
Anyone got any ideas or is this down to the latest trunks code, or the oxp's above?
Anyone got any ideas or is this down to the latest trunks code, or the oxp's above?
Re: PirateCove Bounty Error
Just checked and I have the same issue. I use bounty scanner, same version as well. Any bounty concerning asteroids or boulders is reduced by a factor of 10 when paid out compared with what bounty scanner says.NorthenderPNE wrote:Hi guys, firstly i'm running the latest trunk version. Right, my bounty scanner (v1.061) informed me of a bounty of 1000cr for destroying the asteroid, but on destroying it i only receive 100cr. Also i get 10cr coming up on some bounties ie: boulders etc, but only receive 1cr. I'm using the PirateCove.oxp as well a few others.
Anyone got any ideas or is this down to the latest trunks code, or the oxp's above?
"A brilliant game of blasting and trading... Truly a mega-game... The game of a lifetime."
(Gold Medal Award, Zzap!64 May 1985).
(Gold Medal Award, Zzap!64 May 1985).
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- Deadly
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- Cmdr James
- Commodore
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Hmm, my mobile internet seems to have not conveyed my post from earlier.
Rock class entities have their bounty calculated differently to other entities, which I regard as a bug (but I tihnk has history).
What we ought to do is change the bounty of all asteroids and change the calculation. The problem is this will make asteroid containing OXPs give weird values until they are upgraded.
I am pretty sure however that the pirate coves used to work properly, so I wonder if someone has changed something...
Rock class entities have their bounty calculated differently to other entities, which I regard as a bug (but I tihnk has history).
What we ought to do is change the bounty of all asteroids and change the calculation. The problem is this will make asteroid containing OXPs give weird values until they are upgraded.
I am pretty sure however that the pirate coves used to work properly, so I wonder if someone has changed something...
- JensAyton
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Cmdr James’s suggestion has merit, but based on the Grand Plan™ it’s an EMMSTRAN thing, not an MNSR thing. It would probably be reasonable to bake the adjusted value into the bounty reported to JS, though.
In the mean time, the correct way to calculate effective bounty is:
Untested, but the outline is correct.
In the mean time, the correct way to calculate effective bounty is:
Code: Select all
function adjustedBounty(ship)
{
baseBounty = ship.bounty;
var scanClass = ship.scanClass;
if (ship.isCargo || scanClass == "CLASS_BUOY" || scanClass == "CLASS_ROCK")
{
return baseBounty / 10;
}
else
{
return baseBounty;
}
}
E-mail: [email protected]
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- Eric Walch
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In my opinion its the bounty scanner that needs updating. It has always been (at least since 1.65) that the given bounty for rocks was 10% of the defined value. So, or the scanner needs to do the correction, or the core game should adjust for it in its return value as by the code from Ahruman above.NorthenderPNE wrote:Thanks for the explanations guys but in Layman's terms is this down to Oolite or a particular oxp's code? Is it PirateCoves.oxp that needs updating and is it the offending oxp?
You're the Genius's, i just play the game........
It is even likely that the value of 1000 in the pirate cove already anticipated that the player would receive 100 credits as bounty because I think 1000 credits would be to much for it.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
Bounty Scanner
Number 935
Number 935
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- Deadly
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