A new version (0.6). Not much new, but tuning the earlier work.
* Pirate Hermits have been granted a little more energy.
* Pirate Hermit AI tweaked so that, if there are hunters about, the base orders the pirates in it's group to attack. Otherwise it's up to the pirates themselves, if they wish to engage or not.
* Relocator tweaked so that the relocation happens using region LANE_WPS, which means the new hermit will be located at some of the three lanes weighted by their length. This better follows the original population regions that are LANE_PS, LANE_WP and rarely PLANET_ORBIT_HIGH. Trying to keep the game fun, not tedious here.
* Pirate Hermit should now have it's BGS docking tunnel effect back.
Download:
https://app.box.com/s/q4bwefafdgo1dohsdsj7gbsj8ze9k0b9
Fritz wrote:...But isn't this.$hermitPointer undefined when used the first time in this.systemWillPopulate()? And shouldn't this this give an error or warning in the log file? It doesn't, so perhaps I'm overlooking something.
Population works so that this.systemWillPopulate() sets the populator callback functions, but it does not run them. In this case, enough populator callback functions are created to move all destructed hermits to new places and finally this.$hermitPointer is set to 0. Next the callback functions trigger in priority order. Priority goes by default so that the core population happens first (priority < 100) and then oxp population (priority 100 by default). The this.$hermitPointer is used to iterate through an array inside this.$movedHermits object. The array holds original positions and new location seeds for all destructed hermits.
ocz wrote:@Friendly fire: Is there an option in AI script programing to let the AI check, what is in there aiming cross? if not, maybe the AI could be made to stop firing and to change its position, when hitting the hermit trice in a row. Maybe even in direction of the docking bay, to take position over it, but only if it's easy to write.
I'm not doing any pirate AI tweaking here, just using the core AI trying to produce "interesting" situations. Most likely possible, but I'll rather up the station energy. On the other hand, if the station blows, then it blows. It's an interesting event as long as it does not happen too often. If it does happen too often, I'll need to harden the station.
ocz wrote:
Or: Is there en eventhandler when the station is hit, that also gives the attacker? (I'm using my android tablet right now and the browser keeps chrashing, so I'm having trouble to look it up myself.) This way the done damage could be given back to the station, to nearly turn damage by friendly fire off.
Yes there is and this is a viable idea. I'll keep it in mind, if the station still keeps on constantly destructing with the higher energy reserve.
ocz wrote:
@features for chaotic hermits: The only thng I came up with quickly is, that I never have been attacked by standard offeners in the Savezone of the main station. Can this be easily transfered to hermits, too? Even if it's a chaotic hermit, I wouldn't allow brawls at my frontdoor.
The idea I'm shaping into reality here is a couple of "grunts" patrolling the station, keeping order by attacking all ships that get aggressive. Sort of a private security service provided by the shady businessperson the local miner has made the deal with.