zx_cb wrote: ↑Fri May 20, 2022 3:25 am
I honestly think that should be ditched for reasons:
I'd like to, but I'm trying to maintain the *one thing* you MUST be able to do at your own Hermitage, which is to be able to save your game. In order to do that, the Rock Hermit has to be spawned in a certain way, and once spawned, some properties of the entity can't be changed without respawning it. And as soon as you respawn it, you can't save your game at the Rock Hermit until you leave the system and come back again. So, to work around that limitation, I put in some (rather tenuous) in-game logic for why you have to fly to a local system and come back. Not ideal, but the only way to solve the issue.
zx_cb wrote: ↑Fri May 20, 2022 3:25 am
Even so, what could be a fun trip there and back with some new frags on the way in the main ship, would be at least a tedious chore in sans-injectors Adder, closer to downright suicide if it`s an Anarchy or Feudal. Forcing the player to do this *each time* in under-equipped ship not only takes big way from hermit management, but can easily just end their career outright.
Which is a fair call. I can certainly adjust the selection process to find safer systems.
zx_cb wrote: ↑Fri May 20, 2022 3:25 am
The whole concept of certain TL of goods required to buy upgrades is interesting but has its logical breakdowns.
It was an experiment, but as you have noted, it has limitations, which is why I'm removing it from the next version.
zx_cb wrote: ↑Fri May 20, 2022 3:25 am
Station Upgrades menu has installation time listed for every component, but it seems you simplified it later to 60-seconds-for-everything.
This is purely for testing. If you look at the "hermitage_upgrades.js" file, near the top you should see two lines like this:
Code: Select all
this._freeUpgrades = true;
this._immediateInstall = true;
The "_immediateInstall" is set to true, so you don't have to wait around for your upgrade to show up. Speeds things up for testing. To turn this off, change this value from "true" to "false".
zx_cb wrote: ↑Fri May 20, 2022 3:25 am
Are hired miners just *exist* and produce certain mineral amounts from time to time, or they are actual ships that are supposed to undock and do their thing?
They should be real ships that launch and dock. The errors suggest I've got a bug somewhere. Thanks for finding it!
zx_cb wrote: ↑Fri May 20, 2022 3:25 am
One general thought, thay you may or may not had in mind when creating the Hermitage. For me personally, its MAJOR selling point was a ship hangar, with ability to switch ships. After certain amount of trading and pirate hunting and hired killing and then naval battles I (or a general player, I assume) would want to do just that - get a home port, then get in an Asp or Fer-De-lance and ramp my rating or get a Boa and haul cargo or play space-Uber - become even more free in our play choices, not being tied to one purpose-built ship, especially when we CAN afford not to be.
That was certainly the idea. If you use one of the starting scenarios, getting to that point is going to take some time, but if you add Hermitage to your normal game, and then find a Hermitage to buy, you will end up with two ships - your original ship, and a mining vessel that's part of the Hermitage (or you should - I'll have to check and make sure). If you can get your Hermitage to a reasonably self-sufficient state (with paid miners doing the actual mining, all that jazz), you should be able to head off in your FdL and do your thing, or jump into your Boa and trade for your life. I've included the option to purchase most of the core player-flyable ships as a "station" upgrade, but I guess you're thinking more along the lines of finding a ship at a main station and buying that one to add to your collection. This area probably needs some work to get it flexible enough for all scenarios.
As you've discovered, it's still in a pretty rough shape at the moment, and I'd like to get things stable and playable in the core gameplay (ie owning and operating a Rock Hermit hands on), and afterwards look at ways of enhancing the ship hangar component.
zx_cb wrote: ↑Fri May 20, 2022 3:25 am
I wish it would work flawless in all its aspects one day
Me too! But these reports are great and will help me a bundle in getting things bug free eventually.