{UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)

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Re: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)

Post by Capt. Murphy »

Thanks Tricky,

That one was introduced in the last release and slipped past my testing. Fixed in 1.7.3.
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Re: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)

Post by Zireael »

Where's the download link?
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Re: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)

Post by Fatleaf »

Zireael wrote:
Where's the download link?
Here!
Find out about the early influences of Fatleaf here. Also his OXP's!
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Re: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)

Post by mr_homn »

just discovered this OXP and can't wait to try it out. Sounds like it totally fixes the illegal good trading exploit that new stations allowed previously.

THANK you for creating this
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Re: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)

Post by Corny »

Is there a possibility to change the background in the menus? Like, for example, a griff viper, or a police logo?
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Re: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)

Post by xzanfr »

Hi Capt. Murphy.
Thanks for writing and maintaing this oxp - its one of my favourites and I've been enjoying freeing the slaves and meeting up with the relatives, despite their visits to my ship ;)
I've been given the mission to find the slaver base however I'm having real trouble locating it. Do you have any tips as to where it is? I've been told it is "the other side of the sun" but space is big...very big and I just can't seem to find it!! Is it fairly close to the sun or some distance away?

I know the base has arrived as I have read the following in the log:

Code: Select all

18:15:57.280 [station.launchShip.failed]: Cancelled launch for a Imperial Courier with role pirate, as it is too large for the docking port of the Slaver Base.
Thanks in advance for any help you can give me with this. :)
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Re: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)

Post by Commander Gav »

Xzanfr, the Slaver Base is a Rock Hermit Outpost. To help you find it, you could install the Rock Hermit Locator and the Advanced Space Compass OXPs, then select "R" or the Advanced Space Compass and one of them near the sun should be the Slaver Base.

I have a different problem with this mission. I can locate the Slaver Base using the above method, but when I dock there are no slaves to purchase and destroying the base yields no reward when returning to the Space Station. The same happens with the other Rock Hermit Outpost in the system. So my question is, am I also just having issues locating the Slaver Base or is there an error in the code? I am using Oolite version 1.77 and Illegal Goods version 1.73.

Another question I have is regarding the detection rates for illegal goods in the hold. I have been detected every time at Anarchy Tech level 1 worlds with narcotics in the hold. I thought that lower tech worlds with poor government were supposed to have a lower chance of catching you?????
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Re: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)

Post by JazHaz »

The author of this OXP, Capt. Murphy, hasn't been on this BBS since August 3rd, 2012. I've sent him a PM on the board about another matter but he's not responded as yet. Don't know if he will.
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Re: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)

Post by Commander McLane »

Commander Gav wrote:
Another question I have is regarding the detection rates for illegal goods in the hold. I have been detected every time at Anarchy Tech level 1 worlds with narcotics in the hold. I thought that lower tech worlds with poor government were supposed to have a lower chance of catching you?????
You are fined each time when you launch from a main station with illegal goods in your hold. That's why they're illegal. :wink:

All main stations are operated by GalCop, and all of them have the same scanning technology. There is no escaping te scan.
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Re: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)

Post by xzanfr »

Thanks for the help, Commander Gav.
I did find it in the end by using a bit of luck - being a bit dim it didn't even occur to me to use the hermit locator however I'll bear that in mind for next time :oops:
I did manage to release some slaves and I'm using the same oolite and oxp as you - Perhaps it is a case of luck and you've not been lucky the last couple of go's.
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Re: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)

Post by phkb »

In Capt Murphy's absence, I've taken it upon myself to maintain and update this OXP. I have tried to contact the Capt, but am yet to receive a reply. I have just released version 2.0.0, with availability via the download manager in Oolite. Minimum requirement is now Oolite 1.80.

In this release:
Updated legacy code to use new functions and system populator. Updated slaver base shipdata.plist for 1.81 compatibility, added allegiance and markets, removed additional entry (because in 1.80 everything uses the cool griff models). Turned off arrival reports on slaver base, so, when you dock to rescue slaves, and you have a scooped escape pod, the police don't "magically" turn up to haul the prisoner away. Added interfaces to email system for general notifications (email system is not required, though), and added some data hooks for external referencing. When the slaver base is destroyed, a GNN news item will be shown (if Snoopers is installed). Small bug fixes, spelling corrections and cosmetic code layout changes.

To download the manually OXP click here: https://app.box.com/s/mlzwh83ailp23ah4v8m48wo795ck5sce.
Version 1.7.3 is still available via the links in the first post for earlier versions of Oolite.

Information about this OXP is available on the Wiki here: http://wiki.alioth.net/index.php/Illega ... _Tweak_OXP

Let me know if you find any issues.

Capt, if you ever see this, I'm very happy to hand this back to you! I love what this OXP does for the game.
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Re: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)

Post by Wildeblood »

phkb wrote:
In Capt Murphy's absence, I've taken it upon myself to maintain and update this OXP.
In illegal_goods_missions.js...

Code: Select all

// send a news item out after the slaver base is destroyed
this.shipExitedWitchspace = function() {
	if (missionVariables.ig_slaverbasenewsitem && global.clock.seconds > parseInt(missionVariables.ig_slaverbasenewsitem)) {
		var w = worldScripts.snoopers;
		if (w) {
			var errcode = w.insertNews(
				{ID:this.name,
				Message:expandMissionText("special5_newsitem"),
				Agency:1,
				Priority:1
				});
		}
		delete missionVariables.ig_slaverbasenewsitem;
		delete missionVariables.ig_slaverbasesystem;
	}
}
The above is only relevant if Snoopers is present, so could you add these lines to startUp, please:-

Code: Select all

if (!worldScripts.snoopers) {
    delete this.shipExitedWitchspace;
}
This is pre-1.77 code which is unnecessary and should be removed:-

Code: Select all

this.equipmentDamaged = function(equipment) {
	if(equipment === "EQ_IG_INSURANCE" || equipment === "EQ_IG_LEGAL_HACK") {
		player.ship.setEquipmentStatus(equipment,"EQUIPMENT_OK");
	}
}
And this features a repeated condition check instead of proper use of "else":-

Code: Select all

this.playerBoughtEquipment = function(equipment) {
	if(player.ship.equipmentStatus("EQ_IG_INSURANCE") === "EQUIPMENT_OK") {
		if(equipment !== "EQ_RENOVATION") {
			this._ig_playercredits = player.credits;
		} else if(equipment === "EQ_RENOVATION") {
			player.credits = this._ig_playercredits;
			player.ship.removeEquipment("EQ_IG_INSURANCE");
			player.consoleMessage("TianveDirect Insurance Policy redeemed - No charge for Maintenance Overhaul",5);
		}
	}
}
- it should be like this:-

Code: Select all

this.playerBoughtEquipment = function (equipment) {
	if (player.ship.equipmentStatus("EQ_IG_INSURANCE") === "EQUIPMENT_OK") {
		if (equipment === "EQ_RENOVATION") {
			player.credits = this._ig_playercredits;
			player.ship.removeEquipment("EQ_IG_INSURANCE");
			player.consoleMessage("TianveDirect Insurance Policy redeemed - No charge for Maintenance Overhaul",5);
		} else {
			this._ig_playercredits = player.credits;
		}
	}
}
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Re: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)

Post by phkb »

Thanks, Wildeblood. Changes have been made and will be in the next release.
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Re: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)

Post by Wildeblood »

Still in illegal_goods_missions.js, there are seven occurrences of

Code: Select all

mission.unmarkSystem (system.info.systemID);
that need fixing.

https://bb.oolite.space/viewtopic.php?f=3&t=17272
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Re: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)

Post by phkb »

Thanks for the heads up. New version on the way shortly
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