Posted: Fri Jun 26, 2009 12:11 am
Nemoricus
Didn't Matt364(?) indicate that he had some new missions ready?
Didn't Matt364(?) indicate that he had some new missions ready?
For information and discussion about Oolite.
https://bb.oolite.space/
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.
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 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
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.
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
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[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, ......
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[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.
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, ....
Thanks, all working now.Nemoricus wrote:I've updated my first post with a link to a version that should fix the problem. Replace your current version with this one.
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.