
I've fixed this and reuploaded OXZ with this fix and previous fix about escorts affecting Griff's shipset. Also made sure Constrictors only appear after completing the Constrictor Hunt stock mission.
Download Test OXZ
Moderators: winston, another_commander
This is possible, and I quite like this idea. I will implement this tonight, maybe make it a 10% or 20% chance of happening?Cody wrote:One thought I had earlier: as a player approaches a base, a patrol might occasionly launch and hyperspace out.
The option to follow would be there for the player... probably to another system, or maybe to interstellar space?
I have thought about this as well. I'm going to change the percentages (for chance of appearing) overall I think and half them from what they are currently (except recon/constrictors, which I will put at 2.5%). I made them higher originally so it was easier to test, but they are appearing more often than I previously thought they would, so making them lower should help to make them all a rare occasion. I might leave the Interstellar ones alone though, as surely it would be more common to encounter the Navy in interstellar space than normal? Or should I lower these as well?Cody wrote:Others' opinions are needed, but I favour reducing those percentages... sighting a Navy patrol should be an event.
Personally I don't really mind, although as the Griff ships are going to be the new core ships (and this is what I personally use, the shadrered ones though not the ones included in 1.79) it might make more sense to use re-textures of Griff's ships for the models that already exist (Asp, Sidewinder, Anaconda and Constrictor). Although I would want to get everyone else's opinion on this first, as I don't want to steer this in a direction that people are unhappy with. Better to get what everyone (or the majority) of what people want than to produce something people are not happy with!spara wrote:About the ships. How about using SimonB's redux ships? They are quite nice, quite true to the core shapes and there is a light destroyer there already. Unless, of course, there is a modeler/texturer who wants to do new ones.
<nods> It would maintain a more consistent Ooniverse. As for the Navy presence in IS, I'd favour that being pretty rare too.Pleb wrote:... as the Griff ships are going to be the new core ships (and this is what I personally use, the shadrered ones though not the ones included in 1.79) it might make more sense to use re-textures of Griff's ships for the models that already exist (Asp, Sidewinder, Anaconda and Constrictor).
I think big ass fleets (something I rarely see the Gal Navy do anyway), should be a very rare and impressive sight. A couple of Behomeths, half a dozen frigate size craft then a dozen or more fighters would be an eye widener for anyone encountering the IMSN.Cody wrote:<nods> It would maintain a more consistent Ooniverse. As for the Navy presence in IS, I'd favour that being pretty rare too.
Even a normal system (without a base) W/P patrol might occasionly hyperspace out too - in fact, I reckon that would fit well.Pleb wrote:This is possible, and I quite like this idea. I will implement this tonight, maybe make it a 10% or 20% chance of happening?Cody wrote:One thought I had earlier: as a player approaches a base, a patrol might occasionly launch and hyperspace out. The option to follow would be there for the player... probably to another system, or maybe to interstellar space?
Okay well what if you have the following:Cody wrote:<nods> It would maintain a more consistent Ooniverse. As for the Navy presence in IS, I'd favour that being pretty rare too.
I could make the patrol jump to witchspace after it's patrol is finished, that's certainly doable.Cody wrote:Even a normal system (without a base) W/P patrol might occasionally hyperspace out too - in fact, I reckon that would fit well.
Well yes, but then, this is just one system per chart we're talking about.. unless the player makes it part of a milkrun (unlikely, IMO) they're not going to be there very often in the first place.. which is why I was going to suggest 20%..Cody wrote:Even a normal system (without a base) W/P patrol might occasionly hyperspace out too - in fact, I reckon that would fit well.Pleb wrote:This is possible, and I quite like this idea. I will implement this tonight, maybe make it a 10% or 20% chance of happening?Cody wrote:One thought I had earlier: as a player approaches a base, a patrol might occasionly launch and hyperspace out. The option to follow would be there for the player... probably to another system, or maybe to interstellar space?
The thing with percentages is 10% may sound rare, but when the player is making scores of jumps, it becomes too common.
Only one system per chart will have a base, but...Diziet Sma wrote:... this is just one system per chart we're talking about..
Pleb wrote:All other systems:
- 10% chance of having light/heavy patrols, one on each route.
- 5% chance of having a cruiser and escorts on a random route.
- 1% chance of having a recon ship (constrictor) on a random route (only after Constrictor Hunt stock mision has been completed).
And for that, I was thinking 20% would do nicely..Cody wrote:as a player approaches a base, a patrol might occasionly launch and hyperspace out.
So, just thinking about this one a bit: the player will probably be in-system for about 30 minutes, and the patrol might take a couple of hours. This implies that for a 10% chance of the patrol being in system at the same time as the player, HIMSN probably runs one light/heavy patrol per system per day, on average, and one cruiser patrol every other day. Allowing for witchspace transit times, replacement of lost ships, drydock renovations, etc. that implies that HIMSN owns at least a few thousand cruisers and maybe a hundred thousand smaller ships of various descriptions.Pleb wrote:All other systems:
- 10% chance of having light/heavy patrols, one on each route.
- 5% chance of having a cruiser and escorts on a random route.
- 1% chance of having a recon ship (constrictor) on a random route (only after Constrictor Hunt stock mision has been completed).
Code: Select all
this.systemWillPopulate = function()
{
var patrolchance = 0.1;
if ((system.ID == 150 && galaxyNumber == 0) ||
(system.ID == 65 && galaxyNumber == 1) ||
/* you get the idea */
(system.ID == 104 && galaxyNumber == 7))
{
system.setPopulator("himsn-regional-base",
{
priority: 200,
location: "PLANET_ORBIT",
locationSeed: 89131914,
groupCount: 1,
callback: this._addRegionalBase,
deterministic: true
});
patrolchance = 0.2;
}
if (Math.random() < patrolchance)
{
system.setPopulator("himsn-patrol",
{
priority: 210,
location: "LANE_WPS",
groupCount: 1,
callback: this._addNavyPatrol
});
}
// and so on for other groups to be added
}
this._addNavyPatrol = function (pos)
{
// 50% chance patrol is heavy or light:
var patrol;
if (Math.random() < 0.5)
{
patrol = "himsn_heavy_patrol_leader";
}
else
{
patrol = "himsn_light_patrol_leader";
}
// Add a Navy Patrol to random location on one of the main routes:
system.addGroup(patrol, 1, pos, 0);
}
this._addRegionalBase = function(pos)
{
navyStation = system.addShips("himsn_station_regional",1,pos,0)[0];
var targetVector = system.mainPlanet.position.subtract(navyStation.position).direction();
// simpler way to point it at the planet
navyStation.orientation = targetVector.rotationTo([0,0,1]);
var navyStationGroup = system.addGroup("himsn_defender",3,pos, 2000);
navyStationGroup.leader = navyStation;
// you probably want to do this for consistency
navyStationGroup.addShip(navyStation);
}
LANE_WPS
works, being proportional to the length of that route out of the total.