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minor irritation

Posted: Fri May 23, 2008 7:11 am
by j f gearing
When ever I get blown away ( quite often) and press space to restart the game reverts to new as opposed to going to my last save. I know its only a minor point but can be very irritating, especially if you relaunch without noticing and have to pile into the station to re-restart.

any thoughts

thanks

JG

PS I have installed ROC oxp and have not seen sign of one in about 6 hours of play, do they not appear in G1 or do I need additional OXPs. I am trying to keep them to a minimum as they slow the game right down (B**** Vista)

Posted: Fri May 23, 2008 7:44 am
by JensAyton
This is a known misfeature.

Re: minor irritation

Posted: Fri May 23, 2008 8:01 am
by Commander McLane
j f gearing wrote:
PS I have installed ROC oxp and have not seen sign of one in about 6 hours of play, do they not appear in G1 or do I need additional OXPs. I am trying to keep them to a minimum as they slow the game right down (B**** Vista)
According to its shipdata it should appear as any of the following: pirate, hunter, scavenger or trader.

I just installed the RoC.oxp and started the game. Launched from the station and made an entity dump (press P to pause and then 0 (zero), then look in your logfile). According to my logfile there is one RoC as a trader in my current system. Now I would have to find it somewhere between witchpoint and station.

So I guess you were just unlucky not to stumble across one.

One additional lead: The RoC has a high bounty defined in its shipdata (200 cr), so even as a trader it will always be fugitive. This means if the police stumble across it before you do, they will mercilessly kill it.

Posted: Fri May 23, 2008 8:16 am
by Commander McLane
I found him in my system and made one puzzling discovery: He is clean, not fugitive!

As we are discussing the problem of escorts with bounties and how the game sets the bounties depending on roles, it seems to me that at least in some cases the game sets the bounty to 0 when it calls a ship as trader, even if there is a bounty defined in shipdata.

Posted: Fri May 23, 2008 8:21 am
by another_commander
Commander McLane wrote:
I found him in my system and made one puzzling discovery: He is clean, not fugitive!

As we are discussing the problem of escorts with bounties and how the game sets the bounties depending on roles, it seems to me that at least in some cases the game sets the bounty to 0 when it calls a ship as trader, even if there is a bounty defined in shipdata.
True. Ships added to the universe by the system populator with the role 'trader' have their bounties automatically set to 0.

Posted: Fri May 23, 2008 8:23 am
by j f gearing
are you saying I can't buy one

I did in a previous incarnation.
Also cannot find logfile, have pressed P and 0 and got message about dumping something

yours dimly

JG

Posted: Fri May 23, 2008 9:45 am
by Commander McLane
Yes, you should be able to buy one. According to its shipyard.plist it's available with a probability of 0.3 on shipyards with TL 6 and above (which due to a bug may actually mean 7 and above).

One problem with it is that it has neiter view positions nor weapons positions defined. If both default to the same (which I am not sure of) it could be difficult to use the laser, because you won't see it while firing.
Also cannot find logfile, have pressed P and 0 and got message about dumping something
Indeed, the message says that the entity-list was written into your logfile. Where you find that depends on your system. On a PC it's the stderr-file that (I think) is located in your Oolite-folder. On a Mac you find it by opening the Console and browsing to ~/Library/Logs/Oolite/Latest.log (or alternatively, if you have Debug.oxp, clicking on the first entry in the Debug-menu will open it).