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Posted: Tue Jun 01, 2010 8:00 pm
by Thargoid
maik wrote:
I'm at 3000+ kills. So 1/3 wasn't that far off ;-)

I actually installed the OXP because it said it rebalances the ooniverse against all the navy vessels. So it would be cool to see the Thargoid carrier once in a while engaged in battle with the Navy. Or as part of a larger Thargoid attack fleet. On its own it seems misplaced as long as it doesn't spawn lots of Thargoid vessels. In my mind it should be a very rare occurrence to see one, more like 2% chance as the maximum...

Just my 2 ct...
Somehow I think you'll enjoy TCAT too when you can get 1.74 to run it on :twisted:

Posted: Tue Jun 01, 2010 8:08 pm
by maik
Honestly, I can't wait. I'm a sucker for good missions and don't mind frying Thargoids, pirates, and the occasional politician if the payment is right :twisted:

Posted: Sat Jun 19, 2010 12:47 pm
by maik
maik wrote:
Thargoid carriers max energy and recharge rate lowered from 25000/100 to 10000/10
So far I found them too easy. They appear quite frequently (feels like 1/3 chance) at the witch point and move only slowly. I put about 20.000 km distance between them and myself and fire my four military lasers until they overheat. The fourth round destroys them. Easy money. They don't fire a single shot, very rarely some Thargoid vessels start from them (I think robot fighters). The carriers really don't attack but just wait to be executed.
I now installed some more Thargoid related OXPs and this made them much harder to destroy (taking many minutes of almost constant firing) while also making them a bit more aggressive (they seem to have a single laser which they fire at you sometimes) and making them spawn more ships (I've seen two "normal" Thargoids so far, so still not enough for a carrier that is under attack but already better :) Overall, they are a lot more believable now, still with room for improvement: Making them appear less frequently and making them spawn more ships.

Cheers,
-Maik

Posted: Sat Oct 23, 2010 5:51 pm
by Mauiby de Fug
Not a big deal, but this keeps on popping up in my log file:

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[script.javaScript.warning.ooliteDefinedError]: ----- JavaScript warning (<unidentified script>): The event handler shipLostTarget has been renamed to shipTargetLost. The script behemoth_fighter must be updated. The old form will not be supported in future versions of Oolite.
[script.javaScript.warning.ooliteDefinedError]:       (null), line 0.
I've actually been using the Behmoths.oxp (version 2.5.4), but have just installed this oxp to replace it and add some more variety, and noticed that "behemoth-fighter.js", the offending script, is exactly the same...

Posted: Sun Oct 24, 2010 11:53 am
by Mauiby de Fug
Okay, Linux case sensitivity thing:

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[shipData.load.begin]: Loading ship data.
  [shipData.load.error]: ***** ERROR: the shipdata.plist entry "adck_bhmBallturret" specifies non-existent model "adck_Ballturret.dat".
The model should be "adck_ballturret.dat"

Posted: Fri Nov 05, 2010 9:02 pm
by OSH
Next bug:

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  [shipData.load.error]: ***** ERROR: the shipdata.plist entry "adck_intercept-minesweeper" specifies non-existent model "navy-minesweeper.dat".
  [shipData.load.error]: ***** ERROR: the shipdata.plist entry "adck_navy-minesweeper" specifies non-existent model "navy-minesweeper.dat".
  [shipData.load.error]: ***** ERROR: the shipdata.plist entry "adck_navy-minesweeper-battlegroup" specifies non-existent model "navy-minesweeper.dat".
  [shipData.load.error]: ***** ERROR: the shipdata.plist entry "adck_navyradar" specifies non-existent model "navy_radar.dat".
  [shipData.load.error]: ***** ERROR: the shipdata.plist entry "adck_picket-minesweeper" specifies non-existent model "navy-minesweeper.dat".
I know, I have to rename these files, but it will be good, when an update/patch will be released soon...

Re: [Release] ADCK's Behemoths

Posted: Wed Jul 20, 2011 9:05 pm
by Gimi
Another bug I believe.

Get the following error in the log:

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22:39:31.039 [ai.load.failed.unknownAI]: Can't switch AI for <ShipEntity 0x1a57e310>{"Mine Sweeper Satellite"} to "minesweeperAI.plist" - could not load file.
The file "minesweeperAI.plist does not exist in the OXP

The only place in the scripts where "minesweeperAI.plist" is mentioned is here:
Line 21929 in shipdata.plist

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<key>adck_navy-minesweeper-battlegroup</key>
	<dict>
		<key>ai_type</key>
		<string>navyBattlegroupMineSweeperAI.plist</string>
		<key>auto_ai</key>
		<string>0</string>
		<key>like_ship</key>
		<string>adck_navy-minesweeper</string>
		<key>roles</key>
		<string>navy-battlegroup-escort(2)</string>
		<key>script</key>
		<string>navyMineSweeper.js</string>
	</dict>
Looks odd to me. Any ideas?

Re: [Release] ADCK's Behemoths

Posted: Wed Jul 20, 2011 9:27 pm
by CommonSenseOTB
Yeah, too many bugs in one day makes me itchy! :P

Re: [Release] ADCK's Behemoths

Posted: Thu Jul 21, 2011 8:35 am
by ADCK
Gimi wrote:
Another bug I believe.

Get the following error in the log:

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22:39:31.039 [ai.load.failed.unknownAI]: Can't switch AI for <ShipEntity 0x1a57e310>{"Mine Sweeper Satellite"} to "minesweeperAI.plist" - could not load file.
The file "minesweeperAI.plist does not exist in the OXP

The only place in the scripts where "minesweeperAI.plist" is mentioned is here:
Line 21929 in shipdata.plist

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<key>adck_navy-minesweeper-battlegroup</key>
	<dict>
		<key>ai_type</key>
		<string>navyBattlegroupMineSweeperAI.plist</string>
		<key>auto_ai</key>
		<string>0</string>
		<key>like_ship</key>
		<string>adck_navy-minesweeper</string>
		<key>roles</key>
		<string>navy-battlegroup-escort(2)</string>
		<key>script</key>
		<string>navyMineSweeper.js</string>
	</dict>
Looks odd to me. Any ideas?
Thought I mentioned it in the OP but i didn't... this version of ADCK's behemoths requires Galactic Navy to work.
Never got around to making all the changes on this OXP that I wanted to, and I still consider it a WIP.

Will update it at some distant point in the future.

Re: [Release] ADCK's Behemoths

Posted: Thu Jul 21, 2011 8:59 am
by Gimi
Thank you ADCK, that explains a lot. Looks like I will have to consider putting Galactic Navy back in.

Are the errors posted by OSH above of a similar nature. I did make some changes in shipdata.plist, pointing back to the models included in ADCK's Behemoth's, and the errors went away. May be that I have broken something else when doing that though.

Re: [Release] ADCK's Behemoths

Posted: Wed Sep 28, 2011 10:38 pm
by sdrubble
Hi ADCK... I just found one more little issue here - I'm using [b]ADCK's Behemoths 1.2, Galactic Navy 5.3.0, Oolite-1.75.3-beta[/b]:

from my own log:

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[script.load.notFound]: ***** Could not find a script file named galNavyTarget-ThargCruiser.js.
from some other folks' logs that I found while hunting for the RIGHT forum topic to post (it's THIS one, I guess :mrgreen: )

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[script.load.notFound]: ***** Could not find a script file named galNavyTarget-Thargoid.js.
from [b]\Oolite\AddOns\adcks_behemoths_v1.2.oxp\Config\shipdata.plist[/b]:

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[1]
		<key>name</key>
		<string>Thargoid Armoured Invader</string>
		<key>port_weapon_type</key>
		<string>WEAPON_THARGOID_LASER</string>
		<key>roles</key>
		<string>thargoid(0.6) galnav-thargcruiser thargoid-mothership galactic-navy-thargoid</string>
		<key>scanClass</key>
		<string>CLASS_THARGOID</string>
		<key>script</key>
		<string>galNavyTarget-ThargCruiser.js</string>

and [2]

		<key>name</key>
		<string>Thargoid Invader</string>
		<key>roles</key>
		<string>thargoid(0.6) galnav-thargoid thargoid-mothership galactic-navy-thargoid</string>
		<key>scanClass</key>
		<string>CLASS_THARGOID</string>
		<key>scanner_range</key>
		<real>60000</real>
		<key>script</key>
		<string>galNavyTarget-Thargoid.js</string>
so, if I got this right, ADCK's Behemoths 1.2 is expecting to find 2 scripts from Galactic Navy 5.3.0, which don't exist. Actually there's a 'Scripts-old' folder in GN containing the file [b]'galNavyTarget-Thargoid.js'[/b], but I don't think it will be loaded by Oolite due to the [b]'-old'[/b] folder suffix.

Or would it be that there's a THIRD OXP supposed of providing these 2 scripts ? :shock:

And thx for this awesome OXP !! I didn't really have a chance to meet either the Behemoths or the Navy yet, as I've just finished putting a few OXPs in and taking some others out - that's why I went peeking into the log after a short trial run.

Cheers! :mrgreen:

Re: [Release] ADCK's Behemoths

Posted: Thu Sep 29, 2011 7:12 am
by Eric Walch
sdrubble wrote:
so, if I got this right, ADCK's Behemoths 1.2 is expecting to find 2 scripts from Galactic Navy 5.3.0, which don't exist. Actually there's a 'Scripts-old' folder in GN containing the file [b]'galNavyTarget-Thargoid.js'[/b], but I don't think it will be loaded by Oolite due to the [b]'-old'[/b] folder suffix.

Or would it be that there's a THIRD OXP supposed of providing these 2 scripts ? :shock:
I remember optimising the galNavy oxp a bit. There were several scripts that almost did the same. this is a pain when you want to make small changes, as you have to change the thing in all the individual scripts. I changed them so all related ships use the same script what makes updating much easier. That changes I gave to Nemoricus and he kept it in. For reference I put the old scripts in a "old-" folder, but those scripts might not work at all because of other changes.

ADCK's Behemoths should not have added links to the scripts, but should only use a like_ship reference to the GN ships. That way, any improvement will automatically get incorporated in ADCK's Behemoths.

Re: [Release] ADCK's Behemoths

Posted: Thu Sep 29, 2011 7:26 am
by Gimi
If you look a bit earlier in this thread, you will see that I posted a few bugs as well. In doing that I actually tried to trace quite a few error messages in both GalNav and ADCK's Behemoths that I didn't post here.

There are problems with ADCK's Behemoths, and as ADCK also replies it requires GalNav to work and he considers it a work in progress. In the end I reverted to using Behemoths.oxp as there were just too many issues with ADCK's Behemoths and it's interdependencies with GalNav (which has it's own problems as well). It's sad, since Behemoths.oxp really could do with a graphics/eye candy update and ADCK got of to a very good start.

Re: [Release] ADCK's Behemoths

Posted: Fri Sep 30, 2011 2:29 am
by sdrubble
Thx Eric & Gimi,

What you've both posted is, sadly, more or less along the lines of what I was expecting to learn. Had to ask though to be sure... :?

For the moment I'll keep both ADCK's BM and GN. What I'll (tentatively) do is to clone some other existing GN script into galNavyTarget-ThargCruiser.js . The worst I can see happening by doing this is some new Thargoid ships appearing with quirky behaviours. :roll:

I will also try to [temporarily] ressurrect galNavyTarget-Thargoid.js from the 'Scripts-old' folder, and keep an eye on the log to see how things behave. 8)

As a last resort, and depending on how much things become hairy, I'll follow Gimi's solution, i.e. removing ADCK's and putting the original Behemoths in its place. :cry: Since I'd like to keep ADCK's variety, hope it won't have to come to this though. :|

Thx all and take care... :D

Re: [Release] ADCK's Behemoths

Posted: Fri Sep 30, 2011 7:33 am
by Eric Walch
sdrubble wrote:
I will also try to [temporarily] ressurrect galNavyTarget-Thargoid.js from the 'Scripts-old' folder, and keep an eye on the log to see how things behave. 8)
The whole implementation of the Galnavy-thargoids in ADCK's oxp is a bug. Those thargoids from gal navy are only supposed to be added for a special mission. And that script is written to set specific mission variables. In ADCK's Behemoths, those thargoids suddenly get a 'thargoid' role. That means they will also be added then no thargoid mission is running. And that way screwing up other GalNavy missions.

So to summarise: its a good thing that the script can't be found. It will probably do more harm than good. On the other hand: when you do the mission the mission will fail because of a missing script.

Also the behemoth addition script is not Oolite 1.75 proof. The original Behemoth script was not 1.75 compatible and I updated the original already well before 1.75 was released. I also informed ADCK about this change. But, after just having downloaded the latest version (1.2) I noticed it still contains the old scripts, incompatible with 1.75. (Okay it is just one character in the whole oxp that is wrong, but that will prevent addition of the behemoth in normal space)

With all these bugs, its better to stay away from it till this is sorted out. And the 1.2 version of the oxp should probably be moved into the wiki category with problem oxps.

EDIT: done, moved to problem oxp's. The way its written, it will corrupt GalNavy missions when both are installed. And it was NOT 1.75 compatible as previous shown in the wiki table.