{UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)

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

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Zireael
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Re: {RELEASE} - Illegal Goods Tweak v1.1

Post by Zireael »

Mauiby de Fug wrote:
A rate depending on the government type would make sense to me. I haven't installed this oxp yet, as I do like to sell contraband (mainly stuff scooped up, but I'm not averse to picking up cheap narcotics for a couple of credits at a constore and selling them on for a hundred). If the detection rate were based on government type, you'd be better off selling illegal items in Anarchy/Feudal State systems, adding more realism.

I've always assumed that the majority of the GalCop staff in a system came from the planet(s) in that system, so would be bound to be influenced in some way or other (though not officially) by what happens on the planet below.
Seconded.

@ above: Don't change that, please!!!!
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Re: {RELEASE} - Illegal Goods Tweak v1.1

Post by Capt. Murphy »

Once again thanks for all the feedback - makes all the effort of jumping around various people's scripts, the boards and the wiki trying to learn javascript for Oolite worthwhile.

On Detection Rate:

It is 100% and I think it should remain at 100%. The core game function of giving a penalty when the player launches from a main station with contraband is as far as I know 100% and the original reason for this OXP was to emulate that function for docking with a main station to close down what to me is a exploit in a multi dockable objects Ooniverse.

In game I see as all Galcop stations (and my understanding of canon is that all main stations are run jointly between Galcop and whatever planetary government there is) are fitted with high tech scanning equipment in the docking tunnel which scans holds on the way in and out and don't fail.

Having said that it's quite conceivable that in some less lawful systems, local officials may not be so concerned about upholding the letter of the law and could be susceptible to a little bribery to let a contraband cargo pass without penalty. Of course attempting to bribe an official who is a stickler about the law could see even greater penalties applied... :twisted:

So I plan to offer a third option on the first mission screen - which will basically be offer a bribe.

I may also rewrite the code to allow for a detection rate, and penalty levels etc to be held as variables and clearly commented in the script so that end-users can tweak if they so wish.

Hypercargo + Vortex:

Thanks Thargoid and Okti for the heads up. I've downloaded both OXP's and think I understand the code. I think it's easy enough to do an equipment check for Hypercargo and I should be able to hack the this.shipLaunchedFromStation = function(station) from the Hypercargo script to perform a similar function on docking. I'll shout if I get stuck.

However looking through the Vortex scripts I can't find any code that would give a legal penalty on launching from a station. Do Vortex pilots get an penalty if they launch from a main station with contraband in one of the multibays? If not I'll leave the Vortex out of this OXP - you get some bonuses for such an expensive ship after all.

Plans:

Work on another release with the option to bribe, make compatible with Hypercargo, and tidy up the mission screens a little more. The basics of 1.1 were written in my lunchhour on Friday and bugfixed about 5am yesterday morning (early riser), but the brain isn't always firing on full at that time of the day, hence the odd typo and the room for misunderstanding on the penalty screen.

Then start working on some 'rescued slaves' make contact and offer rewards missions. I've got some nice ideas for this.

No time-scales - Oolite time is generally limited to an hour or so before work on weekdays and a couple of hours at weekends.
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Re: {RELEASE} - Illegal Goods Tweak v1.1

Post by Thargoid »

Capt. Murphy wrote:
Hypercargo + Vortex:

Thanks Thargoid and Okti for the heads up. I've downloaded both OXP's and think I understand the code. I think it's easy enough to do an equipment check for Hypercargo and I should be able to hack the this.shipLaunchedFromStation = function(station) from the Hypercargo script to perform a similar function on docking. I'll shout if I get stuck.

However looking through the Vortex scripts I can't find any code that would give a legal penalty on launching from a station. Do Vortex pilots get an penalty if they launch from a main station with contraband in one of the multibays? If not I'll leave the Vortex out of this OXP - you get some bonuses for such an expensive ship after all.
Vortex doesn't include any code to check its bays for illegals (deliberately, it's an ex-military ship). But the basic code principle is the same between the two, just a little more complex in Vortex due to its larger number of bays.
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Re: {RELEASE} - Illegal Goods Tweak v1.1

Post by Zireael »

Detection rate in FFE varied. I think it penalized you on docking, not launching though. And I'd prefer varied rate to stiff, and especially not 100%.
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Re: {RELEASE} - Illegal Goods Tweak v1.1

Post by Capt. Murphy »

Well we are playing Oolite not FFE - however I will definitely make it an option in the next release to run with a detection rate based on government type and tech level.

High Tech Corporate States being high detection rate, Low Tech Anarchies low detection rate. If a commander makes it in with undetected contraband he will still have the option via a mission screen to turn stuff over to customs so slaves can be freed. The default will still be 100% detection rate but it will be a one line edit to change to the other option.

I'll still run with the bribes idea though.

Thargoid/Okti - the Vortex seems to be a special case if it's effectively immune to penalties when launching from a main station with contraband. I think I'll follow that logic to say that it's also immune to detection on the way in, but will build some code to give Vortex commanders the opportunity to turn contraband in voluntarily so slaves in particular can be freed.
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Re: {RELEASE} - Illegal Goods Tweak v1.1

Post by Zireael »

Capt. Murphy wrote:
Well we are playing Oolite not FFE - however I will definitely make it an option in the next release to run with a detection rate based on government type and tech level.

High Tech Corporate States being high detection rate, Low Tech Anarchies low detection rate. If a commander makes it in with undetected contraband he will still have the option via a mission screen to turn stuff over to customs so slaves can be freed. The default will still be 100% detection rate but it will be a one line edit to change to the other option.

I'll still run with the bribes idea though.

Thargoid/Okti - the Vortex seems to be a special case if it's effectively immune to penalties when launching from a main station with contraband. I think I'll follow that logic to say that it's also immune to detection on the way in, but will build some code to give Vortex commanders the opportunity to turn contraband in voluntarily so slaves in particular can be freed.
Well, I know, but I liked that feature of FFE. And I agree with the rest of your post.
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Re: {RELEASE} - Illegal Goods Tweak v1.1

Post by Pluisje »

Capt. Murphy wrote:
Well we are playing Oolite not FFE - however I will definitely make it an option in the next release to run with a detection rate based on government type and tech level.

High Tech Corporate States being high detection rate, Low Tech Anarchies low detection rate. <..snip..>
I would like a variable detection chance too. But why not base it only on tech level? So much other stuff is based on government type, it would be a nice change.
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Re: {RELEASE} - Illegal Goods Tweak v1.1

Post by Capt. Murphy »

Pluisje wrote:
I would like a variable detection chance too. But why not base it only on tech level? So much other stuff is based on government type, it would be a nice change.
It would be a bit too predictable IMHO. It makes sense to me to use both factors. Logic being the lower the tech level the system the higher the chance the scanning equipment is poorly maintained, or that operators don't understand it; and the less lawful the government type the higher the chance that the operator is asleep, drunk, bunking off work, browsing Reidquatian porn sites etc etc.

Version 1.2 is now released. First post updated with full readme and download link.

Option for a variable detection rate implemented. Detection rate is 100% by default. To set a variable rate change line 10 of illegal_goods_tweak.js from

missionVariables.ig_always_detect = "yes";

to

missionVariables.ig_always_detect = "no";

Also implemented a third option if contraband is detected - Attempt Bribe. This could be risky and there is a chance that attempted bribery could get you a legal penalty. Bribes are more likely to be accepted on less lawful and poorer systems. The bribe required is proportional to the tonnage of contraband but with a big chunk of random variation.

Finally made compliant with Thargoid's HyperCargo and Vortex OXP's (including the hacked HyperCargo option). Thanks to Thargoid for his advice on the method to interact with his script's variables from my script.

I'll start working this week on some time delayed additional reward missions that might kick in if slaves are voluntarily handed over to the authorities.
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Re: {RELEASE} - Illegal Goods Tweak v1.2.1 (05/4/11)

Post by Capt. Murphy »

Version 1.2.1 released - fixes a bug in event handling that could cause conflicts with other OXP's mission screens. Thanks to Gimi and Eric Walch for reporting and assistance.

Full read me and download link can be found in the first post.
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Re: {RELEASE} - Illegal Goods Tweak v1.3 (11/4/11)

Post by Capt. Murphy »

Version 1.3 released - adds some simple missions that may be triggered after handing over slaves to Galcop customs. Enjoy. Readme and download link updated in the first post.
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Re: {RELEASE} - Illegal Goods Tweak v1.3 (11/4/11)

Post by Potential Debris »

Haven't had a chance to play with this oxp yet but I am looking forward to it.

It occurs to me that an obvious addition to the OXP would be an option to install "smuggler's niches" into your ship, that increase the chance of landing contraband without detection. This modification would come at a price in both cash and cargo space, and it would only be available at certain locations (salvage gangs? Hacker outposts? Seedy space bars). I think the idea appeals to me because it makes me think of (a) the Millenium Falcon and (b) Serenity.

Since customs officials would be familiar with the standard layout of most common ships, some kind of cover would have to be introduced to explain why this standard issue cobra MkIII apparently only has 10 tons of space and a big plasterboard wall across the back of the cargo bay.
The obvious one would be to have an alternative to the "extra cargo space" shipyard item- the pilot can pretend that he is running an unmodified CobraIII without any extra space, thus showing 20tonnes of legit cargo capacity, but in fact he has a 10 tonnes of secret extra capacity that the customs officers will (usually) not find.
Another option could be a "special" passenger cabin - it looks just like a standard passenger cabin to any cursory inspection, but costs more to fit, takes up 8 tonnes instead of 5, and comes with 2 tones of smuggling capacity.

In some systems, just having these mods would be an offence, even if you're not currently carrying contraband.

Another possibility would be some system whereby you can hide contraband inside legitimate cargo - you buy 5 tons of food, and then open it up to stash 3 tons of narcotics inside hollowed-out pineapples or something. The end result would be 3 tons of drugs, and 1 ton of saleable food. This has the potential to make scooping cargo from pirates and traders even more exciting!

Am I really the only person to think of this, or is it just so absurdly unscriptable that no-one bothered to mention it. ? I can't believe it hasn't been brought up already.
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Re: {RELEASE} - Illegal Goods Tweak v1.3 (11/4/11)

Post by Smivs »

Hi Potential Debris, and welcome to the friendliest board this side of Riedquat.
Firstly I have to compliment you on a fine choice of name...it made me chuckle :)
Your idea is also a great one, but like you I don't know how easy it would be to actually do. There are certainly a few of our number who would probably like something like this :lol:
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Re: {RELEASE} - Illegal Goods Tweak v1.3 (11/4/11)

Post by Potential Debris »

Thanks for the welcome, although I should probably point out I'm not quite a newbie. I posted here a few times under the name 'dogscoff' but I don't seem to be able to retrieve my password, so I opened a new account.
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Re: {RELEASE} - Illegal Goods Tweak v1.3 (11/4/11)

Post by Cody »

Hi Potential Debris… would you like me to delete your previous incarnation, leaving his posts intact?
It would be quick and painless, I promise, and done with respect.
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And any survivors, their debts I will certainly pay. There's always a way!
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Re: {RELEASE} - Illegal Goods Tweak v1.3 (11/4/11)

Post by Smivs »

Potential Debris wrote:
Thanks for the welcome, although I should probably point out I'm not quite a newbie. I posted here a few times under the name 'dogscoff' but I don't seem to be able to retrieve my password, so I opened a new account.
Ah, yes, I remember your previous incarnation, welcome back in that case :D
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