Galactic Navy Strikes Back
Moderators: winston, another_commander
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- Dangerous
- Posts: 84
- Joined: Sun Apr 26, 2009 10:24 pm
I've asked him about them, but I haven't heard back yet.
I'm going to wait a while before I decide which suggestions to act on, so keep them coming.
If any one has SpecOps missions to suggest, please PM them to me. They're not something that I'd like to discuss openly on the forums. After all, they should have some surprise to them, no?
I'm going to wait a while before I decide which suggestions to act on, so keep them coming.
If any one has SpecOps missions to suggest, please PM them to me. They're not something that I'd like to discuss openly on the forums. After all, they should have some surprise to them, no?
Dream as if you'll live forever
Live as if you'll die tomorrow
Live as if you'll die tomorrow
Re: ..
Hmm. The difficulty I have with this is that the current missions are emergency situations. The navy really should not have several of those!Lestradae wrote:A longer "bulletin board" with missions - a bit into the direction Frontier & FFE had.
However, a change could be like this:
- have emergency missions show up without visiting the navy station, probably asking the player to fulfull them after he arrives in such a system
- have other optional missions at the base, e.g. transporting important goods and fight off rivals of the navy while doing so or escort a navy convoy.
I'd already be happy if the leaderboard would show the player and where he's among those pilotsLestradae wrote:That you can actually join the navy and rise in their ranks.
With the pilot really enlisting the problem is the following: He might not do anything on his own anymore, as he's now a professional part of the navy and thus not allowed to leave.
A solution I could see: The reserve pilot could enlist in some "mini-campaigns" where running away would result in a fugitive rating or such...and after those campaigns, he's free again.
Screet
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
Re: ..
With JS it shouldn't be to hard to change the leaderbord page in a way is sorts the commanders based on sorties. And when the player bypasses the lowest entry, he will be on the board too.Screet wrote:I'd already be happy if the leaderboard would show the player and where he's among those pilots
UPS-Courier & DeepSpacePirates & others at the box and some older versions
"At SecCom stations a player may check incoming news, buy victory bonds to support the Navy, or sign up for reserve duty."
Hmm - missing something. Just tried this oxp, when I dock at military station its no differant to normal, no news, leaderboard, etc - any ideas on what i'm doing wrong?
using oolite vrs 1.73, current rating "deadly"
Hmm - missing something. Just tried this oxp, when I dock at military station its no differant to normal, no news, leaderboard, etc - any ideas on what i'm doing wrong?
using oolite vrs 1.73, current rating "deadly"
No previous version - this is first time I've tried the oxp.Nemoricus wrote:Hmm....did you remove the previous version of Galactic Navy? This one completely replaces the old one.
Navy ships, etc are present, however when dock at Navy SecCom Station I go to the nornal Present System / Equipment screen, though the present system is given as Present System: Raeddi Navy SecCom Station
I tried installing Galactic Navy 5.2.1 & Behemoth 2.5.1 together and seperately - but no difference. However, many pages of errors in the log file - the last few being:
[shipData.load.error.badSubentity]: ***** ERROR: the shipdata.plist entry "intercept-argus" has a broken subentity definition "behe-ballturret" (should have 8 tokens, has 9).
[shipData.load.error.badSubentity]: ***** ERROR: subentity declaration for ship intercept-argus specifies no subentity_key.
[shipData.load.error.badSubentity]: ***** ERROR: the shipdata.plist entry "intercept-argus" has a broken subentity definition "behe-ballturret" (should have 8 tokens, has 9).
[shipData.load.error.badSubentity]: ***** ERROR: subentity declaration for ship intercept-argus specifies no subentity_key.
[script.load.world.listAll]: Loaded 18 world scripts: "behemoth" 2.5.1, "Behemoth-script01", "deep_space_pirates" 1.0, "Famous Planets Launch Script" 1.2, "FuelStation-Setup" 1.00, "GalNavy" Build 0138, "hofd" GalNavy Build 118 / HOFD Build 55, "oolite-cloaking-device" 1.73, "oolite-constrictor-hunt" 1.73, "oolite-nova" 1.73, "oolite-thargoid-plans" 1.73, "oolite-trumbles" 1.73, "Random_Hits", "reticle_target_sensitive" 0.0, "System Redux 1.0" 1.2, "targetAutolock" 1.0, "thargoid_wars", "Welcome Information Script" 0.6
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[script.javaScript.warning.206]: ----- JavaScript warning ("drones_Launcher" 1.00): Entity.setPosition() is deprecated, use entity.position = foo instead.
[script.javaScript.warning.206]: ----- JavaScript warning ("Welcome Information Script" 0.6): system.goingNova is deprecated, use system.sun.isGoingNova instead.
[script.javaScript.warning.206]: ----- JavaScript warning ("FuelStation" 1.01): Entity.setOrientation() is deprecated, use entity.orientation = foo instead.
[script.unpermittedMethod]: ***** SCRIPT ERROR: in AI "fueltankAI.plist" state ADD_FUEL, method 'addFuel:' not allowed. In a future version of Oolite, this method will be removed from the handler. If you believe the handler should allow this method, please report it to [email protected].
[shipEntity.setupEscorts.escortShipCircularReference]: ----- WARNING: Ship <ShipEntity 0x1d214ea0>{"Navy Viper" ID: 433 position: (-12724.4, -9369.17, 193309) scanClass: CLASS_POLICE status: STATUS_IN_FLIGHT} requested escorts, when it is an escort ship itself. Avoiding possible circular reference overflow by ignoring escort setup.
[shipEntity.setupEscorts.escortShipCircularReference]: ----- WARNING: Ship <ShipEntity 0x1d2184a8>{"Navy Viper" ID: 434 position: (-17376.9, -9425.47, 193309) scanClass: CLASS_POLICE status: STATUS_IN_FLIGHT} requested escorts, when it is an escort ship itself. Avoiding possible circular reference overflow by ignoring escort setup.
[shipEntity.setupEscorts.escortShipCircularReference]: ----- WARNING: Ship <ShipEntity 0x1d21bab0>{"Navy Viper" ID: 435 position: (-13430, -9492.83, 194744) scanClass: CLASS_POLICE status: STATUS_IN_FLIGHT} requested escorts, when it is an escort ship itself. Avoiding possible circular reference overflow by ignoring escort setup.
[shipEntity.setupEscorts.escortShipCircularReference]: ----- WARNING: Ship <ShipEntity 0x1d21f0b8>{"Navy Viper" ID: 436 position: (-16610.2, -9364.18, 195111) scanClass: CLASS_POLICE status: STATUS_IN_FLIGHT} requested escorts, when it is an escort ship itself. Avoiding possible circular reference overflow by ignoring escort setup.
[script.javaScript.warning.206]: ----- JavaScript warning ("Welcome Information Script" 0.6): system.goingNova is deprecated, use system.sun.isGoingNova instead.
[script.javaScript.warning.206]: ----- JavaScript warning ("FuelStation" 1.01): Entity.setOrientation() is deprecated, use entity.orientation = foo instead.
[script.javaScript.warning.206]: ----- JavaScript warning ("FuelStation" 1.01): Entity.setOrientation() is deprecated, use entity.orientation = foo instead.
[ship.escortSetup.wtf]: Pending escort count for <ShipEntity 0x1b1fee18>{"Boa Class Cruiser" ID: 446 position: (11569.7, -6527.31, -9421. scanClass: CLASS_NEUTRAL status: STATUS_LAUNCHING} is 4, expected 0. This is an internal error, please report it.
[script.unpermittedMethod]: ***** SCRIPT ERROR: in AI "fueltankAI.plist" state ADD_FUEL, method 'addFuel:' not allowed. In a future version of Oolite, this method will be removed from the handler. If you believe the handler should allow this method, please report it to [email protected].
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[gameController.exitApp]: .GNUstepDefaults synchronized.
Closing log at 2009-06-28 09:29:21 +0100.
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
In your log I see nothing what could explain this problem. I see however another problem:DGill wrote:Navy ships, etc are present, however when dock at Navy SecCom Station I go to the nornal Present System / Equipment screen, though the present system is given as Present System: Raeddi Navy SecCom Station
Code: Select all
[shipData.load.error.badSubentity]: ***** ERROR: the shipdata.plist entry "intercept-argus" has a broken subentity definition "behe-ballturret" (should have 8 tokens, has 9).
[shipData.load.error.badSubentity]: ***** ERROR: subentity declaration for ship intercept-argus specifies no subentity_key.
[shipData.load.error.badSubentity]: ***** ERROR: the shipdata.plist entry "intercept-argus" has a broken subentity definition "behe-ballturret" (should have 8 tokens, has 9).
[shipData.load.error.badSubentity]: ***** ERROR: subentity declaration for ship intercept-argus specifies no subentity_key.
[script.load.world.listAll]: Loaded 18 world scripts: "behemoth" 2.5.1, "Behemoth-script01", "deep_space_pirates" 1.0, ......
UPS-Courier & DeepSpacePirates & others at the box and some older versions
Code: Select all
[ship.escortSetup.wtf]: Pending escort count for <StationEntity 0x10ef3de8>{"Behemoth - Bolverk" "Behemoth - Bolverk" ID: 234 position: (13587.7, 333.453, 178253) scanClass: CLASS_POLICE status: STATUS_ACTIVE} is 2, expected 0. This is an internal error, please report it.
Take a look at your save file and tell me what the value of mission_seccom_station is.
Dream as if you'll live forever
Live as if you'll die tomorrow
Live as if you'll die tomorrow
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
Try starting the game with missionVariables.seccom_station undefined. Than I also get no messages. It probably only works for players that have played the previous version.Nemoricus wrote:While I couldn't replicate your error, ....
UPS-Courier & DeepSpacePirates & others at the box and some older versions
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
Neolite Megaships has a problem. It uses the same internal ship names as the original Behemoth.oxp. No idea why, but this leads to all kind of bugs. e.g. one of the target ships for galactic navy now becomes a mix of both ships. : Body of the original Behemoth, but subentities of the neolite ship. And its ship-script is removed so it stops doing anything it should do for the mission. So better remove those megaships when playing GN.DGill wrote:Thanks, I'll try that. I had not realised that neolite-megaships also had the behemoth.
Neolite Megaships even changed the scanclass for his ship so players don't loose their legal status when attacking the new behemoth.
No idea why it deliberately overwrites all behemoths. It looks like a major bug to me that has new conflicts with other oxp's pre-programmed. When someone does not want the old behemoth ships he just can remove that behemoth.oxp instead of overwriting it.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
- Cmdr James
- Commodore
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