Vampires (their bounties)

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

Moderators: winston, another_commander

Post Reply
UK_Eliter
---- E L I T E ----
---- E L I T E ----
Posts: 1246
Joined: Sat Sep 12, 2009 11:58 pm
Location: Essex (mainly industrial and occasionally anarchic)

Vampires (their bounties)

Post by UK_Eliter »

Dear all

Vampire pirates, which are often horribly beweaponed (multiple lasers, and cloaking devices) always seem to have (but only when encountered in deep space?) small bounties (under 30 credits or so). This doesn't seem right, given the amount of effort it takes to kill them.

Somewhat relatedly: why do some NPC ships seem to have a kind of double cloak, such that they don't show up on the scanner (a la the old bit of kit call 'M.A.S.K.) *and*, when attacked, they start to flicker on and off on one's main display?
User avatar
Killer Wolf
---- E L I T E ----
---- E L I T E ----
Posts: 2272
Joined: Tue Jan 02, 2007 12:38 pm

Post by Killer Wolf »

The bounties are set at 1000cr but i think there's some inbuilt limit that stops that?

that effect is two different pieces of kit - the cloak (the flicker) and the scanner jammer (the non-appearance on your scope).
User avatar
Kaks
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 3009
Joined: Mon Jan 21, 2008 11:41 pm
Location: The Big Smoke

Post by Kaks »

The limit kicks in if they're created as generic pirates by the system populator. If you change the roles definition to make it extremely unlikely for them to appear automatically, then add vampire pirates to specific systems via script, the bounty shouldn't be overridden anymore.

This limitation was put in place ages ago following a bug report on this forum, and it's also meant to encourage oxp makers to be specific when designing unique baddies, if I remember correctly.
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
Switeck
---- E L I T E ----
---- E L I T E ----
Posts: 2411
Joined: Mon May 31, 2010 11:11 pm

Post by Switeck »

You might want to change the Vampires roles from pirate to pirate(0.01)...to at least make them very rare as random enemies.
User avatar
Eric Walch
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral
Posts: 5536
Joined: Sat Jun 16, 2007 3:48 pm
Location: Netherlands

Post by Eric Walch »

Kaks wrote:
The limit kicks in if they're created as generic pirates by the system populator.
When I remember correctly, I made a small tweak to the populator code that when auto_ai is false, it not only keeps the original AI but also the original bounty. That makes bounties for the populator added ships also consistent with script added ships.
So, in order to keep your high bounties, you have to create a ship with only a pirate role and an explicit "pirateAI.plist" with auto_ai to false.
User avatar
Arexack_Heretic
Dangerous Subversive Element
Dangerous Subversive Element
Posts: 1876
Joined: Tue Jun 07, 2005 7:32 pm
Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
Contact:

Post by Arexack_Heretic »

I'd probably just script a death-action to yield bounty, but that would likely be considered rather oldschool and crude. :p
Riding the Rocket!
Post Reply