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stuck in `deposed´
Posted: Fri Mar 27, 2009 8:18 pm
by stu
hi there, i´ve got a problem with the deposed mission - can´t find the pirates in the ´vicinity near edorqu´ - tried several times - kicked out almost every of my installed oxps to reduce traffic (pirates/bugs) - but still... need guidance from a wise commander - thx
Re: stuck in `deposed´
Posted: Fri Mar 27, 2009 9:13 pm
by Screet
Welcome to the board!
stu wrote:hi there, i´ve got a problem with the deposed mission - can´t find the pirates in the ´vicinity near edorqu´ - tried several times - kicked out almost every of my installed oxps to reduce traffic (pirates/bugs) - but still... need guidance from a wise commander - thx
If I recall correctly, there were hints at the systems near edorqu after docking while watching the system data screen. Might be confusing this with another mission, though.
Screet
Posted: Sat Mar 28, 2009 3:02 am
by _ds_
BTW, two bugs in 1.3.2. The fix appears to be to replace "set: local_" with "set: mission_" in Config/shipdata.plist. (These affect a few things later on.)
Posted: Sat Mar 28, 2009 9:56 am
by Eric Walch
_ds_ wrote:BTW, two bugs in 1.3.2. The fix appears to be to replace "set: local_" with "set: mission_" in Config/shipdata.plist. (These affect a few things later on.)
local_ variables have been buggy in quite a few Oolite releases. It works depending which Oolite version you use. I'll look at is if it is still buggy in 1.3.3. This is the latest release. And maybe this was already fixed here as I don't recall seeing any local variables in that code.
(EDIT; confirmed, in 1.3.3 the local variables were fixed. local variables are so much better for some scripts but because of the bugs with it with some oolite versions they were removed again but probably forgotten in shipdata. The current 1.3.3 release is correct.)
As it happens, I just looked at the deposed code last week (as response to the nova mission oddities). I noticed deposed never uses the markings on the long range chart. Most likely because this option was not available when this oxp was written. I now added marks to all the missions. The mark will give no additional clues as it only shows what also is written in text in the short mission description.
Edorqu however, is a special case. I wondered if this also needed marks on the chart. But that would be a spoiler as Cmdr. Wombat deliberately did not use short mission text here. He used the way of hinting like in the constrictor mission: hints on the F7 page. The ship is not in the Edorqu system and the Edorqu system itself contains not the clue. All surrounding systems also contain clues. Just visit them all until you hit the right one.
On doing this I found one error in the code that prevented one short mission description being showed. That bug has always been there and happens for a description in G5 when the player choose the solution to do the missions without galcop help. (Deposed can be played as lawful or non-lawful player but by helping GalCop you get back much more intelligence from them)
I now added the markings in my copy and probably upload it as version 1.4 when the wiki can be written again.
Posted: Sat Mar 28, 2009 11:02 am
by stu
thx for the hints... try to look around in the nearby systems with updated version...
tried to find out a bit more about the deposed mission and saw there were other rookies with similar problems.. so thank for working on the mission... (missions really keep the game alive!)
i restarted the mission after contacting the cops, because they took my reward... and as money is somehow hard to earn, when not only trading, i decided NOT to give away my hard earned bucks to the cops... wonder what they do with the money... got the funny feeling oolite makes me greedy!!! for example keep flying for a long time when fuel is exhausted instead of using my extra fuel...
turns out oolite reveals some hidden behavior of mine
Posted: Sat Mar 28, 2009 2:11 pm
by Eric Walch
stu wrote:thx for the hints... try to look around in the nearby systems with updated version...
I uploaded the version with added mission destinations at the box:
Deposed 1.3.4
I have not yet tested it but the destinations should be correct. Use it and report if it contains wrong marks.
i restarted the mission after contacting the cops, because they took my reward... and as money is somehow hard to earn, when not only trading, i decided NOT to give away my hard earned bucks to the cops... wonder what they do with the money...
I never noticed it. But looking at the code I see you DO get a lot of extra useful messages by helping the cops. Honesty has its price it seems.
Posted: Sat Mar 28, 2009 7:55 pm
by stu
ok, worked fine... but my snails escaped!
at all i would like to stay in chart 4, ´cause trident down is waiting....
Posted: Sat Mar 28, 2009 8:06 pm
by Screet
stu wrote:ok, worked fine... but my snails escaped!
at all i would like to stay in chart 4, ´cause trident down is waiting....
Oh, when you play cataclysm, you will again need to travel through that galaxy. I didn't try to start trident down before doing that cataclysm-required jump to G5, but I'd guess it should work.
Screet
Posted: Sat Mar 28, 2009 11:30 pm
by Eric Walch
stu wrote:at all i would like to stay in chart 4, ´cause trident down is waiting....
Nothing in Deposed is time depending, so you could just ignore the further missions, do other oxp missions first and than finish deposed off.
----
I noticed deposed only adds the target ships when entering from witchspace. This means that when you save the game in the target system and start here with a saved game, there will be no target ships. So be warned when you don't find ships after launch from a saved game in a target system.
I fixed this for a next 1.4 release.
Posted: Tue Mar 31, 2009 8:52 pm
by Eric Walch
Past weekend I completed playing deposed in "cheatmode" to check if everything works as it should.
Just noticed the the pilots of the three widow ships always crashed themselves into the abandoned ship they were launching from. Those escape pods have nothing to do with the missions, but now these pilots survive their ejection and can be scooped for bonus points.
I remembered again how bad the ending was. Murgh just stopped in the middle of a mission with this work and called it an open end in the read me. However, the player has no clue that the oxp has stopped. The last messages even suggest a new task/briefing is coming soon. I now added a final page were it explicit writes that the oxp has ended. Saves the player a lot frustration.
When there is really someone that will continue writing on this mission he can change that page.
I uploaded it at the same link as before.
Deposed 1.3.4 (Even same version number). When nobody sees strange things I'll upload it in a few weeks at the wiki as 1.4.
(great to read that the wiki is fully working again since today)
Deposed 1.3.3
Posted: Thu Apr 23, 2009 7:56 am
by Zbond-Zbond
Found everything ok before being sent to G5
Now back in G4 (with new ship purchased while away) but all quiet so far. Maybe new ship does something?
Above comments interesting/might try 1.3.4