Well, for a start Anarchies was tested thoroughly with and without other OXPs, before I released it. Still, as you said, nothing is fool-proof, and I have indeed recenty discovered a small bug that will cause the Hacker Outpost not to appear in a quarter of all cases. This will be corrected in an upcoming version, which also will fix a small problem which was caused by the transition from 1.70 to 1.71.Lestradae wrote:Well,
Until now, on my system, it is working exactly as intended. As yet. And also as yet, no one has told me otherwise.Hmmm. Actually I don't know whether it's working. And you don't know, too. Because (that's why I'm insisting on you actually understanding what you are doing) as long as you - due to lack of programming knowledge or whatever - can't compare the input (the plists) to the output (what it does in-game), you can't even tell whether it is working as expected.
It`s the same with Anarchies, isn`t it? Until now, I have not observed problems with it. But that doesn`t mean something couldn`t come up. But until that happens, I`ll say Anarchies works as expected - as yet.
The difference is: The amount of testing (pre-release!) I put into Anarchies seems to be considerably bigger than in the case of Realistic Shipyards, while the amount of big words and announcements I made for Anarchies seems to be considerably smaller than in the case of Realistic Shipyards.
Just to repeat the obvious: Serious playtesting means that you do the same thing with each and every ship that is made available by your OXP, not only with one test ship! I guess you don't need to go through the complete exercise every time, and you don't need to actually buy each ship, thereby wasting a lot of time just looking for it in a lot of shipyards. Hacking your save-file for giving you a ship is fine. And then you can at least test whether it is actually created around you, with all textures etc., and with all views and lasers working.I took the Interstellar Explorer as a test ship, jumped around between a few higher and a few lower TL worlds, looked into their equipment docks and shipyards, had a look at the SIRF stations when they appeared, and as a grand finale made a mis-jump to meet with some thargoids. Survived the mis-jump, landed at a station, ended the game.
Everything seemed fine and to work as intended (obviously, as far as can be deduced from the bit flying around & looking).
Yes, delete all these shipyard.plist-entries, once and for all. Your argument is wrong, because for ships that don't exist there are no prices or TL-spans. And those ships don't exist.This here:
<list of non-player ships>
... must be when the game finds a ship in the shipyard.plist and doesn`t find it in the shipdata.plist. Not much I can do about that, since I won`t merge non-ship-OXPs into this but still want their prices & TL spans rewritten by my OXP.
Is there an alternate solution perhaps for that?