I had a nasty thought last night about the conversion, I think that I need to check that the version 1 NPC's are on the shipyard before I convert them or you may loose some working ship captains ... About the only thing that I can do with the crew that are working is to skip them and to pop something in the log for the player to deal with.Aranov wrote:Tested the newest version, and everything seems to be working smoothly with regards to bugs 1 and 3.
Upon sending an L ship to salvaged, all crew on the station and ship were successfully converted using the new method.
Subsequent salvaging of L ships went as expected, No problems there.
The first XL ship to be salvaged did create 6 crew instead of 3, but following ships worked normally.
If I have some spare time then I will see if I can reproduce the XL glitch but at least its a one off.
Hopefully that is issue 3 dealt with OK, I would agree with you about cleanup, at least you got paid for them this timeAranov wrote:After this I checked the newly spawned NPCs(all 40 or so of them) and they appeared to be dressed correctly for their jobs.
However in the time of writing this post and letting X:R run in background, I found something else that maybe a problem.
The converted crew are now disappearing from stations after some time if I don't hire them.
I'm assuming this is do to same cleanup routine that changes out the various characters on the NPC stations every so often.
It might be possible to stop the NPC cleanup script on a player shipyard .. if we can find it
I am going to add the extra conditions onto the conversion first then will see if I can reproduce issue 2 and the XL issue.Aranov wrote:As for bug No.2, was my explanation confusing? I was hesitant to report it as I even found it a bit confusing.
I'll try to make it clearer what happens.
1. A shipyard fails the check to be able to salvage a ship.
In my case, a newly built shipyard had no food or drones as I had forgotten I needed them.
2. If that happens, The ship that the check failed on can not be targeted for salvage again.
Which is to say the "Select" button is greyed out and unclickable when choosing a ship to be sold or salvaged. This persists across all shipyards.
3. And the real problem IMO, The ship is stuck with the orders it had at the time of the failed salvage.
When calling the captain all possible orders are once again greyed out and unclickable. I can only tell them to leave or join my squad.
Now upon joining my squad I do have the option to give them orders, but they do not follow them.
That is the extant of what I know concerning bug No.2.
And thank you again for making this mod, and for continuing to update it.
This is easily one of my favorite mods for X:R, I can't believe Egosoft didn't do something like this in vanilla.
Now I have a way to finally remove ships that are stuck needing wares in the NPC shipyards, and it makes playing a pirate so much more satisfying.
Thanks again
jth