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Shipyard

Posted: Sat Dec 28, 2013 11:12 pm
by Mad Hollander
Looks like the same planet will always have the same ships for sale and what annoying - with the absolutely same equipment.
I checked this several times and see no changes.

Could anyone check this issue ?

Re: Shipyard

Posted: Sat Dec 28, 2013 11:58 pm
by Commander McLane
The content of the shipyard changes over time. But it's not happening overnight. Pilots don't tend to buy a new ship on impulse, thus most ships will spend a considerable time in the show room before being bought.

But it does change. One of the devs would have to say how long you'll have to wait, though.

Re: Shipyard

Posted: Sun Dec 29, 2013 7:01 am
by Mad Hollander
Thanks, I hope I will be able to buy anaconda with naval energy unit :-)

Re: Shipyard

Posted: Mon Dec 30, 2013 3:34 pm
by cim
Essentially the shipyard ships change over at the same time as the rock hermits change position. This was supposed to be every 90ish days, but due to a bug in the code, is in fact "never".

There are therefore two solutions if you want a particular ship:
1) Search further afield: there are 2048 systems and one of them probably does have it.
2) Install or remove a few ship OXPs which add playable ships. This will adjust the effect of the fixed RNG sequence, and make different ships available.

Re: Shipyard

Posted: Tue Dec 31, 2013 5:26 pm
by Mad Hollander
cim wrote:
1) Search further afield: there are 2048 systems and one of them probably does have it.
2) Install or remove a few ship OXPs which add playable ships. This will adjust the effect of the fixed RNG sequence, and make different ships available.
You are killing me :(

Re: Shipyard

Posted: Tue Dec 31, 2013 5:28 pm
by Zireael
cim wrote:
Essentially the shipyard ships change over at the same time as the rock hermits change position. This was supposed to be every 90ish days, but due to a bug in the code, is in fact "never".
Can this bug be fixed? *puppy dog eyes*

Re: Shipyard

Posted: Tue Dec 31, 2013 6:04 pm
by cim
Mad Hollander wrote:
You are killing me :(
On the "bright" side you probably only need to check the high-tech systems. In a TL14 or TL15 system the chance of an Anaconda having an NEU fitted is probably around 1/25 - not great, but you might get one, and there's usually going to be a few of them available. In a TL9 system (the lowest an Anaconda might appear in) the chance is around 1/320 per ship.

And by the time you've checked them all you'll probably have the option to just do the mission which gives you NEU clearance.
Zireael wrote:
Can this bug be fixed?
The buggy function - now that various things have changed how they're generated since 1.76 - is only used in two places:
- generating an internal ID for cargo contracts, which with code changes elsewhere hasn't made sense to do that way for a while. That can be removed.
- the shipyard generator

So, since the bug can be fixed without affecting anything else, how often would it make sense to change the shipyard contents?

Re: Shipyard

Posted: Tue Dec 31, 2013 6:14 pm
by Cody
cim wrote:
... how often would it make sense to change the shipyard contents?
I'd think that cheaper, lower-end ships would have a faster turnover than top-end expensive ships.
As for how often though... hmm, I'd have to ponder on that.

Re: Shipyard

Posted: Wed Jan 01, 2014 2:56 am
by metatheurgist
Cody wrote:
cim wrote:
... how often would it make sense to change the shipyard contents?
I'd think that cheaper, lower-end ships would have a faster turnover than top-end expensive ships.
As for how often though... hmm, I'd have to ponder on that.
As I was closing in on the 1.2M required to buy a Supercobra I found 2 in a RI-PA pair that was really close together. So I settled in and knocked out the remaining CR. After I hit the target it occurred to me that I would need some more credits to re-equip, have working capital and pay for maintenance (those SCobras cost a pretty penny to run). By the time I got enough money together I found both SCobras had been sold. I guess a couple of rich bastards beat me to it.

Re: Shipyard

Posted: Wed Jan 01, 2014 1:27 pm
by Disembodied
Cody wrote:
cim wrote:
how often would it make sense to change the shipyard contents?
I'd think that cheaper, lower-end ships would have a faster turnover than top-end expensive ships.
As for how often though... hmm, I'd have to ponder on that.
This could be linked to how connected a system is: a shipyard at a major crossroads should change more frequently than one at the end of a line somewhere. Maybe it could update something like every 60 (or whatever) days/number of systems in range? It would be good if high-end ships could be more likely to remain on the list, but I suppose this would mean treating each ship on the list as a separate item.