I was wondering if something like this exists. Good to know that it does. (I haven't yet familiarized myself with the 1.79-features much, so sorry for my relative ignorance.)cim wrote:Oh, incidentally, a shorter and more future-proof way than checking for each role individually would be the test(the capital S on the first Ship is intentional)Code: Select all
Ship.isInRoleCategory(ship.primaryRole,"oolite-assassin")
Similar tests can be written for other role categories
Trunk nightly
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- Commander McLane
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Re: Trunk nightly
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Re: Trunk nightly
Damn it, I feel the darkside calling me! I must resist!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
- Smivs
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Re: Trunk nightly
<Borg voice>Cody wrote:Damn it, I feel the darkside calling me! I must resist!
Resistance is futile!
</Borg voice>
Commander Smivs, the friendliest Gourd this side of Riedquat.
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Re: Trunk nightly
Those additions (thanks McLane - I added the three "escort" roles too) seem to work fine - all the assassins are being named.
But I often encounter a mystery Asp Mk II (usually in the company of three assassins). I'm missing another role, yes? Got them!
I'm pondering on exactly how to use this now:
I'm pondering on exactly how to use this now:
Code: Select all
Ship.isInRoleCategory(ship.primaryRole,"oolite-assassin")
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
- Cody
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Re: Trunk nightly
A couple of minor oddities: a Python that launched after me, seemed to be heading off for a jump, but then turned round and docked (I could understand that - I've done it myself); and an Asp Mk II that seemed to do a disappearing act - it challenged three hunters, then took off like a bat out hell, returned to the scanner from a different direction, but before any lasers were fired, it just disappeared. I was between it and the hunters, at the time. No missiles, no laser fire, no explosion, no wormhole - it had simply gone. I might have imagined it - but I don't think so. <scratches head>
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Trunk nightly
Ok, I've been playing the 1.79 trunk for a few days now (version available 23rd Dec)-
Few observations - big groups of adversaries are far more dangerous than before- even in an 'iron ass' Caddy, a group of 6 or 7 can be quote devastating (made the mistake of pitching into one of the multi-gov war's, and suddenly 9-11ships all turned on my at once annihilating me in seconds...)
....to be honest, this is probably more 'right' in terms of game balance - these sort of fights should challenge even the best/strongest...(whether through skill or ship)
Pirates (well - all ships actually) far more readily turn round and hyperspace out if things don't go their way - which again is pretty reasonable really ! had one jump about 5 times to escape me..
Not had a chance to test the safer systems, but overall good
One observation- assigning a button to the cloak key (via joystick menu) no longer seems to work - it is accessible as primeable equipment, but assigning a direct button doesn't seem to work.
Not sure if this due it still being WP, my missing something, or weird behaviour from my joystick (X52)
Anyway, looking forward to the stable version and many thanks to all those who have worked on this
Few observations - big groups of adversaries are far more dangerous than before- even in an 'iron ass' Caddy, a group of 6 or 7 can be quote devastating (made the mistake of pitching into one of the multi-gov war's, and suddenly 9-11ships all turned on my at once annihilating me in seconds...)
....to be honest, this is probably more 'right' in terms of game balance - these sort of fights should challenge even the best/strongest...(whether through skill or ship)
Pirates (well - all ships actually) far more readily turn round and hyperspace out if things don't go their way - which again is pretty reasonable really ! had one jump about 5 times to escape me..
Not had a chance to test the safer systems, but overall good
One observation- assigning a button to the cloak key (via joystick menu) no longer seems to work - it is accessible as primeable equipment, but assigning a direct button doesn't seem to work.
Not sure if this due it still being WP, my missing something, or weird behaviour from my joystick (X52)
Anyway, looking forward to the stable version and many thanks to all those who have worked on this
Re: Trunk nightly
The Python is explicable (trader added with destination system equal to current system) though it shouldn't happen. The Asp I have no idea what happened, though.Cody wrote:A couple of minor oddities
That's definitely intentional: as it was, an Anarchy system was "safe" for a well-equipped ship. There are a couple of things going on there.hiasakite wrote:Ok, I've been playing the 1.79 trunk for a few days now (version available 23rd Dec)-
Few observations - big groups of adversaries are far more dangerous than before- even in an 'iron ass' Caddy, a group of 6 or 7 can be quote devastating (made the mistake of pitching into one of the multi-gov war's, and suddenly 9-11ships all turned on my at once annihilating me in seconds...)
....to be honest, this is probably more 'right' in terms of game balance - these sort of fights should challenge even the best/strongest...(whether through skill or ship)
1) Laser aim is improved for about half of ships (and improved considerably more if you have Skilled NPCs or another accuracy booster)
2) Threat assessment is considerably improved in the stock AIs. You turn up in an iron-ass Caduceus, and your threat assessment level is going to be off the chart, so it's going to take a lot before any ships get distracted from trying to destroy you. (Though, you'll also be tough enough for them to consider themselves outgunned as a group sooner)
Sounds like a bug. Thanks.hiasakite wrote:One observation- assigning a button to the cloak key (via joystick menu) no longer seems to work - it is accessible as primeable equipment, but assigning a direct button doesn't seem to work.
Not sure if this due it still being WP, my missing something, or weird behaviour from my joystick (X52)
Re: Trunk nightly
This should work now, I think, in tonight's build. I have no way of testing this, though, so please check.cim wrote:Sounds like a bug. Thanks.hiasakite wrote:One observation- assigning a button to the cloak key (via joystick menu) no longer seems to work - it is accessible as primeable equipment, but assigning a direct button doesn't seem to work.
Not sure if this due it still being WP, my missing something, or weird behaviour from my joystick (X52)
Re: Trunk nightly
Thats great, will be a few days before I get to test it
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Re: Trunk nightly
Was watching docking and launches as I was in a que. When the station launched ships a lot of ships take a sharp U-turn and crash into the station. This seems to happen more often with a small and maneuverable fighters. The launch and then try to get behind the station (in search of their mother).
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https://bb.oolite.space/viewtopic.php?f=4&t=13709
Re: Trunk nightly
cim wrote:This should work now, I think, in tonight's build. I have no way of testing this, though, so please check.cim wrote:Sounds like a bug. Thanks.hiasakite wrote:One observation- assigning a button to the cloak key (via joystick menu) no longer seems to work - it is accessible as primeable equipment, but assigning a direct button doesn't seem to work.
Not sure if this due it still being WP, my missing something, or weird behavior from my joystick (X52)
Assignment of joystick buttons to 'fast activation' now seems to work ok
Thank you
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Re: Trunk nightly
I see this fairly often lately: I jump into a system and before the BGS tunnel-effect has ended, a bunch of comms messages appears on-screen - but the scanner is empty, as is local space. I felt sorry for this Adder. Also, I've seen more ships (usually Pythons, for some reason) launch, then dock again (as mentioned previously).
Oh yeah - should one be able to trust station control when docking clearance has been granted?
Oh yeah - should one be able to trust station control when docking clearance has been granted?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Trunk nightly
Very often the comms messages include Thargoid chatter, so I'd just put it down to witchspace oddities. Clearly that's not it - I'll see if I can work out what's going on here.Cody wrote:I see this fairly often lately: I jump into a system and before the BGS tunnel-effect has ended, a bunch of comms messages appears on-screen - but the scanner is empty, as is local space. I felt sorry for this Adder.
I'll check the trader destination settings, too.
Yes. Even if they need to make an emergency launch due to an attack on the station, they will tell you to clear the docking lanes.Cody wrote:Oh yeah - should one be able to trust station control when docking clearance has been granted?
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Re: Trunk nightly
Hmm... several times now, I've been approaching the slot, having had clearance granted, and had to perform a rapid swerve to avoid a launching ship.cim wrote:Yes. Even if they need to make an emergency launch due to an attack on the station, they will tell you to clear the docking lanes.
Oh, the re-docking ships - they don't seem to have to queue, just jump it and dock while I and others are waiting.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Trunk nightly
Oolite 1.79.0.5434 32bit:
Firstly, I really like the new NPC AI's. Maybe it is just me, but systems seem over-populated with packs of hunters. Just an observation, you understand.
Firstly, I really like the new NPC AI's. Maybe it is just me, but systems seem over-populated with packs of hunters. Just an observation, you understand.