[UPDATED RELEASE] Coyote's Run Mission

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davcefai
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Post by davcefai »

I don't want to give away any spoilers but you shouldn't obey everything your partners tell you.
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Re: [UPDATED RELEASE] Coyote's Run Mission

Post by davcefai »

I've completed the Coyote's Run mission. However on entering Laquused space the mission tries to start again!

The only Coyote related variable in my save file seems to be CoyoteCompletionCount which is set to one

Code: Select all

	<key>mission_CoyoteCompletionCount</key>
	<string>1</string>
Should I uninstall the mission or just avoid Laquused as there might be more Coyote goodness on the way?

Nice mission, author. I enjoyed it. Thanks.
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Re: [UPDATED RELEASE] Coyote's Run Mission

Post by Cody »

davcefai wrote:
Should I uninstall the mission or just avoid Laquused as there might be more Coyote goodness on the way?
Uninstall it* - you have completed the mission! Glad you enjoyed it! There is a sequel to the original tale, but no follow-on OXP.


*Unless you plan to visit Lago/Avernus Orbital again at some stage, in which case leave it be.
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!
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Re: [UPDATED RELEASE] Coyote's Run Mission

Post by Fatleaf »

Cody wrote:
but no follow-on OXP.
Well for now......................................................... :wink:

But the piece of equipment you get at a certain station requires you to have the OXP installed. So keep that in mind as to whether you want to use it or not.
Find out about the early influences of Fatleaf here. Also his OXP's!
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Re: [UPDATED RELEASE] Coyote's Run Mission

Post by davcefai »

Well really all that is required is for the main script to honour the mission_CoyoteCompletionCount key.

Check if it is set to one and if so don't run the script. I haven't looked to see if it attempts to do this and might even try to do it myself when I have some time and inclination.

(Anybody who thinks that retirement means an empty, tranquil, even boring life had better not retire! The children still are evident in your life. The grandchildren can vacuum up any time you have left over from house maintenance, hobby woodworking, legal problems etc. (I'm not complaining, I LOVE being retired!) :D )
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Re: [UPDATED RELEASE] Coyote's Run Mission

Post by Cody »

If memory serves, Okti left an option to immediately restart the mission - that's probably why it doesn't complete.
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!
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Re: [UPDATED RELEASE] Coyote's Run Mission

Post by Fatleaf »

Well it does 'complete' but it is always active. The counter is just for the players personal records to see how many times he has done the mission with the same commander. Leaving it active was to make things easier for the player to do the mission again without editing the save file.

If you ever find the mission offering to start again at the start planet all you have to do is ignore the instruction to cloak and the mission wont go any further. Just go about your normal business.
Find out about the early influences of Fatleaf here. Also his OXP's!
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Re: [UPDATED RELEASE] Coyote's Run Mission

Post by davcefai »

Life being what it is, last night I was passing through Laquused again on an RSS mission. I was pounced on by a group of pirates AND a bunch of Thargoids.

Instinctively I cloaked to have a chance to orient myself. So the mission restarted! My fuel tank was automagically refilled and I jumped out to Reriveza, only to find the python there and the mission continuing.

So I edited the save file. I think the best bet will be to uninstall the OXP (losing the"special" piece of equipment which probably will not be of any future use). Alternatively I could edit the main script to exit at once. Could be fun playing with it.
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Re: [UPDATED RELEASE] Coyote's Run Mission

Post by Fatleaf »

That sounds like you really have bad luck! Is this typical of the rest of your life? :lol:

I spend all of my time in the Seventh Octant (G7) so it never becomes an issue for me.
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Re: [UPDATED RELEASE] Coyote's Run Mission

Post by davcefai »

Is this typical of the rest of your life?
Not typical, no, but at the moment in tune with a lot of other passing storms :(

Always look on the bright side of life!

https://www.youtube.com/watch?v=eTXiqKGFNso and wait for the song.
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Re: [UPDATED RELEASE] Coyote's Run Mission

Post by vsfc »

G’Day Commanders!
I been running Coyote Run mission in Galaxy 5 and came across two problems.

1. Sahana keeps crashing into a station where she should dock on injectors, which basically stalls a mission as Sahana never gets docked and only edit of the save file to the next state number makes it to continue.
2. Main script file has no state 290, which has to be changed to 280. Occurs only in one place.

I haven’t completed the whole mission yet, so more reports may come if something. I am running 1.80 version of oolite at the moment.

Cheers,
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Re: [UPDATED RELEASE] Coyote's Run Mission

Post by Cody »

I vaguely remember something similar happening during the making/testing of the OXP. I can offer no help, I'm afraid - the OXP needs updating and Okti is MIA.
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!
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Re: [UPDATED RELEASE] Coyote's Run Mission

Post by Cholmondely »

Does anybody have any idea as to what level of Elite ranking this mission OXP should be aimed at?

OXP Level indicators for mission OXPs








Okti wrote: Sat Sep 03, 2011 5:14 pm
As far as Oolite is an open ended game, and the main purpose of the game for the player is to achieve Elite rank, that will take some time.
More Okti:
For a player who has discovered Oolite recently, the first aim is to equip their ship so that they can start to kill other ships. So they have to learn docking manually first, and then try to find an easy trade run to earn a lot of credits. Flying a standard Cobra III with a 20t cargo hold, that will take some time, but after a while you buy a cargo bay extension and start to earn more credits. You learn to avoid the space lanes at times, and slowly the player earns enough money to buy a better laser, fuel scoops, docking computers, navigation upgrades and better shields, then military lasers and finally make their ship iron-assed.

That is the time to start to go hunting other ships, or not, according to the career chosen by the player. Then there will be the native missions, and the player will be out of his routine for a while. Depending on which OXPs are installed, you may have more missions and jump to other galaxies.

The challenging part of Oolite is the missions, because most of the time you are dragged out of your character and forced to do something else. There are a lot of very good mission OXPs, but as a player who has done those missions, then what?

So that is my work... to provide an interesting mission to the commoonity, based on an excellent tale by El Viejo (= Cody). With his help from day one, I decided to author that OXP, and many other people have helped during the development stages.
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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