Eric Walch wrote:System is only populated on first entry. And that is always from the witchspace side with exception of the first launch after reloading (or starting) a new game. So instead of a (relative) time consuming scan for all entities on every launch, it is more efficient to flag this first launch.
And all scans for custom ships on witchspace entry have always been useless as the outcome would be by definition 0. But bear in mind that most scripts were made by people that did know the details and just copied existing scripts, and sometimes copied stuff that they didn't need. And those bugs were copied again by others. So never assume that an existing script is correct.
Thanks Eric.
Okay, after around 18 hours of sleep + work, I'll work on recoding the ose.js script so that it does things the proper way.
The issues as I see them with the existing OSE script (both plist and js) are:
- Some ships don't get added to the system when you load a save game. They only appear after your next witchjump
- Some ships get added every time you leave a station. Dock and leave a station 6 times, and you can have 6 more of these ships flooding the system
- Some ships are supposed to appear in interstellar space, but most aren't
- Free Trade Zone does different things depending on exiting the station, or exiting witchspace. Are these differences supposed to be there?
Lestradae - can you please provide me with a list of which ships are supposed to do what, based on the above differences.
These are all of the related ships in the current existing code:
Added in witchspace jump, but not from save game
this.addFrogRickshawShip();
this.addMissionaryShips();
this.addClipperShip();
this.addDredgerShip();
this.addExecutiveFlightShips();
this.addSalezaShips();
this.addSuperCobraShips();
this.addIxianShips();
this.addHardPirateShips();
this.addBehemothShips();
this.addFreeTradeZoneExitWhitespace();
this.addPirateCove();
this.pimpMySystem();
Multiple possible duplicates on every dock/departure
this.addOoBayShips();
this.addInraPatrolShips();
this.addNavyPatrolShips();
Which of the above ships are you aware of that are allowed to appear in interstellar space.
Free Trade Zone from witchspace
1 x pirate @ 25% chance
3 x ftzpirate @ 100%, 70% and 30% chance
2 x ftzhauler @ 50% and 25% chance
Free Trade Zone extras on every exit from station
1 x pirate @ 50% chance
1 x ftzpirate @ 25% chance
2 x ftzhauler @ 50% and 25% chance
1 x police @ 10% chance
I suspect that this needs to change to be a consistant set of rules for the ships, regardless of entry from witchspace, station, or save game. Is that right?