I just made a hyper-space jump and on entering I saw about 10 trader-like ships hanging around and heading towards the planet. As this was unusual much I wondered what those were. I made an entity dump of some and saw that none of them had a role and all had an enteringTraderAI in state "HEAD_FOR_PLANET". But that is not a state in this AI. Looking further I saw some more strange things like a very low hull temperature of -25976.8
I just copied some strange lines from the dump. The reacted on firing them, so I thing the were flying a regular route1traderAI. I had never seen this before.
Although I have noticed other strange behaviours. E.g. since recently, when I jump into a system, I quite often find a Worm jumping in right after me. (Not even hyperspace capable!) Sometimes, in a non-communist system, I see one or two Workers Commuters.
I guess these are OXP-related. Trouble is, I don't know which combination of OXP's causes it.
since recently, when I jump into a system, I quite often find a Worm jumping in right after me. (Not even hyperspace capable!)
That does make sense though, since the worm is piggybacking and taking advantage of the wormhole created by another ship, it doesn't need to have hyperspace capability.
The Grey Haired Commander has spoken!
OK so I'm a PC user - "you know whats scary? Out of billions of sperm I was the fastest"
since recently, when I jump into a system, I quite often find a Worm jumping in right after me. (Not even hyperspace capable!)
That does make sense though, since the worm is piggybacking and taking advantage of the wormhole created by another ship, it doesn't need to have hyperspace capability.
Yes, it would make sense, were there another ship. But I'm talking about lone worms. And it doesn't come in my footsteps, as I'm usually watching my back before hyperjumping.
I've seen Workers' Commuters in non-Communist systems too, although (I'm pretty sure) only immediately after departing from a Communist system myself. I don't think I've ever gone from, say, a Multi-Government to a Dictatorship and met one, for example. Never been followed through witchspace by a Worm, though.
An other case, but it also has to to with no roles:
Today I notices several times the homing buoy was missing on my radar. It happened before, so didn't really pay it much attention. I also saw for the second time a "Trident Executive Shuttle" hanging around near the buoy point.
This time I made a entity dump of the thing. There was something strange. It had a primary role of "buoy". And the new roles list was empty. So I looked inside the OXP. All ships have a role assigned to, but not the "trident-player".
So the OXP is buggy, but the new role system of 1.70 is somehow fooled by this having no role what made him selecting this ship as buoy.
So it's another OXP due for a revision and reposting.
(I try to keep track of OXPs that have to be corrected and reposted. On the other hand, Ramirez is still around, so we can ask him to put a corrected version on the wiki (where BTW mrtchandler has done some nice work in expanding for instance the Trident's entry)).
So it's another OXP due for a revision and reposting.
(I try to keep track of OXPs that have to be corrected and reposted. On the other hand, Ramirez is still around, so we can ask him to put a corrected version on the wiki (where BTW mrtchandler has done some nice work in expanding for instance the Trident's entry)).
That would be really useful
The Grey Haired Commander has spoken!
OK so I'm a PC user - "you know whats scary? Out of billions of sperm I was the fastest"
I'll do an update to Executive SpaceWays when I have a moment. Also I've noticed the role of the player Starseeker is 'starseeker-player' when it really should just be 'player' - I doubt this causes any problems but I'll fix that as well.
I'm a little concerned about the workers' commuters appearing in non-communist systems, as this means that the systemGovernment_number condition in the commuters' shipdata isn't working properly. Unless it's another commuter model that's been created outside of the Commies OXP?
Download Resistance Commander plus many other exciting OXPs HERE
There are still flaws in the new role set. I just encountered a hostile cargopod that attacked me!!!
It must have been launched from a "Rock Hermit" from "pirate Cove.oxp" as a defender with the command launchPirateShip. It should have chosen a ship with role "pirate" but it took the wrong one and gave it a pirateAI.plist.
There are still flaws in the new role set. I just encountered a hostile cargopod that attacked me!!!
I would have loved to see that! How did it attack? Ramming you? Showing you the fist (or only a finger?)? Or are there cargo-pod lasers hidden somewhere?
I would have loved to see that! How did it attack? Ramming you? Showing you the fist (or only a finger?)? Or are there cargo-pod lasers hidden somewhere?
It did it best to kill me. But without lasers it is hard working against a ship with shields. At the end of the battle he did loose his life. But I remenber that it took more shots than usual to kill the cargopod. I should have tried to scoop him, but I look forward to meet more. When it is a bug, it's likeky to happen more around a pirate cove Hermite.
Probably the same error as last time. Original roleset was "cargopod" but somehow it got a primary role of "harkov_gm" and a AI of "route1patrolAI.plist". Similarity with the last one was that this also had a chance factor smaller than 1.
Both pods gave me credits on shooting down. (7 and 11 credits)
Maybe that's the same thing you have told me a while ago. I'm using some conditions in shipdata.plist. But the dump is made with 1.70 (Primary role)? I know that the localhero.oxp does not work with 1.70 and currently I'm learning JS to rescript this oxp. I should add a comment to the localhero thread.
And I can image your face when it happens the first time