Switeck wrote:Maybe even add extra arriving pirates or traders based on the TL, economy type, and government type for the system? (Or is that better suited for a system "stocker" OXP?)
Yes, I have sat at the witchpoint with the game running at 16x speed for roughly an hour gametime to determine how often new ships arrive. And currently no pirates arrive without OXPs installed, which is why the longer you stay in a system the fewer pirates there will be, barring their addition by OXPs. Also, I have not yet added a new ship populator...I was only proposing it in a question of both feasibility and if that seemed an excessive measure to take for a "fix" of something that wasn't really broken.Commander McLane wrote:Have you made some test on how many new arrivals there actually are? My guess is that there are not so many. Basically only one for each trader that launches and jumps out from the main station. Except you have added a mechanism that lets more traders jump in. Oh, and I don't think that there are any jumping in pirates currently.
A noteworthy exception to this... Dredgers OXP salvage missiles! I'd jump on a pirate that was harassing a trader, get it to bail, then pop it with a salvage missile...only to have the trader destroy the derelict pirate ship. I'd tried setting the derelict to 0 bounty, but that apparently does nothing to clear the current attacking state of traders, bounty hunters, or police. I'll probably need to add something like the code used in pirateCoveRock.js from Pirate Coves OXP to get attackers to cease firing...it's got to be brief (maybe the moment the salvage missile hits) and conditional (only affecting non-pirates) also, as I don't want pirates to ignore the juicy derelict. But that at least does not directly concern this OXP mod...so it's off-topic.Commander McLane wrote:exactly what traders are doing right now and have always done. They defend themselves if attacked by a pirate, but get out of the fight as soon as someone else (like the player) enters in.
scavengerAI works well enough if you want to add an NPC ship that flees to nearest station and only initially at its starting location bothers to look for stray cargo canisters. If it has a full cargo bay or no cargo bay, it skips that step and just heads to nearest station. That's best I can tell from reading this:Commander McLane wrote:I think scavengerAI makes no sense, because it doesn't do what you think it does.
"DOCK_WITH_STATION" =
{
ENTER = (setTargetToNearestStation, "setDesiredRangeTo: 5000.0", performIntercept);
...
"GO_TO_STATION" =
{
ENTER = (setTargetToNearestStation, "setDesiredRangeTo: 5000.0", setDestinationToTarget, checkCourseToDestination);
...and doing a little testing. The area around the witchpoint beacon may eventually end up free of cargo canisters, but traders using scavengerAI won't touch any left elsewhere. And this scavengerAI's flee-if-anything-bad-happens covers the "7.coward mode -- flee all fights?" and "4.dock with nearest station, not only the main station" well enough.
Which stands to reason that they wouldn't bother to ask for help if there wasn't at least a slim chance of getting help...from somewhere/someone. And I don't think they're looking for police...maybe they're hoping a bounty hunter is around?maik wrote:After all, they do ask for help and I'm typically nice enough to blast the pirates for them, but why should I be the only nice guy in my ooniverse?