Sector Command Zones

General discussion for players of Oolite.

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DaddyHoggy
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Post by DaddyHoggy »

I refrained from naming the sector around #98 because I wanted to call it "The Egg Whisk"!! :lol:
Selezen wrote:
Apparently I was having a DaddyHoggy moment.
Oolite Life is now revealed here
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Post by Thargoid »

DaddyHoggy wrote:
I refrained from naming the sector around #98 because I wanted to call it "The Egg Whisk"!! :lol:
Well #116 above it looks like a Hen, so why not ;)
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Re: Sector Command Zones

Post by CaptSolo »

Tried a quick search but no result why Esusale, sector command 6, in chart 8, is not noted to be such on the long range chart. Don't know about the short range chart yet. Anyone else find this?
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Re: Sector Command Zones

Post by Cody »

No idea about sector command zones - but Esusale/Cecees is a zero-distance double that was a little 'entangled' at the time, which may have had some bearing on it.
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Re: Sector Command Zones

Post by CaptSolo »

Don't know what I was thinking (or was it drinking) when I wrote that last night. Totally daft! The planet info screen, not the long range chart. Yes, from my research, Esusale was somewhat of a problem.

I like this OXP. It provides one more place where certain items bring a good profit, where you can buy victory bonds, and if you have enough, start saving big on equipment purchases.
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Re: Sector Command Zones

Post by Switeck »

Sector Command Zones could be halved in number and still feel "sufficient" to cover almost everywhere. They almost "take over" the systems they're in.
Often hardly any pirates to hunt down there.
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Re: Sector Command Zones

Post by Commander McLane »

Well, you get what you paid for. A heavily militarized GalCop with 16 sector commands per chart and heavy military presence is what the Ooniverse has to look like according to the OXP-author. It's the whole point of the OXP. If you don't agree with this premise (I don't), don't install the OXP (I haven't).

On the other hand, nobody can prevent anybody from tweaking their own version. Of course, this would render the topic of this thread—namely creating and sharing charts that show the positions of the sector commands—rather moot. :roll:
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Re: Sector Command Zones

Post by Switeck »

Commander McLane wrote:
A heavily militarized GalCop with 16 sector commands per chart and heavy military presence is what the Ooniverse has to look like according to the OXP-author. It's the whole point of the OXP.
Last I looked, there were 14 sector commands per chart in Galactic Navy OXP.
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Re: Sector Command Zones

Post by Commander McLane »

Switeck wrote:
Commander McLane wrote:
A heavily militarized GalCop with 16 sector commands per chart and heavy military presence is what the Ooniverse has to look like according to the OXP-author. It's the whole point of the OXP.
Last I looked, there were 14 sector commands per chart in Galactic Navy OXP.
Seems I misremembered the 16 (binary arithmetic, I guess). The Wiki confirms that it's indeed 14. Anyway, that doesn't change the general principle: the whole point of the OXP is to turn the Ooniverse into a place with a massive (in some places maybe overwhelming) military presence. If a player disagrees with this point, they'd better not install it. Complaining that the OXP does exactly what it's intended to do sounds a little weird.
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Re: Sector Command Zones

Post by CaptSolo »

I haven't noticed a drastic reduction in pirate numbers with this OXP, but do agree the militarization is somewhat overdone. Regarding Esusale, I checked the planetinfo.plist for this OXP and found this:

Code: Select all

<key>7 251</key>
<dict>
<key>description</key>
<string>This planet is fabled for its ancient Esusaleian A&apos;nuet tulip plantations.  This system is home to Navy Sector Command 6.</string>
</dict>
I can only conclude that this description is not over-riding the default one.
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Re: Sector Command Zones

Post by CaptSolo »

I am tweaking copies of descriptions and planetinfo plists for chart 8. There will be seven sector command zones with influence over approximately 24 systems each. That leaves about one third of the galaxy with no naval presence. Once inserted, it will be interesting to see if these changes will break the OXP
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Re: Sector Command Zones

Post by CaptSolo »

Insertion successful after backing up the original files. Will continue to personalize my copy of this OXP. More accurately, galactic naval presence is reduced by nearly 50%, and I have already seen increased piratical activity in regions outside of their sphere's of influence.
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Re: Sector Command Zones

Post by Switeck »

Fortunately, most of Galaxy Navy's OXP makes changing the rarity of GN ships pretty easy. Example in galnavymain.js:

Code: Select all

//Randomly adding in patrols.
if(Math.random() > .90)
{
    system.addShipsToRoute("patrol-frigate", 1, Math.random(), 'wp');
}
10% of the time, that would add 1 "patrol-frigate" and whatever escort fighters it has in its shipdata.plist entry ...to some random distance between the witchpoint beacon and planet.
Not too hard to change that to > .99 or even > .999 to make it a rare to very rare event.

It's the added interstellar ships that I really had to tone down rarity-wise, but likewise that was easy. I feel that Thargoids should usually be there...and that's mostly covered just by the ones auto-added by the game itself, but Galactic Navy ships only rarely be seen there. I also didn't want a large fight there randomly -- that's better as a proper campaign mission!

The missions are also clockwork in terms of enemy and friendly numbers, so adding in slightly increasing numbers is also easy. I used Math.log(player.score) for that purpose. You need about 22,000 kills for Math.log(player.score) to equal 10, so that never reaches overwhelming levels. "Early" fights of those types could be made smaller/easier with later fights as you might see if Deadly/Elite could be larger/harder than the original.

As for changing around the locations and number of Sector Command Zones, there doesn't seem much to change -- but you'll need sector maps showing system numbers/gov/econ/TL as well as have to edit the planetinfo.plist to make that consistent. I haven't fully studied the current locations, but I don't know the criteria for where the current Sector Command HQ's are. You'll need more complex changes than that however to get them to give missions to anywhere in their coverage zones.

Also at the bottom of galnavymain.js file is the population and location of ships/stations used by the Sector Command HQ's. I moved them to between planet and sun, so regular trader ship traffic and the pirates that prey on them wasn't tripping all over them. (...besides sun-skimmers from station.)
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Re: Sector Command Zones

Post by CaptSolo »

Thanks for that info Switeck. My main objective is to significantly reduce galactic wide militarization and reorganize sector command zones. I found the pertinent entries in descriptions and planetinfo plists plus the NavSecCom planet number array in galnavymain script. Some home planets were kept and others relocated. I used the very useful charts in the wiki plus the planet numbers. Galaxy eight is finished as that is where I am located atm.

My tweaked oxp now shows seven sector command zones in chart 8, covering approximately 50% of planets. Esusale used to be home planet for sector 6. I changed it to nearby Riedanen for new sector 3, jumped there and found the fleet at the WP and the station where it should be. Docked and everything works.
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