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Posted: Wed Jun 17, 2009 6:24 am
Hi Screet,
the idle sitting around must be an AI bug for sure. The Juggernaut Destroyer is supposed to be called by the standard role pirate and is sometimes also called by the role pirate via OSE's own script. So whatever causes the AI hang must be somewhere in the standard pirateAI.plist. There is an AI for 1.73 made by Eric, though. Don't know if you have that one (like me) or the standard core game one?
Did the other sitting duck ships you encountered also have the role pirate?
The other numbers are intended behaviour. For the final OSE version I want to give all pirate ships above 1 million Cr value special bounties - the bounties being tied to what they are worth, and thereby indirectly to what they are capable of. The bounty is 1/10000 of the ship's value. So a 1 million Cr ship has a bounty of 100 Cr if it is encountered as a pirate - and a 106 million ship like a Juggernaut Destroyer has a 10600 Cr bounty if you have the bad luck to encounter such a pirate.
This ship has 3000 energy as a NPC, its recharge rate (as a Destroyer is an "overtuned" ship) is 68. So you will indeed not really dent its "shields" with your puny lasers. You found one of the working strategies against them, though: The cascade missile. They will often successfully flee from q-mines, but photon torpedoes will also work. You will also - in case of really bad luck, a cloaked Juggernaut Destroyer - be able to destroy it with a circle of q-mines if you have a ship fast enough to fly that circle and then escape the blast waves.
Another trick is to hire mighty escorts (you need a high rank for that, and lots of money, but this is not supposed to be easy ) and take such a ship in a pincer movement - then the lasers can be enough to take one down.
The recharge rate would not make any sense in vanilla Oolite, but when OSE is done, this will balance itself out. The Juggernaut Destroyer is supposed to be one of the deadliest ships in game by far. Now you also know what the bounty is for - to win a battle against such a ship, you might have to invest into a lot of appropriate equipment first!
Hope I find a way for the special bounties as they cannot be set by shipdata.plist for the standard roles atm. I know the dev reasoning for this, de facto it means I have to find a way around
Hope the AI bug is found,
L
the idle sitting around must be an AI bug for sure. The Juggernaut Destroyer is supposed to be called by the standard role pirate and is sometimes also called by the role pirate via OSE's own script. So whatever causes the AI hang must be somewhere in the standard pirateAI.plist. There is an AI for 1.73 made by Eric, though. Don't know if you have that one (like me) or the standard core game one?
Did the other sitting duck ships you encountered also have the role pirate?
The other numbers are intended behaviour. For the final OSE version I want to give all pirate ships above 1 million Cr value special bounties - the bounties being tied to what they are worth, and thereby indirectly to what they are capable of. The bounty is 1/10000 of the ship's value. So a 1 million Cr ship has a bounty of 100 Cr if it is encountered as a pirate - and a 106 million ship like a Juggernaut Destroyer has a 10600 Cr bounty if you have the bad luck to encounter such a pirate.
This ship has 3000 energy as a NPC, its recharge rate (as a Destroyer is an "overtuned" ship) is 68. So you will indeed not really dent its "shields" with your puny lasers. You found one of the working strategies against them, though: The cascade missile. They will often successfully flee from q-mines, but photon torpedoes will also work. You will also - in case of really bad luck, a cloaked Juggernaut Destroyer - be able to destroy it with a circle of q-mines if you have a ship fast enough to fly that circle and then escape the blast waves.
Another trick is to hire mighty escorts (you need a high rank for that, and lots of money, but this is not supposed to be easy ) and take such a ship in a pincer movement - then the lasers can be enough to take one down.
The recharge rate would not make any sense in vanilla Oolite, but when OSE is done, this will balance itself out. The Juggernaut Destroyer is supposed to be one of the deadliest ships in game by far. Now you also know what the bounty is for - to win a battle against such a ship, you might have to invest into a lot of appropriate equipment first!
Hope I find a way for the special bounties as they cannot be set by shipdata.plist for the standard roles atm. I know the dev reasoning for this, de facto it means I have to find a way around
Hope the AI bug is found,
L