Page 18 of 46

Posted: Sun Jan 31, 2010 2:14 pm
by Ramirez
I've updated the OXP to version 1.3; download from the link below.

I haven't had much success getting UTF characters to work reliably, so I've gone back to using normal characters. Hunting Lodges can be identified with an 'F' and any special targets will be marked with a normal asterisk.

More significantly, I've extended the OXP into Galaxy 2 so are twelve more houses to have fun with. I've also added a bit of music to some of the mission screens.

b.t.w, before I start going through each of the galaxies in turn, if there's any preference as to which galaxy I should cover next (excluding galaxy 4 which has no feudals) then let me know.

Posted: Sun Jan 31, 2010 4:00 pm
by ADCK
<Notepad discussion on previous page>
I always favour Wordpad over Notepad. It works fine for plists/javascript.

But if i'm working with bigger files where I'll likely end up needing to know line numbers or check for errors I use a crappy program calledProgrammers Notepad :P I'd probably recommend Notepad++ over it, as it seems like alot of people like it. But I'm too lazy to change HEHE

Posted: Sun Jan 31, 2010 4:30 pm
by JazHaz
ADCK wrote:
But if i'm working with bigger files where I'll likely end up needing to know line numbers or check for errors I use a crappy program calledProgrammers Notepad :P I'd probably recommend Notepad++ over it, as it seems like alot of people like it. But I'm too lazy to change HEHE.
I was quite lazy too! :wink:

I used to use Notepad a lot for editting HTML files for my various website projects.

Now I have switched to Notepad++ for that as well as plist editting.

It shows HTML tags in nice colours.... :)

Tournament Event - The Chase

Posted: Fri Feb 05, 2010 2:48 pm
by corbu
Love this OXP. Great work.

Not sure where else to post this, and I'm probably being stooopid - but I'm having troubles with tournament round 2 - The Chase.

Trouble is - nothing is happening! I've tried everything including searching around and just waiting by the bouy but no drone ever materialises.

Have I missed something....?

BTW I'm on Mac system.

Posted: Fri Feb 05, 2010 3:01 pm
by DaddyHoggy
Ramirez wrote:
I've updated the OXP to version 1.3; download from the link below.

I haven't had much success getting UTF characters to work reliably, so I've gone back to using normal characters. Hunting Lodges can be identified with an 'F' and any special targets will be marked with a normal asterisk.

More significantly, I've extended the OXP into Galaxy 2 so are twelve more houses to have fun with. I've also added a bit of music to some of the mission screens.

b.t.w, before I start going through each of the galaxies in turn, if there's any preference as to which galaxy I should cover next (excluding galaxy 4 which has no feudals) then let me know.
You could always script a few feudals - anarchies can be anarchies for many reasons - perhaps some are because the feudal system has temporarily broken down due to the death of a chief/lord etc...

Posted: Fri Feb 05, 2010 4:47 pm
by Ramirez
corbu - I've had a look and yes there was something slightly wrong with the script there. I've re-uploaded v1.3 and that should fix it. The target should appear near the tournament buoy.

daddyHoggy - that's a possibility, and I'll have a look at what's in galaxy 4 to see if there are some suitable systems. There are some galaxies with only a handful of hi-tech feudal states, and so as the numbers are more manageable I might do a distinct style for those, possibly taking up the Japanese option that was brought up ages ago.

Feudal states and Deep space pirates

Posted: Sun Feb 07, 2010 6:27 am
by Chrisfs
Hey,
just downloaded v1.3.
It works!, I can fly into Aronar and the game doesn't crash. I'm happy about that.

There's an interesting interaction between Feudal States and Deep Space Pirates.
Since the Hunting Lodge is off the beaten path, travelling there results in having to fight a lot of opportunistic pirates. At first this was frustrating (argh , I don't have time for you, I want to get to the Hunting Lodge!), but then I figured it added a lot more reality to the game. These brigands were one of the dangers that the Feudal lords offered protection from.

In the tournaments, it seems like the opponents cheat. You're not supposed to use missles, but I got a couple 'incoming missle' warnings during the fight. Also, your own missles are taken away at the beginning, but not given back at the end of the fight. So I'm out 4x30 credits (more if I had hardened missles)

Overall though, it's a nice and promising OXP :)

Posted: Sun Feb 07, 2010 8:19 pm
by Ramirez
I hadn't really considered the affect of Deep Space Pirates - it's not of the OXPs I've used that much. However I'm glad it doesn't cause too much of a problem.

You're able to defer challenges, so if you have a load of missiles you can sell them off before you start. Unfortunately it's a little tricky doing an accurate scan of a player's missiles (including any OXP missiles) and then giving them back accurately at the end of the challenge.

Posted: Sun Feb 07, 2010 8:44 pm
by Thargoid
If I remember correctly what has been "promised", it should be possible in 1.74 though.

Posted: Sun Feb 07, 2010 8:54 pm
by Eric Walch
Thargoid wrote:
If I remember correctly what has been "promised", it should be possible in 1.74 though.
Yep, in 1.74 you can ask for the players missiles with player.ship.missiles. It returns an array of EquipmentInfo. This allows to get the defined value of each mounted missile before you remove them all.

Update to version 1.4

Posted: Tue Feb 23, 2010 8:00 pm
by Ramirez
Hi all. Here's a further update to The Feudal States. I've modified the challenger odds calculations to make them more suitable for a wider range of players. I've also extended proceedings into Galaxy 3.

I'm planning a Japanese and a Slavic theme for the next few galaxies, so that means new names, titles and some tweaks to the scripts to make sure genders get sorted out properly.

The Feudal States v1.4

Re: Update to version 1.4

Posted: Thu Mar 04, 2010 9:26 pm
by Screet
Ramirez wrote:
Hi all. Here's a further update to The Feudal States. I've modified the challenger odds calculations to make them more suitable for a wider range of players.
Uhhh, yes. At first, they gave me more then 4:1 which was a great income at 100K Cr even while losing my cascade missiles and such. However, those guys still cheat - they fired cascade missiles at me! Fled though and in a fully equipped Caduceus it was VERY easy to do it. I simply stopped still, switched to side view and shot until they fled...and after a few such fights, they only gave me around 0.5:1.

There's two things you probably missed:
1) Aquatics oxp adds guardians, which are automatically released mini-combat drones. They still work. Seem not to make a big difference though, as it were my starboard and port lasers together with triple plasma cannons which made it easy.
2) If you only damage unfair equipment, it's possible that a script runs autorepairs and thus the "disabled" equipment becomes available during the fight. Not sure if that's really an issue - standard caduceus auto repair does have it's limits and I'm not sure what other autorepair options there are. Maybe it's more safe to remove those equipment parts completely and then re-award them later?

Aside from that, I've still got the old "mission" from an earlier accepted tournament in another galaxy, where I had to leave due to crashes. It's not reactivating in the galaxy I'm in now - any suggestions on how to remove that inoperable old mission from my save file without hurting other feudal states variables?

These errors did show up in the log especially the fragment shader and escape pod did spam a lot:

Code: Select all

[shader.compile.fragment.failure]: ***** GLSL fragment shader compilation failed for feudal-fragment-shader.fragment:
>>>>> GLSL log:
0(89) : error C0000: syntax error, unexpected '{' at token "{"
0(89) : error C0501: type name expected at token "{"
0(90) : error C0000: syntax error, unexpected $undefined at token "<undefined>"
0(90) : error C0501: type name expected at token "<undefined>"
0(91) : error C1038: declaration of "vec3" conflicts with previous declaration at 0(90)
0(91) : error C0000: syntax error, unexpected $undefined at token "<undefined>"
0(91) : error C0501: type name expected at token "<undefined>"
0(92) : error C1038: declaration of "diffuse" conflicts with previous declaration at 0(92)
0(92) : warning C7531: pointers require "#extension GL_NV_shader_buffer_load : enable" before use
0(92) : error C1307: non constant expression for array size
0(92) : error C0000: syntax error, unexpected '.', expecting ',' or ';' at token "."
0(92) : error C0501: type name expected at token "."
0(92) : error C1038: declaration of "diffuse" conflicts with previous declaration at 0(92)
0(92) : warning C7531: pointers require "#extension GL_NV_shader_buffer_load : enable" before use
0(92) : error C0000: syntax error, unexpected '(' at token "("
0(92) : error C0501: type name expected at token "("
0(92) : warning C7022: unrecognized profile specifier "dot"
0(92) : error C0000: syntax error, unexpected ')' at token ")"
0(92) : error C0501: type name expected at token ")"
0(92) : warning C7022: unrecognized profile specifier "lightVector"
0(93) : error C1307: non constant expression for array size
0(93) : error C0000: syntax error, unexpected '.', expecting ',' or ')' at token "."
0(93) : error C0501: type name expected at token "."
0(93) : warning C7531: pointers require "#extension GL_NV_shader_buffer_load : enable" before use
0(93) : error C1121: pow: function type parameters not allowed
0(93) : error C0000: syntax error, unexpected '(' at token "("
0(93) : error C0501: type name expected at token "("
0(93) : warning C7022: unrecognized profile specifier "max"
0(93) : error C1121: dot: function type parameters not allowed
0(93) : error C0000: syntax error, unexpected ',' at token ","
0(93) : error C0501: type name expected at token ","
0(93) : warning C7022: unrecognized profile specifier "reflection"
0(93) : warning C7022: unrecognized profile specifier "eyeVector"
0(93) : error C1109: function type not allowed for parameter "dot"
0(93) : error C1109: function type not allowed for parameter "pow"
0(96) : error C1109: function type not allowed for parameter "main"
0(97) : error C0000: syntax error, unexpected '{', expecting ',' or ')' at token "{"
0(97) : error C0501: type name expected at token "{"
0(98) : error C0000: syntax error, unexpected '=' at token "="
0(98) : error C0501: type name expected at token "="
0(98) : warning C7022: unrecognized profile specifier "specular"
0(98) : error C1109: function type not allowed for parameter "vec4"
0(99) : error C0000: syntax error, unexpected ';', expecting ',' or ')' at token ";"
0(99) : error C0501: type name expected at token ";"
0(102) : error C0000: syntax error, unexpected ';', expecting ',' or ')' at token ";"
0(102) : error C0501: type name expected at token ";"
0(103) : error C0000: syntax error, unexpected ';', expecting ',' or ')' at token ";"
0(103) : error C0501: type name expected at token ";"
0(106) : error C0000: syntax error, unexpected ';', expecting ',' or ')' at token ";"
0(106) : error C0501: type name expected at token ";"
0(116) : warning C7531: pointers require "#extension GL_NV_shader_buffer_load : enable" before use
0(120) : error C0000: syntax error, unexpected ';', expecting ',' or ')' at token ";"
0(120) : error C0501: type name expected at token ";"
0(125) : warning C7531: pointers require "#extension GL_NV_shader_buffer_load : enable" before use
0(125) : error C0000: syntax error, unexpected ',' at token ","
0(125) : error C0501: type name expected at token ","
0(125) : warning C7022: unrecognized profile specifier "Decal1_Scale_and_Position"
0(125) : warning C7022: unrecognized profile specifier "Decal1_Rotation"
0(125) : error C1109: function type not allowed for parameter "the_decaliser"
0(126) : warning C7531: pointers require "#extension GL_NV_shader_buffer_load : enable" before use
0(126) : error C0000: syntax error, unexpected ',' at token ","
0(126) : error C0501: type name expected at token ","
0(126) : warning C7022: unrecognized profile specifier "Decal2_Scale_and_Position"
0(126) : warning C7022: unrecognized profile specifier "Decal2_Rotation"
0(126) : error C1109: function type not allowed for parameter "the_decaliser"
0(127) : warning C7531: pointers require "#extension GL_NV_shader_buffer_load : enable" before use
0(127) : error C0000: syntax error, unexpected ',' at token ","
0(127) : error C0501: type name expected at token ","
0(127) : warning C7022: unrecognized profile specifier "Decal3_Scale_and_Position"
0(127) : warning C7022: unrecognized profile specifier "Decal3_Rotation"
0(127) : error C1109: function type not allowed for parameter "the_decaliser"
0(128) : warning C7531: pointers require "#extension GL_NV_shader_buffer_load : enable" before use
0(137) : error C0000: syntax error, unexpected ';', expecting ',' or ')' at token ";"
0(137) : error C0501: type name expected at token ";"


[ai.load.failed.unknownAI]: Can't switch AI for <ShipEntity 0x16a1dd90>{"Ritter-Class Jaeger (Aronar)"} from <no AI>:(nil) to "route1trader1AI.plist" - could not load file.
[shader.compile.fragment.failure]: ***** GLSL fragment shader compilation failed for feudal-fragment-shader.fragment:
>>>>> GLSL log:
0(89) : error C0000: syntax error, unexpected '{' at token "{"
0(89) : error C0501: type name expected at token "{"
0(90) : error C0000: syntax error, unexpected $undefined at token "<undefined>"
0(90) : error C0501: type name expected at token "<undefined>"
0(91) : error C1038: declaration of "vec3" conflicts with previous declaration at 0(90)
0(91) : error C0000: syntax error, unexpected $undefined at token "<undefined>"
0(91) : error C0501: type name expected at token "<undefined>"
0(92) : error C1038: declaration of "diffuse" conflicts with previous declaration at 0(92)
0(92) : warning C7531: pointers require "#extension GL_NV_shader_buffer_load : enable" before use
0(92) : error C1307: non constant expression for array size
0(92) : error C0000: syntax error, unexpected '.', expecting ',' or ';' at token "."
0(92) : error C0501: type name expected at token "."
0(92) : error C1038: declaration of "diffuse" conflicts with previous declaration at 0(92)
0(92) : warning C7531: pointers require "#extension GL_NV_shader_buffer_load : enable" before use
0(92) : error C0000: syntax error, unexpected '(' at token "("
0(92) : error C0501: type name expected at token "("
0(92) : warning C7022: unrecognized profile specifier "dot"
0(92) : error C0000: syntax error, unexpected ')' at token ")"
0(92) : error C0501: type name expected at token ")"
0(92) : warning C7022: unrecognized profile specifier "lightVector"
0(93) : error C1307: non constant expression for array size
0(93) : error C0000: syntax error, unexpected '.', expecting ',' or ')' at token "."
0(93) : error C0501: type name expected at token "."
0(93) : warning C7531: pointers require "#extension GL_NV_shader_buffer_load : enable" before use
0(93) : error C1121: pow: function type parameters not allowed
0(93) : error C0000: syntax error, unexpected '(' at token "("
0(93) : error C0501: type name expected at token "("
0(93) : warning C7022: unrecognized profile specifier "max"
0(93) : error C1121: dot: function type parameters not allowed
0(93) : error C0000: syntax error, unexpected ',' at token ","
0(93) : error C0501: type name expected at token ","
0(93) : warning C7022: unrecognized profile specifier "reflection"
0(93) : warning C7022: unrecognized profile specifier "eyeVector"
0(93) : error C1109: function type not allowed for parameter "dot"
0(93) : error C1109: function type not allowed for parameter "pow"
0(96) : error C1109: function type not allowed for parameter "main"
0(97) : error C0000: syntax error, unexpected '{', expecting ',' or ')' at token "{"
0(97) : error C0501: type name expected at token "{"
0(98) : error C0000: syntax error, unexpected '=' at token "="
0(98) : error C0501: type name expected at token "="
0(98) : warning C7022: unrecognized profile specifier "specular"
0(98) : error C1109: function type not allowed for parameter "vec4"
0(99) : error C0000: syntax error, unexpected ';', expecting ',' or ')' at token ";"
0(99) : error C0501: type name expected at token ";"
0(102) : error C0000: syntax error, unexpected ';', expecting ',' or ')' at token ";"
0(102) : error C0501: type name expected at token ";"
0(103) : error C0000: syntax error, unexpected ';', expecting ',' or ')' at token ";"
0(103) : error C0501: type name expected at token ";"
0(106) : error C0000: syntax error, unexpected ';', expecting ',' or ')' at token ";"
0(106) : error C0501: type name expected at token ";"
0(116) : warning C7531: pointers require "#extension GL_NV_shader_buffer_load : enable" before use
0(120) : error C0000: syntax error, unexpected ';', expecting ',' or ')' at token ";"
0(120) : error C0501: type name expected at token ";"
0(125) : warning C7531: pointers require "#extension GL_NV_shader_buffer_load : enable" before use
0(125) : error C0000: syntax error, unexpected ',' at token ","
0(125) : error C0501: type name expected at token ","
0(125) : warning C7022: unrecognized profile specifier "Decal1_Scale_and_Position"
0(125) : warning C7022: unrecognized profile specifier "Decal1_Rotation"
0(125) : error C1109: function type not allowed for parameter "the_decaliser"
0(126) : warning C7531: pointers require "#extension GL_NV_shader_buffer_load : enable" before use
0(126) : error C0000: syntax error, unexpected ',' at token ","
0(126) : error C0501: type name expected at token ","
0(126) : warning C7022: unrecognized profile specifier "Decal2_Scale_and_Position"
0(126) : warning C7022: unrecognized profile specifier "Decal2_Rotation"
0(126) : error C1109: function type not allowed for parameter "the_decaliser"
0(127) : warning C7531: pointers require "#extension GL_NV_shader_buffer_load : enable" before use
0(127) : error C0000: syntax error, unexpected ',' at token ","
0(127) : error C0501: type name expected at token ","
0(127) : warning C7022: unrecognized profile specifier "Decal3_Scale_and_Position"
0(127) : warning C7022: unrecognized profile specifier "Decal3_Rotation"
0(127) : error C1109: function type not allowed for parameter "the_decaliser"
0(128) : warning C7531: pointers require "#extension GL_NV_shader_buffer_load : enable" before use
0(137) : error C0000: syntax error, unexpected ';', expecting ',' or ')' at token ";"
0(137) : error C0501: type name expected at token ";"

[shader.compile.fragment.failure]: ***** GLSL fragment shader compilation failed for feudal-fragment-shader-12.fragment:
>>>>> GLSL log:
0(89) : error C0000: syntax error, unexpected '{' at token "{"
0(89) : error C0501: type name expected at token "{"
0(90) : error C0000: syntax error, unexpected $undefined at token "<undefined>"
0(90) : error C0501: type name expected at token "<undefined>"
0(91) : error C1038: declaration of "vec3" conflicts with previous declaration at 0(90)
0(91) : error C0000: syntax error, unexpected $undefined at token "<undefined>"
0(91) : error C0501: type name expected at token "<undefined>"
0(92) : error C1038: declaration of "diffuse" conflicts with previous declaration at 0(92)
0(92) : warning C7531: pointers require "#extension GL_NV_shader_buffer_load : enable" before use
0(92) : error C1307: non constant expression for array size
0(92) : error C0000: syntax error, unexpected '.', expecting ',' or ';' at token "."
0(92) : error C0501: type name expected at token "."
0(92) : error C1038: declaration of "diffuse" conflicts with previous declaration at 0(92)
0(92) : warning C7531: pointers require "#extension GL_NV_shader_buffer_load : enable" before use
0(92) : error C0000: syntax error, unexpected '(' at token "("
0(92) : error C0501: type name expected at token "("
0(92) : warning C7022: unrecognized profile specifier "dot"
0(92) : error C0000: syntax error, unexpected ')' at token ")"
0(92) : error C0501: type name expected at token ")"
0(92) : warning C7022: unrecognized profile specifier "lightVector"
0(93) : error C1307: non constant expression for array size
0(93) : error C0000: syntax error, unexpected '.', expecting ',' or ')' at token "."
0(93) : error C0501: type name expected at token "."
0(93) : warning C7531: pointers require "#extension GL_NV_shader_buffer_load : enable" before use
0(93) : error C1121: pow: function type parameters not allowed
0(93) : error C0000: syntax error, unexpected '(' at token "("
0(93) : error C0501: type name expected at token "("
0(93) : warning C7022: unrecognized profile specifier "max"
0(93) : error C1121: dot: function type parameters not allowed
0(93) : error C0000: syntax error, unexpected ',' at token ","
0(93) : error C0501: type name expected at token ","
0(93) : warning C7022: unrecognized profile specifier "reflection"
0(93) : warning C7022: unrecognized profile specifier "eyeVector"
0(93) : error C1109: function type not allowed for parameter "dot"
0(93) : error C1109: function type not allowed for parameter "pow"
0(96) : error C1109: function type not allowed for parameter "main"
0(97) : error C0000: syntax error, unexpected '{', expecting ',' or ')' at token "{"
0(97) : error C0501: type name expected at token "{"
0(98) : error C0000: syntax error, unexpected '=' at token "="
0(98) : error C0501: type name expected at token "="
0(98) : warning C7022: unrecognized profile specifier "specular"
0(98) : error C1109: function type not allowed for parameter "vec4"
0(99) : error C0000: syntax error, unexpected ';', expecting ',' or ')' at token ";"
0(99) : error C0501: type name expected at token ";"
0(102) : error C0000: syntax error, unexpected ';', expecting ',' or ')' at token ";"
0(102) : error C0501: type name expected at token ";"
0(103) : error C0000: syntax error, unexpected ';', expecting ',' or ')' at token ";"
0(103) : error C0501: type name expected at token ";"
0(106) : error C0000: syntax error, unexpected ';', expecting ',' or ')' at token ";"
0(106) : error C0501: type name expected at token ";"
0(116) : warning C7531: pointers require "#extension GL_NV_shader_buffer_load : enable" before use
0(120) : error C0000: syntax error, unexpected ';', expecting ',' or ')' at token ";"
0(120) : error C0501: type name expected at token ";"
0(125) : warning C7531: pointers require "#extension GL_NV_shader_buffer_load : enable" before use
0(125) : error C0000: syntax error, unexpected ',' at token ","
0(125) : error C0501: type name expected at token ","
0(125) : warning C7022: unrecognized profile specifier "Decal1_Scale_and_Position"
0(125) : warning C7022: unrecognized profile specifier "Decal1_Rotation"
0(125) : error C1109: function type not allowed for parameter "the_decaliser"
0(126) : warning C7531: pointers require "#extension GL_NV_shader_buffer_load : enable" before use
0(126) : error C0000: syntax error, unexpected ',' at token ","
0(126) : error C0501: type name expected at token ","
0(126) : warning C7022: unrecognized profile specifier "Decal2_Scale_and_Position"
0(126) : warning C7022: unrecognized profile specifier "Decal2_Rotation"
0(126) : error C1109: function type not allowed for parameter "the_decaliser"
0(127) : warning C7531: pointers require "#extension GL_NV_shader_buffer_load : enable" before use
0(127) : error C0000: syntax error, unexpected ',' at token ","
0(127) : error C0501: type name expected at token ","
0(127) : warning C7022: unrecognized profile specifier "Decal3_Scale_and_Position"
0(127) : warning C7022: unrecognized profile specifier "Decal3_Rotation"
0(127) : error C1109: function type not allowed for parameter "the_decaliser"
0(128) : warning C7531: pointers require "#extension GL_NV_shader_buffer_load : enable" before use
0(137) : error C0000: syntax error, unexpected ';', expecting ',' or ')' at token ";"
0(137) : error C0501: type name expected at token ";"

[script.javaScript.warning.undefinedProp]: ----- JavaScript warning ("feudal-escape-pod.js" 1.0): reference to undefined property this.ship
[script.javaScript.warning.undefinedProp]:       ../AddOns/The Feudal States v1.4.oxp/Scripts/feudal-escape-pod.js, line 16.
Looking forward for further fun with this oxp when time allows!

Screet

Posted: Fri Mar 05, 2010 1:14 am
by Chrisfs
Got my first invite to a tournament, unfortunately, I was on the other side of the Galaxy on a passenger run. How long do they last ?

Re: Update to version 1.4

Posted: Fri Mar 05, 2010 10:14 pm
by Ramirez
Screet wrote:
Ramirez wrote:
Hi all. Here's a further update to The Feudal States. I've modified the challenger odds calculations to make them more suitable for a wider range of players.
Uhhh, yes. At first, they gave me more then 4:1 which was a great income at 100K Cr even while losing my cascade missiles and such. However, those guys still cheat - they fired cascade missiles at me! Fled though and in a fully equipped Caduceus it was VERY easy to do it. I simply stopped still, switched to side view and shot until they fled...and after a few such fights, they only gave me around 0.5:1.
It's true I haven't taken every possible piece of OXP equipment into account, and have focused on the more known quantities like fuel injectors and pylon-mounted weapons. I can have a look at removing equipment entirely; I think the problem is having to record what equipment has been removed in order to then add it back in correctly.

It's been very difficult finding a good balance for the challenges, mainly because there's not much we can do with the AI to make enemies smarter.
Increasing an NPC's maximum energy makes a challenge last longer, but it has little real impact on difficulty. All an experienced pilot has to do is be patient and grind down their opponent's energy with repeated attacks. However, this tends to get boring very quickly. I don't want to make the NPCs more dangerous by giving them missiles or other special equipment as this rather defeats the object, and the challenges are meant to be a test of a pilot's raw combat skills rather than a test of weapons technology.

I could prevent players from being able to take part in challenges based upon their ship, though it depends what other information is available to the script - so far I've only been able to get hold of energy and speed. In the case of the Caduceus, the figures for these look fairly moderate but really the plasma turrets really should rule it out of any simple ship-to-ship contests.

With 1.74 I should be able to remove the NPC's ability to use missiles; at the moment what I've done is have the tournament buoy act as a minesweeper to destroy any missiles launched nearby.
Aside from that, I've still got the old "mission" from an earlier accepted tournament in another galaxy, where I had to leave due to crashes. It's not reactivating in the galaxy I'm in now - any suggestions on how to remove that inoperable old mission from my save file without hurting other feudal states variables?
There should be a variable called "mission_feudal_mission"; change the string to "NONE_SET" to clear the mission.
Chrisfs wrote:
Got my first invite to a tournament, unfortunately, I was on the other side of the Galaxy on a passenger run. How long do they last ?
At the moment, they're open indefinitely. I haven't got around to scripting what happens if a player ignores the invite. The idea is that a few weeks later the winner would be announced and then the cycle would start again. If you go back to the tournament location you'll still be able to enter.

Re: Update to version 1.4

Posted: Fri Mar 05, 2010 11:52 pm
by Screet
Ramirez wrote:
I could prevent players from being able to take part in challenges based upon their ship, though it depends what other information is available to the script - so far I've only been able to get hold of energy and speed. In the case of the Caduceus, the figures for these look fairly moderate but really the plasma turrets really should rule it out of any simple ship-to-ship contests.
The funny thing is that my oolite version does even use energy for turret shots, enough so that continuous firing turrets quickly drain the ships energy, but using side lasers also the opponents went down so quick that I didn't once hit the minimum energy for turrets to switch off...and normal oolite won't even drain energy when using turrets.

Since the Caduceus now isn't the only ship with turrets, I guess there's more players who will run into that problem. While I could disable my turrets (also a feature only in my oolite version) others cannot do that. I do wonder whether it would be an idea to add another tougher ship or ship modification for such fights. Maybe one of your models either with more lasers or with the addition of turrets - black monk ships still are a danger, for example. If a player is too effective in such fights, opponents with stronger ships could be selected (if the script engine permits that). Another idea - I'm not sure if that's possible - might be to add a ship script for the opponents that checks for turret damage and adds the amount of energy so that they won't really do any harm.

Screet