[UPDATED RELEASE] - Escort Contracts OXP - 1.5.6 (07/05/12)

Discussion and information relevant to creating special missions, new ships, skins etc.

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Marte
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Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.5.6 (07/05/

Post by Marte »

Wildeblood wrote:
Marte wrote:
No values for reward/bonus for every mission (plus no hints in the log).
On which OS, Marte? If it's your Mac this might be the same problem expanding mission text that afflicts Trading Assistant, but if its windows then Keeper has definitely messed up. :mrgreen:
It's Windows, this time. :P
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Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.5.6 (07/05/

Post by Norby »

Marte wrote:
No values for reward/bonus for every mission
Thank you for the report, I fixed in v1.6.1.
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Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.5.6 (07/05/

Post by Marte »

Ok, now it's fixed.

By the way, the AI has a very high suicidal tendencies. My last patron has blindly attacked a nasty group of 10/15 of offender/fugitive ships only because they was flying in radar range... :) KABOOM. Reload. ;)

This addon is really challenging, indeed. :)
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Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.5.6 (07/05/

Post by Diziet Sma »

Heheh.. yes, now and then you get a trader who seems to think they're suddenly invincible, once they have an escort.. picking fights they really should run from. I've had my share of those fools too.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.5.6 (07/05/

Post by Wildeblood »

Diziet Sma wrote:
Heheh.. yes, now and then you get a trader who seems to think they're suddenly invincible, once they have an escort.. picking fights they really should run from. I've had my share of those fools too.
It's worth remembering that Commodore Murphy wrote that AI to reflect his own playing style. He seemed to have little interest in trading, and liked shooting things. :D As frustrating as the mothership's behaviour can be at times, I think anyone who wants to have a go at updating the AI needs to respect its heritage, and leave at least a bit of gung-ho.
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Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.5.6 (07/05/

Post by Keeper »

Sorry about that, guys. I made the fix so long ago (last July!) that I forgot that the missiontext.plist also was modified!

I take it Norby corrected it. Just in case, here's mine:
http://www.keeper1st.com/Oolite/missiontext.plist
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Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.5.6 (07/05/

Post by Diziet Sma »

Wildeblood wrote:
Diziet Sma wrote:
Heheh.. yes, now and then you get a trader who seems to think they're suddenly invincible, once they have an escort.. picking fights they really should run from. I've had my share of those fools too.
It's worth remembering that Commodore Murphy wrote that AI to reflect his own playing style. He seemed to have little interest in trading, and liked shooting things. :D As frustrating as the mothership's behaviour can be at times, I think anyone who wants to have a go at updating the AI needs to respect its heritage, and leave at least a bit of gung-ho.
Thanks for the little snippet of history.. and I agree, leave the AI as-is. I kinda like the occasional foolhardy trader, even if it is a real bugger trying to keep them from getting themselves killed.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.5.6 (07/05/

Post by QCS »

Hi, I am new to this board so I don't know if this is the right place, but I found an incompatibility between this OXP and the Q-Charger. And since the more recent Thread was this one, I chose this one ;-)

Without the Q-Charger, the synching of the Jump engines works flawlessly. Now that I bought the Q-Charger, the "escort mother" always makes regular jumping movements and does not sync my Jump engines (so it "hops" like a rabbit out of the jump engine sync range and then "waits" at max speed until I close up, then it restarts "hopping" away again, rinse and repeat...). In the mean time, I can control my own speed and even trigger my jump engines on and off to try to keep within the jump engine sync range. Nothing fatal happens but this is at least a bit cumbersome.

If this is not the right place for this "bug report", or if I should also post this to the Q-Charger Thread (if I find one), please speak up and I will gladly follow your guides.

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Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.5.6 (07/05/

Post by Chimrod »

Hello everybody

A new update is available (1.6.2) : it's a minor update which allow to save a game after contracted a mission and load it.

Any feedback is welcome !
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Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.5.6 (07/05/

Post by phkb »

I'm trying to update this via the download manager, but it seems to stall at "Unknown of Unknown". Is anyone else seeing this?
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Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.5.6 (07/05/

Post by Chimrod »

This has just been fixed… Could you please try it again ?
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Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.5.6 (07/05/

Post by Layne »

Sorry to keep kicking 1.82, but there's yet another issue with an older add-on, here. The mission maps for Escort Contracts aren't displaying properly, and it's making it tough to read them, sometimes.

Here's a screen shot of a mission screen in 1.80-- you can see it masks everything but the center portion of the map, making it easy to read the text along the margins where the contract info actually is:

Image

And here's the same mission screen in 1.82, where it no longer limits the field of the map and the systems and map edges all along the sides get cluttered up, sometimes making it impossible to read the contract information or menu.

Image

It'd be nice if we could get these two crazy kids to work together in harmony. Ideas, anyone?
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Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.5.6 (07/05/

Post by phkb »

Here's a quickly cobbled together fix that puts all the contract details underneath the chart, instead of down the side: Escort Contracts.oxz (version 1.6.3). Only available via by Box account at present, so you'll have to plonk it in your Addons folder.

I'm not sure who the maintainer of this OXP is, but whoever it is can take what I've put together and improve it. If there's no current maintainer I'm happy to put it in my basket.
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Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.5.6 (07/05/

Post by Norby »

phkb wrote:
I'm not sure who the maintainer of this OXP is
Chimrod is in the last history entry of wiki page.
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Re: [UPDATED RELEASE] - Escort Contracts OXP - 1.5.6 (07/05/

Post by Diziet Sma »

Norby wrote:
phkb wrote:
I'm not sure who the maintainer of this OXP is
Chimrod is in the last history entry of wiki page.
Chimrod simply contributed a bugfix (1.6.2), and instead of passing it along to the maintainers, took it upon themselves to post a new version to the wiki and repository. They don't seem to have taken over as maintainer. So I'd be inclined to regard it as presently still in the hands of Keeper, ZygoUgo and Norby, at the moment.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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