[WIP] GalCop Missions

Discussion and information relevant to creating special missions, new ships, skins etc.

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phkb
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Re: [WIP] GalCop Missions

Post by phkb »

MrFlibble wrote: Fri Mar 08, 2024 4:07 pm
Just one more thing if you've not hit 'commit' yet.
How are we looking? Are you ready for me to push the "Go" button?
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Re: [WIP] GalCop Missions

Post by MrFlibble »

phkb wrote: Thu Mar 14, 2024 1:36 pm
MrFlibble wrote: Fri Mar 08, 2024 4:07 pm
Just one more thing if you've not hit 'commit' yet.
How are we looking? Are you ready for me to push the "Go" button?
Aye Sir!
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Re: [WIP] GalCop Missions

Post by phkb »

Yay! Here we go!

Version 0.8 incoming, Bumper crop of fixes/updates/improvements. Get it while it's hot! Should be in the manager shortly.
  • Added a 10% penalty to cargo recovery missions (type 6) for each cargo pod the player destroys.
  • Destroying a cargo pod in a "Cargo Recovery" mission will now trigger a mission status update.
  • Fixed multiple issues with the descriptive text for "Cargo Recovery" missions (type 6).
  • For type 6/7 missions, changed reward calculation to be based on the value of the commodity being collected.
  • Excluded escape pods from being considered in the "Pirates for Hire" mission (type 8) when slaves are being sought.
  • Adjusted spawning rules for ship with stolen items (type 33), to ensure they always spawn in scanner range of the player.
  • Fixed bug in special delivery mission (type 40) that was preventing key information from being updated.
  • Tweaked special delivery mission (type 40) so mission complete percentage doesn't go above 100%.
  • Added missing position to a "Computer delivery" mission (type 42) description.
  • Bug fixes in disease outbreak script (types 50-52).
  • Fixed issue with disease outbreak systems, where system traffic wasn't being reduced, and GalCop station docking wasn't being prevented, in the case where the player doesn't have a valid permit.
  • Added a screen displayed when docking at a station to inform player of disease lockdown systems with 7LY.
  • Fixed grammar in descriptive text for "Hacking the witchpoint" mission (type 60).
  • Fixed issues with mission details and grammar for station disrupt missions (type 63).
  • Fixed issues preventing the disrupt station missions (type 63/64) from being completable.
  • Reduced eject distance for the "Acquire GalCop Software" mission (type 65).
  • Fixed issues preventing the "Acquire GalCop Software" mission (type 65) from being completable.
  • Beacon labels are now turned off after collecting data from Solar Monitors (type 71).
  • Updated manifest and BB status entries for donation missions (types 80-87) so that after a partial donation the status shows how much is remaining to donate.
  • Removed waypoints from terminated or failed Seismic Scan missions (type 100).
  • Fixed issue with manifest entry for "Asteroids in low orbit" mission (type 102), where it did not show progress towards completion.
  • Fixed issue with completing the "Deliver Seismic Scan Data" mission (type 104), where the equipment item wasn't being removed.
  • Destroying a satellite will now update the mission objectives (types 110-124).
  • Corrected issue preventing some satellite missions from being completable if the Galactic Almanac OXP is installed.
  • Fixed bug when spawning satellite defenders that was preventing the AI from being switched.
  • Tweaked how far you have to go past the reference point before the unidentified signal is started in an Investigation mission (type 130-138).
  • Tweaked descriptions for investigation missions to include a "reference point" past which a fair distance must be travelled in order to find the signal.
  • Tweaked the location of unidentified signals in Investigation missions (type 130-138).
  • Fixed spelling in "Defend station from attack" mission (type 152) description.
  • Added some lurking pirates outside pirate bases.
  • Added some extra details to manifest entry for missions that send to you a specific location in a system.
  • Ejection damper now includes "uses left" in a console message when turned on and again when used.
  • Switched a few mission types to stop the clock when complete.
  • Switched a lot of mission types to be completable at any main station.
  • Fixed issue that was preventing the Range Finder equipment from detecting mission-based escape pods.
  • Fixed issue that was preventing the Range Finder equipment from detecting derelict ships.
  • Added a simplified directional indicator to the Range Finder for when scanned items are less then 50km distant.
  • Fixed issue where cargo collected for missions wasn't being handed over correctly and removed from the player's hold.
  • Fixed issue where scooping more cargo than the mission requirement would cause some display and calculation irregularities.
  • Fixed issue where the F5F5 manifest page wasn't getting updated correctly for missions that have multiple items to collect if items had been destroyed.
  • Fixed various other grammar issues in mission text.
  • Fixed grammar in readme.txt.
  • Set global debug flag to false.
  • Code refactoring.
I would love to declare this OXP "bug free", but we all know that's impossible. So, there are probably still bugs in it, but there's a lot less of 'em!

Thanks once again to MrFlibble for the dedicated testing.
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Re: [WIP] GalCop Missions

Post by MrFlibble »

phkb wrote: Thu Mar 14, 2024 1:53 pm
I would love to declare this OXP "bug free", but we all know that's impossible. So, there are probably still bugs in it, but there's a lot less of 'em!
Much improved so far. Bravo!

I've just tied three missions into one trip. Found a tiny possible bug in one of them.

On a "Recover special cargo". Have recovered cargo, and stopped to close another mission en-route. In the mission screen it says "Mission to recover special cargo complete. Return to Zaenza to claim payment", however the destination set menu item is set to "Set course for Tiuson", which was the original destination.

Having better info in the F5F5 screen makes for a much smoother experience. I'm not having to screenshot, take notes, or dock to read email.
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Re: [WIP] GalCop Missions

Post by MrFlibble »

It looks like a lot of the "Set course for" menu items don't point to where they should after completed status. The button seems to to point back to the origin or original destination, even when "any station" is the complete point or already at the completion station, where obviously no "set destination" button should appear.
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Re: [WIP] GalCop Missions

Post by MrFlibble »

On a "find comms relay and recover cache".. Got to the relay, but the broadcast MFD is blank.

I've done a save in flight with it just off the scanner. Let me know if you need it. It seems the comms relay was nowhere near the path in the description either.
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Re: [WIP] GalCop Missions

Post by phkb »

See! I told you there were no bugs!

Ahem.
MrFlibble wrote: Thu Mar 14, 2024 5:05 pm
It looks like a lot of the "Set course for" menu items don't point to where they should after completed status.
Twas a bug in the BB System. Fixed in version 2.6.2.
MrFlibble wrote: Thu Mar 14, 2024 5:56 pm
On a "find comms relay and recover cache".. Got to the relay, but the broadcast MFD is blank.
Twas a bug in GalCop Missions. Fixed in version 0.8.1.
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Re: [WIP] GalCop Missions

Post by MrFlibble »

MrFlibble wrote: Thu Mar 14, 2024 5:56 pm
It seems the comms relay was nowhere near the path in the description either.
Brain bug. I wrote that hastily at pub o'clock. I was thinking of another mission on the same run as the comms relay job. Deliver special computer.

The recipient was supposed to be between the planet and the star. Having given up on the silent comms relay, I did a save in fight, then teleported to the station to have a go at this other mission. I flew directly at the star until my cabin got too warm, and back again. No lone ship responded to my hails. Anything that appeared on telescope got investigated.

I did the same again from the save just now using the updated versions. The comms relay job worked fine, and this time I flew to the planet instead of teleporting, then to the star and back, but still no taker for the computer. I forcefully removed all fleets of offenders from the universe to avoid repetition, and hailed any lone 'clean' ships while passing. 85 kills on this run, and I'm pretty sure they were all perps.

This bit is certainly unexpected behaviour. I returned to a station, was informed the mission had timed out, and got to keep the computer in my hold, which will offset the fine a little. If you don't want to fix the cargo oversight, perhaps change the fail email to include something like "The special bits were removed, and it is left to you to dispose of the now normal computer".
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Re: [WIP] GalCop Missions

Post by MrFlibble »

I'd completed a special computer delivery, and dropped into the RRS waystation.

At the BBS, the mission status showed as:
Mission to deliver special computers complete. Return to any system main station to claim payment.
The correctly non-selectable destination button showed erroneously as:
Complete mission (dock at original station)
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Re: [WIP] GalCop Missions

Post by MrFlibble »

Sit-rep from the relentless pedantry and ugly abbreviation department follows.
Despite our best efforts, and the presence of mood lighting in the various meeting rooms, our trade relations with Cecear have declined to the point there they have been put on hold, although many believe it was owing to a dispute over legal representation. To force them back to the negotiation table we are looking put a limit on their trade by sending willing commanders into their system and stealing 18 cargo canisters of radioactives only.
there they Suggest "that they, or "there that they".

and stealing Suggest "to steal"

If I'm mis-reading the context, I apologise.
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Re: [WIP] GalCop Missions

Post by phkb »

Thanks for the reports.
MrFlibble wrote: Fri Mar 15, 2024 5:02 pm
The recipient was supposed to be between the planet and the star.
I've run this a couple of times now, and found the recipient each time. Before I head off on a tangent, can I get you to try the mission but use the Range Finder equipment item to scan for ships as you travel between the two entities.

If that works reliably, I'll probably heavily suggest it be used for the mission. Otherwise, I'm left with a bunch of options I don't like, being:
(1) Putting some sort of beacon or waypoint on the ship so you can easily find it. Or,
(2) Only spawning the ship in the direct path of the player once they are on the intended route.

Let me know how you go.
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Re: [WIP] GalCop Missions

Post by MrFlibble »

phkb wrote: Sat Mar 16, 2024 1:13 pm
I've run this a couple of times now, and found the recipient each time. Before I head off on a tangent, can I get you to try the mission but use the Range Finder equipment item to scan for ships as you travel between the two entities.
I've usually found them too which is why it stood out to me, though there's a small chance I shot them on the way to the relay. I don't think there's any clue given in-game if that's the case. Perhaps shooting the recipient should trigger a 'mission failed' with explanation, either instantly, or on docking so the errant commander can be kept guessing a while.

What made them obvious to me until now was that they were alone, and static. I'm using telescope with the extended MFD, so have been able to spot them quite a way off.

I'll re-running the mission now, focusing more on the range finder, but assuming no luck, would like to be sure of the wind before hoisting sail next time round. Sadly I don't have an earlier relevant save than when I got to the relay. Is there anything telling to grep for in the save file?
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Re: [WIP] GalCop Missions

Post by phkb »

Well, if you're using Telescope it's probably going to do the same thing as Range Finder in this instance. Given the other scenario you outlined I'll see what's happening if the ship is destroyed.
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Re: [WIP] GalCop Missions

Post by phkb »

MrFlibble wrote: Sat Mar 16, 2024 1:46 pm
Is there anything telling to grep for in the save file?
Not anything that's going to help. If you have access to the JavaScript Console, you can enter this command:

Code: Select all

worldScripts.GalCopBB_Missions.$getListOfMissions(true, 42)
That will pull back all the mission data for an active version of this mission type. There will be things there like "destroyedQuantity" that might be useful, but you could post all the data you get here and I'll check it out.
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Re: [WIP] GalCop Missions

Post by MrFlibble »

The computer is still in my hold, so I must have shot the customer. destroyedQuantity: 1

Redo from save. Just docked, and aborted the mission. There were no clues it was currently unachievable. I still got to keep the computer.

Code: Select all

> worldScripts.GalCopBB_Missions.$getListOfMissions(true, 42)
[{
    ID: 6462,
    stationKey: "galcop",
    source: 55,
    sourceName: "Zaenza",
    sourceGalaxy: 4,
    destination: 128,
    destinationName: "Lazaso",
    destinationGalaxy: 4,
    description: "Computer delivery",
    details: "One of our vessels is in the Lazaso system at the moment, somewhere between the main planet and the sun, waiting for some specialised computer equipment. The mission is to transport the cargo to the ship, but it is imperative that no one know about the transfer. If you dock at a GalCop station with these computers on board they will be discovered and the contract will be terminated.",
    manifestText: "Deliver special computers to a ship between planet and sun in Lazaso within 68 mins 55 secs.",
    originalManifestText: "Deliver special computers to a ship between planet and sun in Lazaso within 95 mins.",
    statusText: "Deliver special computers to a ship in Lazaso",
    payment: 895,
    penalty: 460,
    deposit: 0,
    allowPartialComplete: false,
    expiry: 180253969628.03638,
    playAcceptedSound: true,
    accepted: true,
    allowTerminate: true,
    percentComplete: 0,
    completionType: "AT_STATIONKEY",
    stopTimeAtComplete: true,
    completionTime: 0,
    arrivalReportText: "",
    model: "",
    modelPersonality: 0,
    spinModel: true,
    background: "",
    overlay: "",
    mapOverlay: "",
    forceLongRangeChart: false,
    markerShape: "MARKER_PLUS",
    markerColor: "redColor",
    markerScale: 1,
    additionalMarkers: [],
    disablePercentDisplay: true,
    noEmails: false,
    statusValue: "",
    customDisplayItems: [{
        heading: "To complete:",
        value: "Return to any equivalent station"
    }, {
        heading: "Client name:",
        value: "Ouindi Thenis"
    }, {
        heading: "Danger level:",
        value: "Medium"
    }],
    customMenuItems: "",
    remoteDepositProcess: false,
    initiateCallback: "$acceptedMission",
    confirmCompleteCallback: "$confirmCompleted",
    completedCallback: "$completedMission",
    terminateCallback: "$terminateMission",
    failedCallback: "$failedMission",
    manifestCallback: "$updateManifestEntry",
    availableCallback: "$missionAvailability",
    bonusCalculationCallback: "",
    worldScript: "GalCopBB_Delivery",
    postStatusMessages: [],
    data: {
        source: "GalCopBB_Missions",
        missionType: 42,
        locationType: 2,
        quantity: 0,
        targetQuantity: 0,
        destroyedQuantity: 1,
        commodity: "computers",
        missionChain: "",
        chained: false,
        terminatePenalty: true,
        altManifest: false,
        name: "Ouindi Thenis",
        assassinChance: 0.6,
        stolenItemType: null,
        targetShipKey: null,
        targetShipName: null,
        ingredients: [],
        delivered: 0,
        expected: 0,
        origSystemID: 55,
        satelliteTypes: 0,
        destinationA: -1
    },
    acceptedDate: 180253963927.62338,
    keepAvailable: false,
    lastEmailID: 57
}]
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