Galactic Navy Strikes Back
Moderators: winston, another_commander
- goran
- ---- E L I T E ----
- Posts: 294
- Joined: Sat Feb 23, 2008 12:32 am
- Location: Zagreb, Croatia
- Contact:
I think this is the tread to post.
There is a (last) line in my savegame/mission variables:
KEY = seccom_station
value = Reserve Duty - Intercept the Thargoid Battle Fleet at Quenle
There is no contract listed on F5, and there is no Thargoids at Quenle (just checked).
There is also the following line:
KEY = mission_seccom_station
value = SECCOM_REVISIT</string>
Can I just delete the "Quenle" line or...?
There is a (last) line in my savegame/mission variables:
KEY = seccom_station
value = Reserve Duty - Intercept the Thargoid Battle Fleet at Quenle
There is no contract listed on F5, and there is no Thargoids at Quenle (just checked).
There is also the following line:
KEY = mission_seccom_station
value = SECCOM_REVISIT</string>
Can I just delete the "Quenle" line or...?
That's a bit strange. I'm not sure what's going on, but it's something that shouldn't have happened. You can delete the seccom_station lines, but the mission_seccom_station is fine.
What happens when you dock to a SecCom station?
I don't know what could have caused that to happen. Does anyone have any ideas?
What happens when you dock to a SecCom station?
I don't know what could have caused that to happen. Does anyone have any ideas?
Dream as if you'll live forever
Live as if you'll die tomorrow
Live as if you'll die tomorrow
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
The descriptions for the F5 screen are saved with the script name as key. In your JS translation some script names changed. And this was a description generated with an older version of GN.Nemoricus wrote:I don't know what could have caused that to happen. Does anyone have any ideas?
I should have noticed this with your test versions. But this is mainly a cosmetic problem for people looking in the save file.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
Since 1.73 has now rolled around, I believe that I have a promise to keep.
It's time to update Galactic Navy!
Things on my to-do list:
1. Change current missions to emergency response only, and introduce a new set of standard reserve missions.
2. Introduce new SpecOps missions. Seriously, though, I need ideas for these and if anyone has any, PM me.
Anything else that people want to suggest?
It's time to update Galactic Navy!
Things on my to-do list:
1. Change current missions to emergency response only, and introduce a new set of standard reserve missions.
2. Introduce new SpecOps missions. Seriously, though, I need ideas for these and if anyone has any, PM me.
Anything else that people want to suggest?
Dream as if you'll live forever
Live as if you'll die tomorrow
Live as if you'll die tomorrow
Yes, I did already suggest it during the tests, but somehow it did not get in. In order to have more chances for different target systems, I recommend this:Nemoricus wrote:Anything else that people want to suggest?
Code: Select all
this.ReserveDutySystemDetermination = function()
{
var sec = clock.secondsComponent;
for(var i = 0 ; i <= sec ; i++) {
this.ReserveDutySystemDeterminationPt2();
}
}
this.ReserveDutySystemDeterminationPt2 = function()
{
Screet
1. Naval ships of all sizes need to launch hardhead missiles at targets to soften-up and/or destroy them. Sooner would be better than later. Coordinated attacks against priority targets (bigger Thargoid ships first, then next biggest within range and etc.) would make some sense, in my opinion.Nemoricus wrote:Since 1.73 has now rolled around, I believe that I have a promise to keep.
It's time to update Galactic Navy!
Things on my to-do list:
1. Change current missions to emergency response only, and introduce a new set of standard reserve missions.
2. Introduce new SpecOps missions. Seriously, though, I need ideas for these and if anyone has any, PM me.
Anything else that people want to suggest?
2. Naval ships need to run, not walk, away from Q-Bombs.
3. Spec-Ops missions could involve rescue of V.I.P.'s from Stations or Rock-Hermit outposts or even from pirate vessels large enough to have a docking bay.
4. Spec-Ops missions could involve a scouting mission to ascertain the size, location, probable course and ship details of a Thargoid or Pirate task force.
5. Spec-Ops missions could involve planting a tracking device upon a particular vessel (either by hitting the target with a special missile or by tricking the target into scooping a trojan-horse cargo cannister).
6. Spec-Ops mission could involve deliberately infesting a vessel with Trumbles (either to distract them long enough for a Navy task force to reach an intercept position or as a prank to avenge an insult done to a high-ranking naval officer during a public and formal social situation).
7. Spec-Ops mission could involve the transport of a notorious/famous/valuable prisoner. The mission would be dangerous because the prisoner has allies who will attempt to free them.
8. More newscasts and updates about the activities of the Galactic Navy available during reservist briefings. The same stories should not repeat over and over again.
Thanks for the efforts made in the past, and thanks in advance for your future progress.
~CptnEcho
"I shouldn't have taken off in this crate without more ammo..." Sergeant Knox - Star Blazers
- OneoftheLost
- Deadly
- Posts: 216
- Joined: Sat Oct 24, 2009 2:30 pm
Hi, rather new here. Brand new to Oolite in general. Installed this OXP as well as RH, System Redux, Cargo Wrecks, and Lave Academy.
I recently warped into Isinor. and found a Navy frigate and some vipers... sitting around. No engines, nothing. Did I miss something? Its a bit strange, because the rest of the navy groups I have seen work fine, including the behom's. I couldn't find any logs. Using latest test version, as well as Navy 5 and running on a PC.
Anybody have any ideas or need more info?
I recently warped into Isinor. and found a Navy frigate and some vipers... sitting around. No engines, nothing. Did I miss something? Its a bit strange, because the rest of the navy groups I have seen work fine, including the behom's. I couldn't find any logs. Using latest test version, as well as Navy 5 and running on a PC.
Anybody have any ideas or need more info?
- LittleBear
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- Joined: Tue Apr 04, 2006 7:02 pm
- Location: On a survey mission for GalCop. Ship: Cobra Corvette: Hidden Dragon Rated: Deadly.
I think its deliberate. Sometimes the Navy are on 'guard duty' by the witch point and just park up and wait to blow up any pirates or thargoids jumping in rather than patrolling the system's space lanes. Looks a bit odd, so maybe it would be better to tweak the AI to give the guards a little patrol route that they fly, staying within 10 kms (say) of the witch point.
Welcome to the boards, BTW.
Welcome to the boards, BTW.
OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits, The Galactic Almanac, Renegade Pirates can be downloaded from the Elite Wiki here.
- OneoftheLost
- Deadly
- Posts: 216
- Joined: Sat Oct 24, 2009 2:30 pm