Tharglets

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Thargoid
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Tharglets

Post by Thargoid »

Just a little anomally. If Tharglets are spawned rather than fired off as missiles, when they go uncontrolled and are scooped, they appear as either "Slaves" or a named pilot capture, rather than Alien Items.

Slightly more odd as they have the "unpiloted = yes" key, so shouldn't do it anyway. I'm playing with some revised Thargoid/Tharglet variants, but it's true also of the trunk Tharglets.
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Re: Tharglets

Post by goran »

Playing with Yourself again, don't You? :P :lol:
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Re: Tharglets

Post by ClymAngus »

gorans wrote:
Playing with Yourself again, don't You? :P :lol:
Oi! Steady on! Also, "I see your playing with yourself again?" Would be much more understandable way of putting it. Cheap jibes are cheap jibes, still there's no need to sound ill educated through poor delivery.

I too have noticed the quasi unknown status of tharglets after the navy "breezed through". I though it might be an alien items treasure trove only to be cheated into mass tharglet destruction for a frugal bounty.
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Re: Tharglets

Post by Eric Walch »

Thargoid wrote:
Just a little anomally. If Tharglets are spawned rather than fired off as missiles, when they go uncontrolled and are scooped, they appear as either "Slaves" or a named pilot capture, rather than Alien Items.
You must define them as cargo and with slaves as carried cargo. Look in Cargo_Wreck. It contains a pod that only gives alien cargo.
The internal targlet version used a spacial AI command that turns them into alien cargo. (becomeUncontrolledThargon). Maybe you should it also?
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Post by another_commander »

Actually, I consider this to be a bug. Fixed for the next release.
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Re: Tharglets

Post by Thargoid »

Eric Walch wrote:
You must define them as cargo and with slaves as carried cargo. Look in Cargo_Wreck. It contains a pod that only gives alien cargo.
The internal targlet version used a spacial AI command that turns them into alien cargo. (becomeUncontrolledThargon). Maybe you should it also?
I think you misunderstand a little what I mean. I want to have a tharglet that scoops normally (as Alien Items) whether it's launched as a missile or via spawn. If you use the spawn method, even using becomesUncontrolledThargon makes them act wrongly (scoop as either slaves or a specific pirate-personna).

I know I can make them alien items cargo, but then they will be scoopable as such even when they're active (albeit an interesting flying maneuver to catch one) which isn't what I want.

Like I said it's not only my new tharglets that do this, the internal ones do as well (try spawning a tharglet via the JS Console and once it's gone uncontrolled scoop it and see what you pick up in terms of cargo).

@a_c thanks for the fix :)
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Re: Tharglets

Post by goran »

ClymAngus wrote:
gorans wrote:
Playing with Yourself again, don't You? :P :lol:
Oi! Steady on! Also, "I see your playing with yourself again?" Would be much more understandable way of putting it. Cheap jibes are cheap jibes, still there's no need to sound ill educated through poor delivery.
It was ment to be a joke with Thargoid nickname and spawning tharglets (also there are emoticons added for humor impaired).
Sure it doesn't help if english is not the native tongue, not even the second, but You could just keep that comment for Yourself. I'll step on You when You'll try to write something in croatian. :P

signing out for couple of months...
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Post by Tivva »

Not noticed 'cos i don't scoop them...
Shoot them instead, you get credited with a kill plus you get a bounty which covers their market cost.
Sometimes 50Cr, sometimes 114Cr, sometimes more...

Sorry Thargoig for shooting your siblings like this...but the Navy would only dissect them anyway...
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Re: Tharglets

Post by Thargoid »

gorans wrote:
It was ment to be a joke with Thargoid nickname and spawning tharglets (also there are emoticons added for humor impaired).
Don't worry, I understood what you meant. No offense was taken, indeed a minor chuckle was had.
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Post by Cmdr Wyvern »

Tivva wrote:
Not noticed 'cos i don't scoop them...
Shoot them instead, you get credited with a kill plus you get a bounty which covers their market cost.
Sometimes 50Cr, sometimes 114Cr, sometimes more...
If you install the hoopy casino oxp, the hoopys will buy alien items for 80 Cr or more. That makes it worthwhile to scoop dead Tharglets.
Who knows what them crazy rich beings want them for...
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Post by Eric Walch »

I think you misunderstand a little what I mean. I want to have a tharglet that scoops normally (as Alien Items) whether it's launched as a missile or via spawn. If you use the spawn method, even using becomesUncontrolledThargon makes them act wrongly (scoop as either slaves or a specific pirate-personna).
I didn't think at a bug, but trying it myself I see what you mean. it's probably the same bug that was in versions till 1.70. There any cargo that was spawned by script scooped up as slaves. This specific situation was missed when the fix was applied at that time.

Thanks A_C for the quick response.
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Re: Tharglets

Post by JensAyton »

ClymAngus wrote:
Oi! Steady on! Also, "I see your playing with yourself again?" Would be much more understandable way of putting it. Cheap jibes are cheap jibes, still there's no need to sound ill educated through poor delivery.
If we’re dead set on avoiding poor delivery, that should be “I see you’re…”. :-)
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Post by Thargoid »

I've worked around it for Second Wave OXP by spawning a launcher that fires off two Tharglets as missiles before self destructing.

I wasn't around for the 1.70 bug, but from the description it does sound like a remnant of that one that got missed. So all should be ok with 1.72.1, and it's not difficult to work around in the meantime.
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Post by Eric Walch »

Thargoid wrote:
Just a little anomally. If Tharglets are spawned rather than fired off as missiles, when they go uncontrolled and are scooped, they appear as either "Slaves" or a named pilot capture, rather than Alien Items.
another_commander wrote:
Actually, I consider this to be a bug. Fixed for the next release.
I am not sure if this is fixed in the best way. For the salvage mission I create derelicts by adding traders and let them issue a becomeUncontrolledTargon command. That sets their scanclass to cargo and the AI to a dumbAI. But yesterday I witnessed the release of an escapepod when shooting at such a ship. It would be usefull when the becomeUncontrolledTargon would also remove any present pilots. Currently you probably fixed it in an other way.
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Post by another_commander »

The fix I applied was not related to becomeUncontrolledThargon. It was applied at Thargon spawn time only and it simply consisted of handling a bit better the isUnpiloted flag. When becomeUncontrolledThargon is executed on a trader, this trader has already been spawned with crew assigned, so it is likely that a pod might be ejected. I had not considered that a becomeUncontrolledThargon would be issued to anything other than Thargons, it seems a bit unorthodox to me.
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