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Commies OXP

Posted: Mon Jan 09, 2012 12:40 am
by JazHaz
I couldn't find an official thread, so I thought I would create one to make this report.

I visited an Astromine the other day, and as I was making my approach to the station, in preparation to dock, I happened to fly close to a convict mining asteroids. I watched the convict shoot an asteroid into boulders, and those into splinters. I expected that they would start scooping the splinters, but no, they starting shooting the splinters too. I actually had one shot right in front of me as I was about to scoop it myself!

Is this correct behaviour?

Re: Commies OXP

Posted: Mon Jan 09, 2012 12:49 am
by Cody
JazHaz wrote:
I couldn't find an official thread
This thread, perchance?

Re: Commies OXP

Posted: Mon Jan 09, 2012 1:04 am
by Commander McLane
JazHaz wrote:
I couldn't find an official thread, so I thought I would create one to make this report.

I visited an Astromine the other day, and as I was making my approach to the station, in preparation to dock, I happened to fly close to a convict mining asteroids. I watched the convict shoot an asteroid into boulders, and those into splinters. I expected that they would start scooping the splinters, but no, they starting shooting the splinters too. I actually had one shot right in front of me as I was about to scoop it myself!

Is this correct behaviour?
Yes, this seems to be correct behaviour. Reading the shipdata and the AIs, there are two types of convicts. One—a you observed—is seemingly doing ordinary mining, but is then trying to sabotage the system by shooting the splinters up. The other doesn't bother with mining asteroids, but tries to scoop the splinters produced by the first type before that one can blow them up. So there is sort of a competition between the two. The first type outnumbers the second type 3 to 1.

What does it signify? Truth is, we don't know.

Re: Commies OXP

Posted: Mon Jan 09, 2012 9:28 am
by SandJ
Commander McLane wrote:
What does it signify? Truth is, we don't know.
Breaking rocks?
Image

Re: Commies OXP

Posted: Mon Jan 09, 2012 1:14 pm
by Commander McLane
SandJ wrote:
Commander McLane wrote:
What does it signify? Truth is, we don't know.
Breaking rocks?
Now you mention it, yes, it seems likely that Dr. Nil had something like this in mind.

Re: Commies OXP

Posted: Thu Aug 25, 2022 3:44 pm
by dybal
I found some peculiar things that might merit change:

* the systemWillPopulate in commies.js sets the System Populator Settings for CZGF and SLAPU with deterministic:true, but the player still can't save the game on those stations because their shipdata.plist definitions have non-zero max_flight_speed (0.0001);

* the AI (comfactoryAI.plist) has in the GLOBAL state

Code: Select all

UPDATE = (setCourseToPlanet, "setDesiredRangeTo: 10000", performFaceDestination, "setStateTo: IDLE");
which means that it will change the station's attitude (with roll, pitch and yaw) to face the main planet (those stations have max_flight_pitch and max_flight_roll defined as 0.5), but it will slowly move (since they have a 0.0001 max_flight_speed) towards it trying for a range of 10000;

I like to be able to save the game whenever and wherever I'm docked (mostly so I can reload the game with updated OXPs - I'm always tweaking something :lol: ), so I change the max_flight_speed to 0 for the comfactory and slapu shipdata.plist entries.

I also prefer not to find myself almost perfectly aligned with the docking bay as I arrive at the station from the main planet (looking for the docking bay makes me fly around the station and really look at it...), so I change the comfactoryAI.plist GLOBAL state to:

Code: Select all

UPDATE = ("setStateTo: IDLE");
I known this OXP is not maintained, and since I don't know how many people are bothered by these details, I'm just posting here how to change them for the people that are :wink:

Re: Commies OXP

Posted: Fri Aug 26, 2022 3:45 am
by Massively Locked
Nice. I'll be headed to some commie systems soon & will definitely add your tweaks. Thanks for posting