Re: How to cross VOIDS in Oolite!
Posted: Wed Dec 28, 2022 7:39 am
There's an important distinctions to make here that maybe I wasn't explicit on:
It doesn't make much sense for Thargoids to be everywhere in interstellar space.
But...Thargoids are expected to be at the standard mid-jump ambush spot.
As an unfortunate consequence of that, it makes sense that a misjump that arrives at the midpoint between 2 systems will bring the player in contact with "likely" Thargoids regardless of whether the misjump was deliberate or not.
...and drastically reduces the odds of unintentional misjumps happening in the first place.
Even a newly-spawned Thargoid warship that's beyond your scanner range by almost double its range might be enough to keep Thargon drones active now.
Unintentional misjumps should not have forever-respawning Thargoids.
That behavior is barely suited for when the Thargoid Plans mission is running.
I modified oolite-populator.js to change this.interstellarSpaceWillRepopulate ...if you kill them off quick enough, no more Thargoids show up.
It's hard for them to call in reinforcements if nobody is alive to make that call.
It doesn't make much sense for Thargoids to be everywhere in interstellar space.
But...Thargoids are expected to be at the standard mid-jump ambush spot.
As an unfortunate consequence of that, it makes sense that a misjump that arrives at the midpoint between 2 systems will bring the player in contact with "likely" Thargoids regardless of whether the misjump was deliberate or not.
By the same token, proper fuel management/maintenace removes the risk of being stranded by unintentional misjumps!But proper fuel management/maintenace removes this risk from deliberate misjumps.
...and drastically reduces the odds of unintentional misjumps happening in the first place.
Older versions of Oolite (especially ones before about v1.77) would have Thargon drones go inactive because the search for a nearby Thargoid warship was ineffectively done.
Even a newly-spawned Thargoid warship that's beyond your scanner range by almost double its range might be enough to keep Thargon drones active now.
Unintentional misjumps should not have forever-respawning Thargoids.
That behavior is barely suited for when the Thargoid Plans mission is running.
I modified oolite-populator.js to change this.interstellarSpaceWillRepopulate ...if you kill them off quick enough, no more Thargoids show up.
It's hard for them to call in reinforcements if nobody is alive to make that call.