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Posted: Wed Dec 24, 2008 3:42 pm
by DaddyHoggy
pagroove wrote:
I do however fully agree with Daddyhoggy. .
Somebody agrees with me - it must be Christmas - oh it is... :lol:

Posted: Thu Dec 25, 2008 1:12 am
by pagroove
@ Daddyhoggy

Glad you found your Xmas present :D

Posted: Thu Dec 25, 2008 2:18 am
by pagroove
@Thargoid,

Just did a planetfall taxi mission. Nice. But a little too rewarding I think. Maybe a ride up to the main station should pay 20 credits instead of 50?

I like to see more of this missions also to other in-system objects. Like in Commis OXP you could take a prisinor to a astrogulag or astromine. Or take a bartender from the planetary seedy bar to the in-system spacebar.

Mission types I like to see:

-deliver goods to planets/spacebar within 7 Ly within a challenging time-frame and with a certain chance of danger (people who don't want that the package get delivered)
- Prisinor transport in Dictatorships and Communist Systems
- Mission to get someone down from the main station (reversed taxi ride)
- Get a medicine for a certain desease at a random planet
- Deliver an urgent news item to the Tionisla Chronicle at Tionisla

Posted: Sun Dec 28, 2008 10:53 am
by Thargoid
pagroove wrote:
@Thargoid,

Just did a planetfall taxi mission. Nice. But a little too rewarding I think. Maybe a ride up to the main station should pay 20 credits instead of 50?

I like to see more of this missions also to other in-system objects. Like in Commis OXP you could take a prisinor to a astrogulag or astromine. Or take a bartender from the planetary seedy bar to the in-system spacebar.

Mission types I like to see:

-deliver goods to planets/spacebar within 7 Ly within a challenging time-frame and with a certain chance of danger (people who don't want that the package get delivered)
- Prisinor transport in Dictatorships and Communist Systems
- Mission to get someone down from the main station (reversed taxi ride)
- Get a medicine for a certain desease at a random planet
- Deliver an urgent news item to the Tionisla Chronicle at Tionisla
The version you have pays a random figure between 21-100 credits. But the point is valid, I've updated the master copy to be 11-50 credits now, with the payment offered for the Prime <> Main station half that as they're so close.

I'm not planning at the moment anything based on system type etc, as they will be further bolt-on missions similar to the taxi one. Anyone can write them, and it's something I may come back to in the future if no-one else wants to add things to the idea.

For your mission types thought, the only one I'll comment on (as it's different to the above comment) is the suggestion about the return mission (main station to Prime). That's already in the code you have, the mission can occur between any of the four places within the system (Prime planet, Minor planets, Main station and Moon). Indeed it can start anywhere (any dockable entity) but the final destination will be one of those four. When you're not in a taxi mission and docked, try pressing F5 a few times, you should get another mission offer.

Anyway, an update to the beta-testers based on feedback so far:
  • The bug in the Taxi mission that allows a ride to the same location that you're currently in has been squashed.
  • The Taxi bug about client complaints when you're out of system but not under hire is also gone (it's linked to the above one).
  • The lack of bar name on the planet-side seedy bars with Random Hits is fixed.
  • Using Frame's clever idea for intermediate stations, you can now planet-land with any ship reliably (tested it with a Dredger player ship). I know there will be arguments about this, but that's how I want it as even those ships aren't that big compared to planets.
  • I think I can see why currently PlanetFall and Save Anywhere aren't working together. I'm going to look inside SA to see how I can recognise when we're on a "save launch" and with that making them work together should be simple.
This is just a quick update as I've borrowed the PC at the in-laws. Further feedback welcomed, and will be sorted once I'm home. The next full version of the OXP should be available early next year.[/color]

Posted: Sat Jan 03, 2009 11:20 pm
by Thargoid
I'm pleased to be able to (finally) release the next full version of PlanetFall. The main improvements are:

  • Landing is now possible on any planetary body (planets or moons, but not suns or gas giants) within the systems.
  • Ships require modifications to be purchased (at tech 9+ systems) before landing is possible, and these have a cumulative 2% chance of requiring maintenance per landing made.
  • Landing clearance must be requested and received before landing can happen (request is automatic on approach, you need to wait for approval to be received).
  • Several different locations are now (randomly) available on landing. Each has different characteristics, and one or two surprises.
  • The OXP should be fully compatible with System Redux, Save Anywhere and Solar System OXPs. Indeed I would highly recommend adding at least System Redux to give the full range of places to visit.
  • When Random Hits V2.7.4 or above is also installed, the seedy bars can offer hit missions.
  • It is also customisable to add additional planetary locations.
== Download PlanetFall v1.12 here ==

Additionally there are three other add-on OXPs that are now available (all require v1.10, and are not compatible with earlier versions of PlanetFall):
  • PlanetFall Black Monks link - a small OXP which adds Black Monk Monastaries to the planet location mix. The Black Monk OXP also needs to be installed for the loan/repayment screens to appear.
  • PlanetFall hOopy casino link - another small OXP adding hOopy casinos to the locations. Again the hOopy casino OXP also needs to be installed for the cup and diamond game to be available.
  • PlanetFall Taxis mission - A demonstration OXP to show how planetary locations can be used in missions. It adds intra-system taxi rides, available 25% of the time via the ships manifest (F5) screen when docked. Take your fare to the right place then go back to the manifest screen for your money.
There's probably a lot more I need to add, but as I'm half-asleep it'll have to wait. Anyway, download and enjoy ;)[/color]

...

Posted: Sat Jan 03, 2009 11:50 pm
by Lestradae
Hi Thargoid,

did download :D

What has become of the Galactic Navy add-on? Wouldn't it be cool to have naval bases on the planets, too?

Keep up the good work

L

Posted: Sat Jan 03, 2009 11:54 pm
by DGill
Had a quick try,very impressive - great work Thargoid :D

Posted: Sun Jan 04, 2009 6:30 am
by Divas Kind Imps
I've waited awhile for this- nice work indeed:-)

I look forward to future installments!

Re: ...

Posted: Sun Jan 04, 2009 9:35 am
by Thargoid
Lestradae wrote:
Hi Thargoid,

did download :D

What has become of the Galactic Navy add-on? Wouldn't it be cool to have naval bases on the planets, too?

Keep up the good work

L
There are two issues with it. Firstly for the locations to appear correctly it really needs the conditions key in shipdata.plist to work properly, and at the moment it isn't. Hence they would appear in any system, which didn't fit the bill. But that one could perhaps be worked around with an associated script, but it's not a nice way of doing it.

Secondly and more importantly, I looked closely at the mission text that Matt has set up. Those fairly explicitly say that you're at GalNavy sector command. So having small "navy offices" around doesn't really fit with the storyline of the OXP.

Hence for the moment at least I've left them out.

Posted: Sun Jan 04, 2009 1:36 pm
by Screet
Thargoid wrote:
[*] Ships require modifications to be purchased (at tech 9+ systems) before landing is possible, and these have a cumulative 2% chance of requiring maintenance per landing made.[/color]
With the old version I once went board reading while flying towards the planet from W. Instead of crashing, I was docked. Just don't know if it's fixed now or was a lucky way to survive.

The new version now tells me about planet approach as soon as I launch from a station, which appears to be a little bit early to me. Furthermore, I haven't yet equipped my ship with the landing gear - maybe there should be a warning to get the ship equipped properly instead of suggesting that I could land?

Screet

Posted: Sun Jan 04, 2009 2:01 pm
by Thargoid
You do get a warning about the landing gear, but further down. Even planets have a limited scanner range for such details ;)

The communication from station launch is deliberate, as especially with the taxi mission then there may well be times when the player wants to launch and go down to the planet.

Not entirely sure what you mean about your experience with the old version. It's kinda what should happen, although in the new one it will depend on how fast you're going as to whether there's time for landing clearance to be granted before you hit the ground.

...

Posted: Sun Jan 04, 2009 3:27 pm
by Lestradae
Just a quick note:

The equipment to land on planets is labelled "Planetary Landing Possibility" or somesuch.

I would find it much more immersive if it was titled "Planetary Landing Gear". Just my 0.2 Cr, perhaps it's just me.

Nitpicking :)

L

Posted: Sun Jan 04, 2009 3:39 pm
by Thargoid
It's called "Planetary Landing Capability".

I gave some long thought about what to call it. I didn't like "Planetary Landing Gear" or "...Equipment" as that made it sound like the wheels on which the ship lands (it's "landing gear") for the former, and the latter just didn't sound right.

It's supposed to be more than just the landing gear, also the heat shielding, navigation arrays etc. Hence why I chose the more generic and indeed more accurate name ;)

Posted: Sun Jan 04, 2009 4:08 pm
by pagroove
Why didn't I see this (ok I admit. I was playing GTAIV.).

Anyway on downloading now. Many Thnx for supporting this excellent.OXP.
I will take a look on adding custom locations. 8)

Posted: Tue Jan 06, 2009 4:35 pm
by pagroove
Hi Thargoid,

I was able to land without the landing equipment on injectors without crashing :?:

Downloaded the newest version. I get the message that my ship isn't properly equipped but after that I still get the docking sequence and then I'm on the surface.