Iron Ass OXP

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

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Old Murgh
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Re: Iron Ass namings

Post by Old Murgh »

Alnivel wrote: Sun Jul 10, 2022 5:23 pm
Yep, there is no closing bracket for if after last $createMessage call. But also with this code this.shipSpawned will be overwrited and only "Insist on slave offering" will be displayed on top level of conversation.
this._IDcounter also shouldn't be reasigned again - this will not break anything (the code inside the functions is executed after the entire script top level code), but it confusing.

To add an option after a previous response, add a call to $createMessage right inside the callback.
It works just as it should! Thanks for being there and saving me from failure.

Could you also see if you spot a way to include the xpatesc role in my naming script? My attempts aren't doing it because it eh.. this format is different from the other script.

Code: Select all

this.name = "xpatNamer";

this.startUp = function() {
	var rsn = worldScripts.randomshipnames;
	if (rsn) {
		rsn.$externalNameEngine(this.name, "xpat", 1);
		// the "1" in the function all above is the probability that the routine will be called. 1 means always.
	}
}

this.$randomName = function(ship) {
	var shipName = ["Xpat Adder: Tears of Diusreza", "Xpat Adder: The Struggle", "Xpat Adder: Promised Land", "Xpat Adder: Freedom from Torture", "Xpat Adder: Untamed Flowers", "Xpat Adder: Dare to Dream", "Xpat Adder: Freedom's Endeavour", "Xpat Adder: Out of Darkness", "Xpat Adder: Elusive Liberty", "Xpat Adder: The Bearable Tomorrow", "Xpat Adder: Broken Chain", "Xpat Adder: Fleeing Angel", "Xpat Adder: Agile Dissident", "Xpat Adder: Righteous Trespasser", "Xpat Adder: The Growling Resistance", "Xpat Adder: Salvation", "Xpat Adder: Destined Deliverance", "Xpat Adder: Rusty Redeemer", "Xpat Adder: Oppressor Evader", "Xpat Adder: The Miracle of Inus", "Xpat Adder: The Slip Away", "Xpat Adder: Bailer", "Xpat Adder: The Cut and Run", "Xpat Adder: The Last Resort", "Xpat Adder: Sanctuary", "Xpat Adder: The Scoot", "Xpat Adder: Emancipator", "Xpat Adder: Unyielding Spirit", "Xpat Adder: Sufferer No More", "Xpat Adder: Freedom Quest", "Xpat Adder: Lack-of-Option", "Xpat Adder: Servitude No More", "Xpat Adder: Bygone Oppression", "Xpat Adder: Unforgiving Mule", "Xpat Adder: Blameless Babe", , "Xpat Adder: Resolute Peasant"];
	// end of xpatnames

	//
	return shipName[Math.floor(Math.random() * shipName.length)];
}
Or maybe it is impossible since it's so primary role centered that –as you stated– a spawned escort will always primarily be an escort..?
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Re: Iron Ass namings

Post by Alnivel »

Old Murgh wrote: Sun Jul 10, 2022 6:10 pm
Could you also see if you spot a way to include the xpatesc role in my naming script? My attempts aren't doing it because it eh.. this format is different from the other script.

Code: Select all

this.name = "xpatNamer";

this.startUp = function() {
	var rsn = worldScripts.randomshipnames;
	if (rsn) {
		rsn.$externalNameEngine(this.name, "xpat", 1);
		// the "1" in the function all above is the probability that the routine will be called. 1 means always.
	}
}

this.$randomName = function(ship) {
	var shipName = ["Xpat Adder: Tears of Diusreza", "Xpat Adder: The Struggle", "Xpat Adder: Promised Land", "Xpat Adder: Freedom from Torture", "Xpat Adder: Untamed Flowers", "Xpat Adder: Dare to Dream", "Xpat Adder: Freedom's Endeavour", "Xpat Adder: Out of Darkness", "Xpat Adder: Elusive Liberty", "Xpat Adder: The Bearable Tomorrow", "Xpat Adder: Broken Chain", "Xpat Adder: Fleeing Angel", "Xpat Adder: Agile Dissident", "Xpat Adder: Righteous Trespasser", "Xpat Adder: The Growling Resistance", "Xpat Adder: Salvation", "Xpat Adder: Destined Deliverance", "Xpat Adder: Rusty Redeemer", "Xpat Adder: Oppressor Evader", "Xpat Adder: The Miracle of Inus", "Xpat Adder: The Slip Away", "Xpat Adder: Bailer", "Xpat Adder: The Cut and Run", "Xpat Adder: The Last Resort", "Xpat Adder: Sanctuary", "Xpat Adder: The Scoot", "Xpat Adder: Emancipator", "Xpat Adder: Unyielding Spirit", "Xpat Adder: Sufferer No More", "Xpat Adder: Freedom Quest", "Xpat Adder: Lack-of-Option", "Xpat Adder: Servitude No More", "Xpat Adder: Bygone Oppression", "Xpat Adder: Unforgiving Mule", "Xpat Adder: Blameless Babe", , "Xpat Adder: Resolute Peasant"];
	// end of xpatnames

	//
	return shipName[Math.floor(Math.random() * shipName.length)];
}
Or maybe it is impossible since it's so primary role centered that –as you stated– a spawned escort will always primarily be an escort..?
Isn't it already working? I just checked and entire convoy had the correct individual names.
RSN uses different roles which are specified in scriptInfo. Both regular and escort versions have the xpat role set in shipdata.plist with this code:

Code: Select all

		<key>script_info</key>
		<dict>
			<key>randomshipnames</key>
			<string>xpat</string>
		</dict>
The js code sets the name generator for the "xpat" RSN role, not for primarily role.

If you want to attach this generator to another RSN role, you just need to duplicate the line
rsn.$externalNameEngine(this.name, "xpat", 1);
and change "xpat" to whatever you want.
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Re: Iron Ass namings

Post by Old Murgh »

Alnivel wrote: Sun Jul 10, 2022 6:39 pm
Isn't it already working? I just checked and entire convoy had the correct individual names.
RSN uses different roles which are specified in scriptInfo. Both regular and escort versions have the xpat role set in shipdata.plist with this code:
Really, it works for you? :shock:
For me, the RSN generated for the escorts are the regular ones (which some times can be close, granted), I can't get them to use the xpat names.

Code: Select all

[this.name = "xpatNamer";

this.startUp = function() {
	var rsn = worldScripts.randomshipnames;
	if (rsn) {
		rsn.$externalNameEngine(this.name, "xpat", 1);
		rsn.$externalNameEngine(this.name, "xpatesc", 1);
		// the "1" in the function all above is the probability that the routine will be called. 1 means always. 
	}
}
this is being ignored for me. I thought the reason was as you said, that no matter what I tried, the primary role will always be escort.
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Re: Iron Ass namings

Post by Alnivel »

Old Murgh wrote: Sun Jul 10, 2022 7:13 pm
Alnivel wrote: Sun Jul 10, 2022 6:39 pm
Isn't it already working? I just checked and entire convoy had the correct individual names.
RSN uses different roles which are specified in scriptInfo. Both regular and escort versions have the xpat role set in shipdata.plist with this code:
Really, it works for you? :shock:
For me, the RSN generated for the escorts are the regular ones (which some times can be close, granted), I can't get them to use the xpat names.

Code: Select all

[this.name = "xpatNamer";

this.startUp = function() {
	var rsn = worldScripts.randomshipnames;
	if (rsn) {
		rsn.$externalNameEngine(this.name, "xpat", 1);
		// the "1" in the function all above is the probability that the routine will be called. 1 means always. 
	}
}
this is being ignored for me. I thought the reason was as you said, that no matter what I tried, the primary role will always be escort.
My bad, sorry. I overlooked that the names don't fit and RSN uses the primary role for naming. Here is a slightly workaround:

Code: Select all

this.name = "xpatNamer";

this.startUp = function() {
	var rsn = worldScripts.randomshipnames;
	if (rsn) {
		rsn.$externalNameEngine(this.name, "xpat", 1);
		// the "1" in the function all above is the probability that the routine will be called. 1 means always. 
	}
	else {
	    delete this.shipSpawned; // if no RSN then no random name by this script too
	}
	    
}

this.shipSpawned = function(ship) {
    if(ship.hasRole("xpatesc")) {
        ship.scriptInfo.randomshipnames = "no"; // to prevent name be set by RSN itself 
        ship.displayName = this.$randomName(ship); // because we set it mannualy here
    }
}

this.$randomName = function(ship) {
	var shipName = ["Xpat Adder: Tears of Diusreza", "Xpat Adder: The Struggle", "Xpat Adder: Promised Land", "Xpat Adder: Freedom from Torture", "Xpat Adder: Untamed Flowers", "Xpat Adder: Dare to Dream", "Xpat Adder: Freedom's Endeavour", "Xpat Adder: Out of Darkness", "Xpat Adder: Elusive Liberty", "Xpat Adder: The Bearable Tomorrow", "Xpat Adder: Broken Chain", "Xpat Adder: Fleeing Angel", "Xpat Adder: Agile Dissident", "Xpat Adder: Righteous Trespasser", "Xpat Adder: The Growling Resistance", "Xpat Adder: Salvation", "Xpat Adder: Destined Deliverance", "Xpat Adder: Rusty Redeemer", "Xpat Adder: Oppressor Evader", "Xpat Adder: The Miracle of Inus", "Xpat Adder: The Slip Away", "Xpat Adder: Bailer", "Xpat Adder: The Cut and Run", "Xpat Adder: The Last Resort", "Xpat Adder: Sanctuary", "Xpat Adder: The Scoot", "Xpat Adder: Emancipator", "Xpat Adder: Unyielding Spirit", "Xpat Adder: Sufferer No More", "Xpat Adder: Freedom Quest", "Xpat Adder: Only Option", "Xpat Adder: Servitude No More", "Xpat Adder: Bygone Oppression", "Xpat Adder: Unforgiving Mule", "Xpat Adder: Blameless Babe"];
	// end of xpatnames

	//
	return shipName[Math.floor(Math.random() * shipName.length)];
}
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Re: Iron Ass namings

Post by Old Murgh »

Alnivel wrote: Sun Jul 10, 2022 7:56 pm
My bad, sorry. I overlooked that the names don't fit and RSN uses the primary role for naming. Here is a slightly workaround:
Well, it works splendidly. It must be very rewarding to be able to see these solutions, that it seems can be tackled in several different ways. Indistinguishable from magic to me.

I don't know if you've been getting any of these but a couple of times this has popped up. Always weird for me when computers don't either do or not.

Code: Select all

[script.javaScript.exception.ooliteDefined]: ***** JavaScript exception (xpatNamer 1.0): Error: Cannot set property displayName of instance of Ship to invalid value undefined.
In any case, I feel maybe the AI is next for some improvement. Thanks again.
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Re: Iron Ass OXP

Post by Cholmondely »

More on refugee adders:
Cholmondely wrote: Tue Jul 12, 2022 9:52 pm
Switeck wrote: Tue Jul 12, 2022 9:22 pm
Cody wrote: Tue Jul 12, 2022 2:53 pm
Some of the more canny merchants might announce a different destination to the one they're actually heading for.
Might be a bad idea to tick off someone following right behind you...they likely will have fuel to leave for elsewhere and may shoot before they go.
If someone tells me they're going to Leesti from Lave...and I end up at Riedquat, I'm likely going to treat them like they're a pirate attacking me. :twisted:
Fewer than 1 out of 20 will declare a different destination than they go to...probably even fewer than 1 out of 20 of those are likely to do it twice.

The way that freighters in the past choose their destination (purely random, best I could tell)...this won't be hugely valuable.
You can get a wormhole scanner before long and not even need this info.
It will just be a little touch to make the universe feel a little more real without having to resort to lots of OXPs/OXZs.

And anything that might interfere with this can disable this OXZ to install something better/different.
Looking at it from another perspective, just followed a Refugee Adder through his wormhole to Celabile (he did advertise - Communications Pack A?). I seemed to have no way of accepting his offer. Feeling protective I tried to tail him to the main orbital, but he kept trying to dodge me. And I had no way of communicating and telling him that I was on his side. It got too frustrating and I eventually buzzed off.

There should be some way of agreeing to travel with others as a group without dosh being involved. But this is OXP stuff really, no?
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Iron Ass OXP

Post by Old Murgh »

Cholmondely wrote: Tue Jul 12, 2022 9:54 pm
More on refugee adders:..
Looking at it from another perspective, just followed a Refugee Adder through his wormhole to Celabile (he did advertise - Communications Pack A?). I seemed to have no way of accepting his offer. Feeling protective I tried to tail him to the main orbital, but he kept trying to dodge me. And I had no way of communicating and telling him that I was on his side. It got too frustrating and I eventually buzzed off.

There should be some way of agreeing to travel with others as a group without dosh being involved. But this is OXP stuff really, no?
I like it. The current temporary Xpat AI has them very stressed and pessimistic about strangers, but the way phkb describes the future of broadcastComms, it would seem manageable to switch to a trusting AI and have them see the player as an ally, maybe even follow you blindly.

But to what end? Maybe a refugee shelter that will welcome them needs to be created, and escorting them there safely is an activity that could result in some reward. Not financially of course, but something.. Points to be in the running to receive a Humanitarian of the Year-award?
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Re: Iron Ass OXP

Post by Cholmondely »

Old Murgh wrote: Tue Jul 12, 2022 10:53 pm
Cholmondely wrote: Tue Jul 12, 2022 9:54 pm
More on refugee adders:..
Looking at it from another perspective, just followed a Refugee Adder through his wormhole to Celabile (he did advertise - Communications Pack A?). I seemed to have no way of accepting his offer. Feeling protective I tried to tail him to the main orbital, but he kept trying to dodge me. And I had no way of communicating and telling him that I was on his side. It got too frustrating and I eventually buzzed off.

There should be some way of agreeing to travel with others as a group without dosh being involved. But this is OXP stuff really, no?
I like it. The current temporary Xpat AI has them very stressed and pessimistic about strangers, but the way phkb describes the future of broadcastComms, it would seem manageable to switch to a trusting AI and have them see the player as an ally, maybe even follow you blindly.

But to what end? Maybe a refugee shelter that will welcome them needs to be created, and escorting them there safely is an activity that could result in some reward. Not financially of course, but something.. Points to be in the running to receive a Humanitarian of the Year-award?
Have you experimented with Illegal Goods Tweak? Try it! And as for rewards, well, maybe an honorary knighthood from a friendly feudal, or some sort of beatification from the CGC, or a medal from Amnesty InterGalactic, or a doctorhood from some university, or a full page article in SPACE or Witch-Craft...
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Iron Ass OXP

Post by Old Murgh »

Cholmondely wrote: Wed Jul 13, 2022 4:16 am
Have you experimented with Illegal Goods Tweak? Try it! And as for rewards, well, maybe an honorary knighthood from a friendly feudal, or some sort of beatification from the CGC, or a medal from Amnesty InterGalactic, or a doctorhood from some university, or a full page article in SPACE or Witch-Craft...
No, after initially absorbing every oxp I haven't had it since a mass culling to better understand what each oxp does, but I'll bump it up the queue. I suppose Amnesty InterGalactic options should be considered. And that charity is its own reward. :roll:

And I should remove their offender status, since it doesn't make sense that their GalCop standing would be dictated by whatever dictatorship they're fleeing from.
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Re: Iron Ass OXP

Post by Cholmondely »

Old Murgh wrote: Tue Apr 19, 2022 4:26 pm
There is of course the Rusty Ass series that needs to mirror this one first..
Did this get anywhere?
Last edited by Cholmondely on Fri Oct 14, 2022 9:44 am, edited 1 time in total.
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Iron Ass OXP

Post by Cholmondely »

Old Murgh wrote: Wed Jul 13, 2022 5:59 am
And I should remove their offender status, since it doesn't make sense that their GalCop standing would be dictated by whatever dictatorship they're fleeing from.
But if they are fleeing Lave itself?
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Iron Ass OXP

Post by Old Murgh »

Cholmondely wrote: Fri Oct 14, 2022 9:42 am
Did this get anywhere?
I'd say it got about 85% close to finished.. :?
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Re: Iron Ass OXP

Post by Cholmondely »

Old Murgh wrote: Tue Jul 12, 2022 10:53 pm
The current temporary Xpat AI has them very stressed and pessimistic about strangers, but the way phkb describes the future of broadcastComms, it would seem manageable to switch to a trusting AI and have them see the player as an ally, maybe even follow you blindly.

But to what end? Maybe a refugee shelter that will welcome them needs to be created, and escorting them there safely is an activity that could result in some reward. Not financially of course, but something.. Points to be in the running to receive a Humanitarian of the Year-award?
Just looking at this again,

one should not expect a reward for doing a good deed (Ethics of the Fathers (1:3): do not be like servants who serve the master in the expectation of receiving a reward, but be like servants who serve the master without the expectation of receiving a reward).

So personally speaking, I'm happy with just having the option to act ethically. That is what I regard as really important.
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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